use of games.strategy.engine.data.Change in project triplea by triplea-game.
the class MovePerformer method populateStack.
/**
* We assume that the move is valid.
*/
private void populateStack(final Collection<Unit> units, final Route route, final PlayerID id, final Collection<Unit> transportsToLoad) {
final IExecutable preAaFire = new IExecutable() {
private static final long serialVersionUID = -7945930782650355037L;
@Override
public void execute(final ExecutionStack stack, final IDelegateBridge bridge) {
// this can happen for air units moving out of a battle zone
for (final IBattle battle : getBattleTracker().getPendingBattles(route.getStart(), null)) {
for (final Unit unit : units) {
final Route routeUnitUsedToMove = moveDelegate.getRouteUsedToMoveInto(unit, route.getStart());
if (battle != null) {
battle.removeAttack(routeUnitUsedToMove, Collections.singleton(unit));
}
}
}
}
};
// hack to allow the executables to share state
final IExecutable fireAa = new IExecutable() {
private static final long serialVersionUID = -3780228078499895244L;
@Override
public void execute(final ExecutionStack stack, final IDelegateBridge bridge) {
final Collection<Unit> aaCasualties = fireAa(route, units);
final Set<Unit> aaCasualtiesWithDependents = new HashSet<>();
// need to remove any dependents here
if (aaCasualties != null) {
aaCasualtiesWithDependents.addAll(aaCasualties);
final Map<Unit, Collection<Unit>> dependencies = TransportTracker.transporting(units, units);
for (final Unit u : aaCasualties) {
final Collection<Unit> dependents = dependencies.get(u);
if (dependents != null) {
aaCasualtiesWithDependents.addAll(dependents);
}
// we might have new dependents too (ie: paratroopers)
final Collection<Unit> newDependents = m_newDependents.get(u);
if (newDependents != null) {
aaCasualtiesWithDependents.addAll(newDependents);
}
}
}
arrivingUnits = CollectionUtils.difference(units, aaCasualtiesWithDependents);
}
};
final IExecutable postAaFire = new IExecutable() {
private static final long serialVersionUID = 670783657414493643L;
@Override
public void execute(final ExecutionStack stack, final IDelegateBridge bridge) {
// if any non enemy territories on route
// or if any enemy units on route the
// battles on (note water could have enemy but its
// not owned)
final GameData data = bridge.getData();
final Predicate<Territory> mustFightThrough = getMustFightThroughMatch(id, data);
final Collection<Unit> arrived = Collections.unmodifiableList(CollectionUtils.intersection(units, arrivingUnits));
// Reset Optional
arrivingUnits = new ArrayList<>();
final Collection<Unit> arrivedCopyForBattles = new ArrayList<>(arrived);
final Map<Unit, Unit> transporting = TransportUtils.mapTransports(route, arrived, transportsToLoad);
// If we have paratrooper land units being carried by air units, they should be dropped off in the last
// territory. This means they
// are still dependent during the middle steps of the route.
final Collection<Unit> dependentOnSomethingTilTheEndOfRoute = new ArrayList<>();
final Collection<Unit> airTransports = CollectionUtils.getMatches(arrived, Matches.unitIsAirTransport());
final Collection<Unit> paratroops = CollectionUtils.getMatches(arrived, Matches.unitIsAirTransportable());
if (!airTransports.isEmpty() && !paratroops.isEmpty()) {
final Map<Unit, Unit> transportingAir = TransportUtils.mapTransportsToLoad(paratroops, airTransports);
dependentOnSomethingTilTheEndOfRoute.addAll(transportingAir.keySet());
}
final Collection<Unit> presentFromStartTilEnd = new ArrayList<>(arrived);
presentFromStartTilEnd.removeAll(dependentOnSomethingTilTheEndOfRoute);
final CompositeChange change = new CompositeChange();
// markFuelCostResourceChange must be done before we load/unload units
change.add(Route.getFuelChanges(units, route, id, data));
markTransportsMovement(arrived, transporting, route);
if (route.anyMatch(mustFightThrough) && arrived.size() != 0) {
boolean bombing = false;
boolean ignoreBattle = false;
// could it be a bombing raid
final Collection<Unit> enemyUnits = route.getEnd().getUnits().getMatches(Matches.enemyUnit(id, data));
final Collection<Unit> enemyTargetsTotal = CollectionUtils.getMatches(enemyUnits, Matches.unitCanBeDamaged().and(Matches.unitIsBeingTransported().negate()));
final boolean canCreateAirBattle = !enemyTargetsTotal.isEmpty() && Properties.getRaidsMayBePreceededByAirBattles(data) && AirBattle.territoryCouldPossiblyHaveAirBattleDefenders(route.getEnd(), id, data, true);
final Predicate<Unit> allBombingRaid = PredicateBuilder.of(Matches.unitIsStrategicBomber()).orIf(canCreateAirBattle, Matches.unitCanEscort()).build();
final boolean allCanBomb = !arrived.isEmpty() && arrived.stream().allMatch(allBombingRaid);
final Collection<Unit> enemyTargets = CollectionUtils.getMatches(enemyTargetsTotal, Matches.unitIsOfTypes(UnitAttachment.getAllowedBombingTargetsIntersection(CollectionUtils.getMatches(arrived, Matches.unitIsStrategicBomber()), data)));
final boolean targetsOrEscort = !enemyTargets.isEmpty() || (!enemyTargetsTotal.isEmpty() && canCreateAirBattle && !arrived.isEmpty() && arrived.stream().allMatch(Matches.unitCanEscort()));
boolean targetedAttack = false;
// if it's all bombers and there's something to bomb
if (allCanBomb && targetsOrEscort && GameStepPropertiesHelper.isCombatMove(data)) {
bombing = getRemotePlayer().shouldBomberBomb(route.getEnd());
// if bombing and there's something to target- ask what to bomb
if (bombing) {
// CompositeMatchOr<Unit> unitsToBeBombed = new CompositeMatchOr<Unit>(Matches.UnitIsFactory,
// Matches.UnitCanBeDamagedButIsNotFactory);
// determine which unit to bomb
final Unit target;
if (enemyTargets.size() > 1 && Properties.getDamageFromBombingDoneToUnitsInsteadOfTerritories(data) && !canCreateAirBattle) {
target = getRemotePlayer().whatShouldBomberBomb(route.getEnd(), enemyTargets, arrived);
} else if (!enemyTargets.isEmpty()) {
target = enemyTargets.iterator().next();
} else {
// in case we are escorts only
target = enemyTargetsTotal.iterator().next();
}
if (target == null) {
bombing = false;
targetedAttack = false;
} else {
targetedAttack = true;
final HashMap<Unit, HashSet<Unit>> targets = new HashMap<>();
targets.put(target, new HashSet<>(arrived));
// createdBattle = true;
getBattleTracker().addBattle(route, arrivedCopyForBattles, bombing, id, MovePerformer.this.bridge, m_currentMove, dependentOnSomethingTilTheEndOfRoute, targets, false);
}
}
}
// Ignore Trn on Trn forces.
if (isIgnoreTransportInMovement(bridge.getData())) {
final boolean allOwnedTransports = !arrived.isEmpty() && arrived.stream().allMatch(Matches.unitIsTransportButNotCombatTransport());
final boolean allEnemyTransports = !enemyUnits.isEmpty() && enemyUnits.stream().allMatch(Matches.unitIsTransportButNotCombatTransport());
// If everybody is a transport, don't create a battle
if (allOwnedTransports && allEnemyTransports) {
ignoreBattle = true;
}
}
if (!ignoreBattle && GameStepPropertiesHelper.isCombatMove(data) && !targetedAttack) {
// createdBattle = true;
if (bombing) {
getBattleTracker().addBombingBattle(route, arrivedCopyForBattles, id, MovePerformer.this.bridge, m_currentMove, dependentOnSomethingTilTheEndOfRoute);
} else {
getBattleTracker().addBattle(route, arrivedCopyForBattles, id, MovePerformer.this.bridge, m_currentMove, dependentOnSomethingTilTheEndOfRoute);
}
}
if (!ignoreBattle && GameStepPropertiesHelper.isNonCombatMove(data, false) && !targetedAttack) {
// difficult if we want these recorded in battle records).
for (final Territory t : route.getMatches(Matches.territoryIsOwnedByPlayerWhosRelationshipTypeCanTakeOverOwnedTerritoryAndPassableAndNotWater(id).and(Matches.territoryIsBlitzable(id, data)))) {
if (Matches.isTerritoryEnemy(id, data).test(t) || Matches.territoryHasEnemyUnits(id, data).test(t)) {
continue;
}
if ((t.equals(route.getEnd()) && !arrivedCopyForBattles.isEmpty() && arrivedCopyForBattles.stream().allMatch(Matches.unitIsAir())) || (!t.equals(route.getEnd()) && !presentFromStartTilEnd.isEmpty() && presentFromStartTilEnd.stream().allMatch(Matches.unitIsAir()))) {
continue;
}
// createdBattle = true;
getBattleTracker().takeOver(t, id, bridge, m_currentMove, arrivedCopyForBattles);
}
}
}
// mark movement
final Change moveChange = markMovementChange(arrived, route, id);
change.add(moveChange);
// actually move the units
if (route.getStart() != null && route.getEnd() != null) {
// ChangeFactory.addUnits(route.getEnd(), arrived);
final Change remove = ChangeFactory.removeUnits(route.getStart(), units);
final Change add = ChangeFactory.addUnits(route.getEnd(), arrived);
change.add(add, remove);
}
MovePerformer.this.bridge.addChange(change);
m_currentMove.addChange(change);
m_currentMove.setDescription(MyFormatter.unitsToTextNoOwner(arrived) + " moved from " + route.getStart().getName() + " to " + route.getEnd().getName());
moveDelegate.updateUndoableMoves(m_currentMove);
}
};
m_executionStack.push(postAaFire);
m_executionStack.push(fireAa);
m_executionStack.push(preAaFire);
m_executionStack.execute(bridge);
}
use of games.strategy.engine.data.Change in project triplea by triplea-game.
the class MustFightBattle method markNoMovementLeft.
private void markNoMovementLeft(final IDelegateBridge bridge) {
if (m_headless) {
return;
}
final Collection<Unit> attackingNonAir = CollectionUtils.getMatches(m_attackingUnits, Matches.unitIsAir().negate());
final Change noMovementChange = ChangeFactory.markNoMovementChange(attackingNonAir);
if (!noMovementChange.isEmpty()) {
bridge.addChange(noMovementChange);
}
}
use of games.strategy.engine.data.Change in project triplea by triplea-game.
the class MustFightBattle method reLoadTransports.
void reLoadTransports(final Collection<Unit> units, final CompositeChange change) {
final Collection<Unit> transports = CollectionUtils.getMatches(units, Matches.unitCanTransport());
// Put units back on their transports
for (final Unit transport : transports) {
final Collection<Unit> unloaded = TransportTracker.unloaded(transport);
for (final Unit load : unloaded) {
final Change loadChange = TransportTracker.loadTransportChange((TripleAUnit) transport, load);
change.add(loadChange);
}
}
}
use of games.strategy.engine.data.Change in project triplea by triplea-game.
the class MustFightBattle method fireNavalBombardment.
private void fireNavalBombardment(final IDelegateBridge bridge) {
// TODO - check within the method for the bombarding limitations
final Collection<Unit> bombard = getBombardingUnits();
final Collection<Unit> attacked = CollectionUtils.getMatches(m_defendingUnits, Matches.unitIsNotInfrastructureAndNotCapturedOnEntering(m_attacker, m_battleSite, m_data));
// bombarding units can't move after bombarding
if (!m_headless) {
final Change change = ChangeFactory.markNoMovementChange(bombard);
bridge.addChange(change);
}
/*
* TODO This code is actually a bug- the property is intended to tell if the return fire is
* RESTRICTED- but it's used as if it's ALLOWED. The reason is the default values on the
* property definition. However, fixing this will entail a fix to the XML to reverse
* all values. We'll leave it as is for now and try to figure out a patch strategy later.
*/
final boolean canReturnFire = isNavalBombardCasualtiesReturnFire();
if (bombard.size() > 0 && attacked.size() > 0) {
if (!m_headless) {
bridge.getSoundChannelBroadcaster().playSoundForAll(SoundPath.CLIP_BATTLE_BOMBARD, m_attacker);
}
final List<Unit> allEnemyUnitsAliveOrWaitingToDie = new ArrayList<>();
allEnemyUnitsAliveOrWaitingToDie.addAll(m_defendingUnits);
allEnemyUnitsAliveOrWaitingToDie.addAll(m_defendingWaitingToDie);
fire(SELECT_NAVAL_BOMBARDMENT_CASUALTIES, bombard, attacked, allEnemyUnitsAliveOrWaitingToDie, false, canReturnFire ? ReturnFire.ALL : ReturnFire.NONE, "Bombard");
}
}
use of games.strategy.engine.data.Change in project triplea by triplea-game.
the class NonFightingBattle method unitsLostInPrecedingBattle.
@Override
public void unitsLostInPrecedingBattle(final IBattle battle, final Collection<Unit> units, final IDelegateBridge bridge, final boolean withdrawn) {
if (withdrawn) {
return;
}
Collection<Unit> lost = getDependentUnits(units);
lost.addAll(CollectionUtils.intersection(units, m_attackingUnits));
lost = CollectionUtils.getMatches(lost, Matches.unitIsInTerritory(m_battleSite));
if (lost.size() != 0) {
final String transcriptText = MyFormatter.unitsToText(lost) + " lost in " + m_battleSite.getName();
bridge.getHistoryWriter().addChildToEvent(transcriptText, lost);
final Change change = ChangeFactory.removeUnits(m_battleSite, lost);
bridge.addChange(change);
}
}
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