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Example 61 with CompositeChange

use of games.strategy.engine.data.CompositeChange in project triplea by triplea-game.

the class BattleDelegate method doScrambling.

private void doScrambling() {
    // first, figure out all the territories where scrambling units could scramble to
    // then ask the defending player if they wish to scramble units there, and actually move the units there
    final GameData data = getData();
    if (!Properties.getScrambleRulesInEffect(data)) {
        return;
    }
    final boolean fromIslandOnly = Properties.getScrambleFromIslandOnly(data);
    final boolean toSeaOnly = Properties.getScrambleToSeaOnly(data);
    final boolean toAnyAmphibious = Properties.getScrambleToAnyAmphibiousAssault(data);
    final boolean toSbr = Properties.getCanScrambleIntoAirBattles(data);
    int maxScrambleDistance = 0;
    for (final UnitType unitType : data.getUnitTypeList()) {
        final UnitAttachment ua = UnitAttachment.get(unitType);
        if (ua.getCanScramble() && maxScrambleDistance < ua.getMaxScrambleDistance()) {
            maxScrambleDistance = ua.getMaxScrambleDistance();
        }
    }
    final Predicate<Unit> airbasesCanScramble = Matches.unitIsEnemyOf(data, player).and(Matches.unitIsAirBase()).and(Matches.unitIsNotDisabled()).and(Matches.unitIsBeingTransported().negate());
    final Predicate<Territory> canScramble = PredicateBuilder.of(Matches.territoryIsWater().or(Matches.isTerritoryEnemy(player, data))).and(Matches.territoryHasUnitsThatMatch(Matches.unitCanScramble().and(Matches.unitIsEnemyOf(data, player)).and(Matches.unitIsNotDisabled()))).and(Matches.territoryHasUnitsThatMatch(airbasesCanScramble)).andIf(fromIslandOnly, Matches.territoryIsIsland()).build();
    final Set<Territory> territoriesWithBattles = battleTracker.getPendingBattleSites().getNormalBattlesIncludingAirBattles();
    if (toSbr) {
        territoriesWithBattles.addAll(battleTracker.getPendingBattleSites().getStrategicBombingRaidsIncludingAirBattles());
    }
    final Set<Territory> territoriesWithBattlesWater = new HashSet<>(CollectionUtils.getMatches(territoriesWithBattles, Matches.territoryIsWater()));
    final Set<Territory> territoriesWithBattlesLand = new HashSet<>(CollectionUtils.getMatches(territoriesWithBattles, Matches.territoryIsLand()));
    final Map<Territory, Set<Territory>> scrambleTerrs = new HashMap<>();
    for (final Territory battleTerr : territoriesWithBattlesWater) {
        final Set<Territory> canScrambleFrom = new HashSet<>(CollectionUtils.getMatches(data.getMap().getNeighbors(battleTerr, maxScrambleDistance), canScramble));
        if (!canScrambleFrom.isEmpty()) {
            scrambleTerrs.put(battleTerr, canScrambleFrom);
        }
    }
    for (final Territory battleTerr : territoriesWithBattlesLand) {
        if (!toSeaOnly) {
            final Set<Territory> canScrambleFrom = new HashSet<>(CollectionUtils.getMatches(data.getMap().getNeighbors(battleTerr, maxScrambleDistance), canScramble));
            if (!canScrambleFrom.isEmpty()) {
                scrambleTerrs.put(battleTerr, canScrambleFrom);
            }
        }
        final IBattle battle = battleTracker.getPendingBattle(battleTerr, false, BattleType.NORMAL);
        // it.
        if (battle != null && battle.isAmphibious() && battle instanceof DependentBattle) {
            final Collection<Territory> amphibFromTerrs = ((DependentBattle) battle).getAmphibiousAttackTerritories();
            amphibFromTerrs.removeAll(territoriesWithBattlesWater);
            for (final Territory amphibFrom : amphibFromTerrs) {
                final Set<Territory> canScrambleFrom = scrambleTerrs.getOrDefault(amphibFrom, new HashSet<>());
                if (toAnyAmphibious) {
                    canScrambleFrom.addAll(CollectionUtils.getMatches(data.getMap().getNeighbors(amphibFrom, maxScrambleDistance), canScramble));
                } else if (canScramble.test(battleTerr)) {
                    canScrambleFrom.add(battleTerr);
                }
                if (!canScrambleFrom.isEmpty()) {
                    scrambleTerrs.put(amphibFrom, canScrambleFrom);
                }
            }
        }
    }
    // now scrambleTerrs is a list of places we can scramble from
    if (scrambleTerrs.isEmpty()) {
        return;
    }
    final Map<Tuple<Territory, PlayerID>, Collection<Map<Territory, Tuple<Collection<Unit>, Collection<Unit>>>>> scramblersByTerritoryPlayer = new HashMap<>();
    for (final Territory to : scrambleTerrs.keySet()) {
        // find who we should ask
        PlayerID defender = null;
        if (battleTracker.hasPendingBattle(to, false)) {
            defender = AbstractBattle.findDefender(to, player, data);
        }
        final Map<Territory, Tuple<Collection<Unit>, Collection<Unit>>> scramblers = new HashMap<>();
        for (final Territory from : scrambleTerrs.get(to)) {
            if (defender == null) {
                defender = AbstractBattle.findDefender(from, player, data);
            }
            // find how many is the max this territory can scramble
            final Collection<Unit> airbases = from.getUnits().getMatches(airbasesCanScramble);
            final int maxCanScramble = getMaxScrambleCount(airbases);
            final Route toBattleRoute = data.getMap().getRoute_IgnoreEnd(from, to, Matches.territoryIsNotImpassable());
            final Collection<Unit> canScrambleAir = from.getUnits().getMatches(Matches.unitIsEnemyOf(data, player).and(Matches.unitCanScramble()).and(Matches.unitIsNotDisabled()).and(Matches.unitWasScrambled().negate()).and(Matches.unitCanScrambleOnRouteDistance(toBattleRoute)));
            if (maxCanScramble > 0 && !canScrambleAir.isEmpty()) {
                scramblers.put(from, Tuple.of(airbases, canScrambleAir));
            }
        }
        if (defender == null || scramblers.isEmpty()) {
            continue;
        }
        final Tuple<Territory, PlayerID> terrPlayer = Tuple.of(to, defender);
        final Collection<Map<Territory, Tuple<Collection<Unit>, Collection<Unit>>>> tempScrambleList = scramblersByTerritoryPlayer.getOrDefault(terrPlayer, new ArrayList<>());
        tempScrambleList.add(scramblers);
        scramblersByTerritoryPlayer.put(terrPlayer, tempScrambleList);
    }
    // now scramble them
    for (final Tuple<Territory, PlayerID> terrPlayer : scramblersByTerritoryPlayer.keySet()) {
        final Territory to = terrPlayer.getFirst();
        final PlayerID defender = terrPlayer.getSecond();
        if (defender == null || defender.isNull()) {
            continue;
        }
        boolean scrambledHere = false;
        for (final Map<Territory, Tuple<Collection<Unit>, Collection<Unit>>> scramblers : scramblersByTerritoryPlayer.get(terrPlayer)) {
            // verify that we didn't already scramble any of these units
            final Iterator<Territory> territoryIter = scramblers.keySet().iterator();
            while (territoryIter.hasNext()) {
                final Territory t = territoryIter.next();
                scramblers.get(t).getSecond().retainAll(t.getUnits());
                if (scramblers.get(t).getSecond().isEmpty()) {
                    territoryIter.remove();
                }
            }
            if (scramblers.isEmpty()) {
                continue;
            }
            final Map<Territory, Collection<Unit>> toScramble = getRemotePlayer(defender).scrambleUnitsQuery(to, scramblers);
            if (toScramble == null) {
                continue;
            }
            // verify max allowed
            if (!scramblers.keySet().containsAll(toScramble.keySet())) {
                throw new IllegalStateException("Trying to scramble from illegal territory");
            }
            for (final Territory t : scramblers.keySet()) {
                if (toScramble.get(t) == null) {
                    continue;
                }
                if (toScramble.get(t).size() > getMaxScrambleCount(scramblers.get(t).getFirst())) {
                    throw new IllegalStateException("Trying to scramble " + toScramble.get(t).size() + " out of " + t.getName() + ", but max allowed is " + scramblers.get(t).getFirst());
                }
            }
            // Validate players have enough fuel to move there and back
            final Map<PlayerID, ResourceCollection> playerFuelCost = new HashMap<>();
            for (final Entry<Territory, Collection<Unit>> entry : toScramble.entrySet()) {
                final Map<PlayerID, ResourceCollection> map = Route.getScrambleFuelCostCharge(entry.getValue(), entry.getKey(), to, data);
                for (final Entry<PlayerID, ResourceCollection> playerAndCost : map.entrySet()) {
                    if (playerFuelCost.containsKey(playerAndCost.getKey())) {
                        playerFuelCost.get(playerAndCost.getKey()).add(playerAndCost.getValue());
                    } else {
                        playerFuelCost.put(playerAndCost.getKey(), playerAndCost.getValue());
                    }
                }
            }
            for (final Entry<PlayerID, ResourceCollection> playerAndCost : playerFuelCost.entrySet()) {
                if (!playerAndCost.getKey().getResources().has(playerAndCost.getValue().getResourcesCopy())) {
                    throw new IllegalStateException("Not enough fuel to scramble, player: " + playerAndCost.getKey() + ", needs: " + playerAndCost.getValue());
                }
            }
            final CompositeChange change = new CompositeChange();
            for (final Territory t : toScramble.keySet()) {
                final Collection<Unit> scrambling = toScramble.get(t);
                if (scrambling == null || scrambling.isEmpty()) {
                    continue;
                }
                int numberScrambled = scrambling.size();
                final Collection<Unit> airbases = t.getUnits().getMatches(airbasesCanScramble);
                final int maxCanScramble = getMaxScrambleCount(airbases);
                if (maxCanScramble != Integer.MAX_VALUE) {
                    // TODO: maybe sort from biggest to smallest first?
                    for (final Unit airbase : airbases) {
                        final int allowedScramble = ((TripleAUnit) airbase).getMaxScrambleCount();
                        if (allowedScramble > 0) {
                            final int newAllowed;
                            if (allowedScramble >= numberScrambled) {
                                newAllowed = allowedScramble - numberScrambled;
                                numberScrambled = 0;
                            } else {
                                newAllowed = 0;
                                numberScrambled -= allowedScramble;
                            }
                            change.add(ChangeFactory.unitPropertyChange(airbase, newAllowed, TripleAUnit.MAX_SCRAMBLE_COUNT));
                        }
                        if (numberScrambled <= 0) {
                            break;
                        }
                    }
                }
                for (final Unit u : scrambling) {
                    change.add(ChangeFactory.unitPropertyChange(u, t, TripleAUnit.ORIGINATED_FROM));
                    change.add(ChangeFactory.unitPropertyChange(u, true, TripleAUnit.WAS_SCRAMBLED));
                    change.add(Route.getFuelChanges(Collections.singleton(u), new Route(t, to), u.getOwner(), data));
                }
                // should we mark combat, or call setupUnitsInSameTerritoryBattles again?
                change.add(ChangeFactory.moveUnits(t, to, scrambling));
                bridge.getHistoryWriter().startEvent(defender.getName() + " scrambles " + scrambling.size() + " units out of " + t.getName() + " to defend against the attack in " + to.getName(), scrambling);
                scrambledHere = true;
            }
            if (!change.isEmpty()) {
                bridge.addChange(change);
            }
        }
        if (!scrambledHere) {
            continue;
        }
        // make sure the units join the battle, or create a new battle.
        final IBattle bombing = battleTracker.getPendingBattle(to, true, null);
        IBattle battle = battleTracker.getPendingBattle(to, false, BattleType.NORMAL);
        if (battle == null) {
            final List<Unit> attackingUnits = to.getUnits().getMatches(Matches.unitIsOwnedBy(player));
            if (bombing != null) {
                attackingUnits.removeAll(bombing.getAttackingUnits());
            }
            // into an air battle / air raid
            if (attackingUnits.isEmpty()) {
                continue;
            }
            bridge.getHistoryWriter().startEvent(defender.getName() + " scrambles to create a battle in territory " + to.getName());
            // TODO: the attacking sea units do not remember where they came from, so they cannot retreat anywhere. Need to
            // fix.
            battleTracker.addBattle(new RouteScripted(to), attackingUnits, player, bridge, null, null);
            battle = battleTracker.getPendingBattle(to, false, BattleType.NORMAL);
            if (battle instanceof MustFightBattle) {
                // this is an ugly mess of hacks, but will have to stay here till all transport related code is gutted and
                // refactored.
                final MustFightBattle mfb = (MustFightBattle) battle;
                final Collection<Territory> neighborsLand = data.getMap().getNeighbors(to, Matches.territoryIsLand());
                if (attackingUnits.stream().anyMatch(Matches.unitIsTransport())) {
                    // first, we have to reset the "transportedBy" setting for all the land units that were offloaded
                    final CompositeChange change1 = new CompositeChange();
                    mfb.reLoadTransports(attackingUnits, change1);
                    if (!change1.isEmpty()) {
                        bridge.addChange(change1);
                    }
                    // after that is applied, we have to make a map of all dependencies
                    final Map<Unit, Collection<Unit>> dependenciesForMfb = TransportTracker.transporting(attackingUnits, attackingUnits);
                    for (final Unit transport : CollectionUtils.getMatches(attackingUnits, Matches.unitIsTransport())) {
                        // BUT it must still hold all transports
                        if (!dependenciesForMfb.containsKey(transport)) {
                            dependenciesForMfb.put(transport, new ArrayList<>());
                        }
                    }
                    final Map<Territory, Map<Unit, Collection<Unit>>> dependencies = new HashMap<>();
                    dependencies.put(to, dependenciesForMfb);
                    for (final Territory t : neighborsLand) {
                        // All other maps, must hold only the transported units that in their territory
                        final Collection<Unit> allNeighborUnits = new ArrayList<>(CollectionUtils.getMatches(attackingUnits, Matches.unitIsTransport()));
                        allNeighborUnits.addAll(t.getUnits().getMatches(Matches.unitIsLandAndOwnedBy(player)));
                        final Map<Unit, Collection<Unit>> dependenciesForNeighbors = TransportTracker.transporting(CollectionUtils.getMatches(allNeighborUnits, Matches.unitIsTransport()), CollectionUtils.getMatches(allNeighborUnits, Matches.unitIsTransport().negate()));
                        dependencies.put(t, dependenciesForNeighbors);
                    }
                    mfb.addDependentUnits(dependencies.get(to));
                    for (final Territory territoryNeighborToNewBattle : neighborsLand) {
                        final IBattle battleInTerritoryNeighborToNewBattle = battleTracker.getPendingBattle(territoryNeighborToNewBattle, false, BattleType.NORMAL);
                        if (battleInTerritoryNeighborToNewBattle instanceof MustFightBattle) {
                            final MustFightBattle mfbattleInTerritoryNeighborToNewBattle = (MustFightBattle) battleInTerritoryNeighborToNewBattle;
                            mfbattleInTerritoryNeighborToNewBattle.addDependentUnits(dependencies.get(territoryNeighborToNewBattle));
                        } else if (battleInTerritoryNeighborToNewBattle instanceof NonFightingBattle) {
                            final NonFightingBattle nfbattleInTerritoryNeighborToNewBattle = (NonFightingBattle) battleInTerritoryNeighborToNewBattle;
                            nfbattleInTerritoryNeighborToNewBattle.addDependentUnits(dependencies.get(territoryNeighborToNewBattle));
                        }
                    }
                }
                if (attackingUnits.stream().anyMatch(Matches.unitIsAir().negate())) {
                    // TODO: for now, we will hack and say that the attackers came from Everywhere, and hope the user will
                    // choose the correct place
                    // to retreat to! (TODO: Fix this)
                    final Map<Territory, Collection<Unit>> attackingFromMap = new HashMap<>();
                    final Collection<Territory> neighbors = data.getMap().getNeighbors(to, (Matches.territoryIsLand().test(to) ? Matches.territoryIsLand() : Matches.territoryIsWater()));
                    // neighbors.removeAll(Matches.getMatches(neighbors, Matches.territoryHasEnemyUnits(player, data)));
                    for (final Territory t : neighbors) {
                        attackingFromMap.put(t, attackingUnits);
                    }
                    mfb.setAttackingFromAndMap(attackingFromMap);
                }
            }
        } else if (battle instanceof MustFightBattle) {
            ((MustFightBattle) battle).resetDefendingUnits(player, data);
        }
        // now make sure any amphibious battles that are dependent on this 'new' sea battle have their dependencies set.
        if (to.isWater()) {
            for (final Territory t : data.getMap().getNeighbors(to, Matches.territoryIsLand())) {
                final IBattle battleAmphib = battleTracker.getPendingBattle(t, false, BattleType.NORMAL);
                if (battleAmphib != null) {
                    if (!battleTracker.getDependentOn(battle).contains(battleAmphib)) {
                        battleTracker.addDependency(battleAmphib, battle);
                    }
                    if (battleAmphib instanceof MustFightBattle) {
                        // and we want to reset the defenders if the scrambling air has left that battle
                        ((MustFightBattle) battleAmphib).resetDefendingUnits(player, data);
                    }
                }
            }
        }
    }
}
Also used : PlayerID(games.strategy.engine.data.PlayerID) GameData(games.strategy.engine.data.GameData) HashSet(java.util.HashSet) Set(java.util.Set) HashMap(java.util.HashMap) ArrayList(java.util.ArrayList) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit) UnitAttachment(games.strategy.triplea.attachments.UnitAttachment) UnitType(games.strategy.engine.data.UnitType) CompositeChange(games.strategy.engine.data.CompositeChange) Route(games.strategy.engine.data.Route) HashSet(java.util.HashSet) Territory(games.strategy.engine.data.Territory) RouteScripted(games.strategy.engine.data.RouteScripted) TripleAUnit(games.strategy.triplea.TripleAUnit) Collection(java.util.Collection) ResourceCollection(games.strategy.engine.data.ResourceCollection) HashMap(java.util.HashMap) Map(java.util.Map) IntegerMap(games.strategy.util.IntegerMap) Tuple(games.strategy.util.Tuple) ResourceCollection(games.strategy.engine.data.ResourceCollection)

Example 62 with CompositeChange

use of games.strategy.engine.data.CompositeChange in project triplea by triplea-game.

the class BattleDelegate method airBattleCleanup.

private void airBattleCleanup() {
    final GameData data = getData();
    if (!Properties.getRaidsMayBePreceededByAirBattles(data)) {
        return;
    }
    final CompositeChange change = new CompositeChange();
    for (final Territory t : data.getMap().getTerritories()) {
        for (final Unit u : t.getUnits().getMatches(Matches.unitWasInAirBattle())) {
            change.add(ChangeFactory.unitPropertyChange(u, false, TripleAUnit.WAS_IN_AIR_BATTLE));
        }
    }
    if (!change.isEmpty()) {
        bridge.getHistoryWriter().startEvent("Cleaning up after air battles");
        bridge.addChange(change);
    }
}
Also used : Territory(games.strategy.engine.data.Territory) GameData(games.strategy.engine.data.GameData) CompositeChange(games.strategy.engine.data.CompositeChange) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit)

Example 63 with CompositeChange

use of games.strategy.engine.data.CompositeChange in project triplea by triplea-game.

the class BattleDelegate method fireKamikazeSuicideAttacks.

/**
 * This rolls the dice and validates them to see if units died or not.
 * It will use LowLuck or normal dice.
 * If any units die, we remove them from the game, and if units take damage but live, we also do that here.
 */
private void fireKamikazeSuicideAttacks(final Unit unitUnderFire, final IntegerMap<Resource> numberOfAttacks, final IntegerMap<Resource> resourcesAndAttackValues, final PlayerID firingEnemy, final Territory location) {
    // TODO: find a way to autosave after each dice roll.
    final GameData data = getData();
    final int diceSides = data.getDiceSides();
    final CompositeChange change = new CompositeChange();
    int hits = 0;
    int[] rolls = null;
    if (Properties.getLowLuck(data)) {
        int power = 0;
        for (final Entry<Resource, Integer> entry : numberOfAttacks.entrySet()) {
            final Resource r = entry.getKey();
            final int num = entry.getValue();
            change.add(ChangeFactory.changeResourcesChange(firingEnemy, r, -num));
            power += num * resourcesAndAttackValues.getInt(r);
        }
        if (power > 0) {
            hits = power / diceSides;
            final int remainder = power % diceSides;
            if (remainder > 0) {
                rolls = bridge.getRandom(diceSides, 1, firingEnemy, DiceType.COMBAT, "Rolling for remainder in Kamikaze Suicide Attack on unit: " + unitUnderFire.getType().getName());
                if (remainder > rolls[0]) {
                    hits++;
                }
            }
        }
    } else {
        // avoid multiple calls of getRandom, so just do it once at the beginning
        final int numTokens = numberOfAttacks.totalValues();
        rolls = bridge.getRandom(diceSides, numTokens, firingEnemy, DiceType.COMBAT, "Rolling for Kamikaze Suicide Attack on unit: " + unitUnderFire.getType().getName());
        final int[] powerOfTokens = new int[numTokens];
        int j = 0;
        for (final Entry<Resource, Integer> entry : numberOfAttacks.entrySet()) {
            final Resource r = entry.getKey();
            int num = entry.getValue();
            change.add(ChangeFactory.changeResourcesChange(firingEnemy, r, -num));
            final int power = resourcesAndAttackValues.getInt(r);
            while (num > 0) {
                powerOfTokens[j] = power;
                j++;
                num--;
            }
        }
        for (int i = 0; i < rolls.length; i++) {
            if (powerOfTokens[i] > rolls[i]) {
                hits++;
            }
        }
    }
    final String title = "Kamikaze Suicide Attack attacks " + MyFormatter.unitsToText(Collections.singleton(unitUnderFire));
    final String dice = " scoring " + hits + " hits.  Rolls: " + MyFormatter.asDice(rolls);
    bridge.getHistoryWriter().startEvent(title + dice, unitUnderFire);
    if (hits > 0) {
        final UnitAttachment ua = UnitAttachment.get(unitUnderFire.getType());
        final int currentHits = unitUnderFire.getHits();
        if (ua.getHitPoints() <= currentHits + hits) {
            // TODO: kill dependents
            change.add(ChangeFactory.removeUnits(location, Collections.singleton(unitUnderFire)));
        } else {
            final IntegerMap<Unit> hitMap = new IntegerMap<>();
            hitMap.put(unitUnderFire, hits);
            change.add(createDamageChange(hitMap, bridge));
        }
    }
    if (!change.isEmpty()) {
        bridge.addChange(change);
    }
    // kamikaze suicide attacks, even if unsuccessful, deny the ability to bombard from this sea zone
    battleTracker.addNoBombardAllowedFromHere(location);
    // TODO: display this as actual dice for both players
    final Collection<PlayerID> playersInvolved = new ArrayList<>();
    playersInvolved.add(player);
    playersInvolved.add(firingEnemy);
    this.getDisplay().reportMessageToPlayers(playersInvolved, null, title + dice, title);
}
Also used : IntegerMap(games.strategy.util.IntegerMap) PlayerID(games.strategy.engine.data.PlayerID) GameData(games.strategy.engine.data.GameData) Resource(games.strategy.engine.data.Resource) ArrayList(java.util.ArrayList) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit) UnitAttachment(games.strategy.triplea.attachments.UnitAttachment) CompositeChange(games.strategy.engine.data.CompositeChange)

Example 64 with CompositeChange

use of games.strategy.engine.data.CompositeChange in project triplea by triplea-game.

the class BattleTracker method markWasInCombat.

private static void markWasInCombat(final Collection<Unit> units, final IDelegateBridge bridge, final UndoableMove changeTracker) {
    if (units == null) {
        return;
    }
    final CompositeChange change = new CompositeChange();
    for (final Unit unit : units) {
        change.add(ChangeFactory.unitPropertyChange(unit, true, TripleAUnit.WAS_IN_COMBAT));
    }
    bridge.addChange(change);
    if (changeTracker != null) {
        changeTracker.addChange(change);
    }
}
Also used : CompositeChange(games.strategy.engine.data.CompositeChange) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit)

Example 65 with CompositeChange

use of games.strategy.engine.data.CompositeChange in project triplea by triplea-game.

the class TriggerAttachment method setUsesForWhenTriggers.

protected static void setUsesForWhenTriggers(final HashSet<TriggerAttachment> triggersToBeFired, final IDelegateBridge bridge, final boolean useUses) {
    if (!useUses) {
        return;
    }
    final CompositeChange change = new CompositeChange();
    for (final TriggerAttachment trig : triggersToBeFired) {
        final int currentUses = trig.getUses();
        // we only care about triggers that have WHEN set. Triggers without When set are changed during EndRoundDelegate.
        if (currentUses > 0 && !trig.getWhen().isEmpty()) {
            change.add(ChangeFactory.attachmentPropertyChange(trig, Integer.toString(currentUses - 1), "uses"));
            if (trig.getUsedThisRound()) {
                change.add(ChangeFactory.attachmentPropertyChange(trig, false, "usedThisRound"));
            }
        }
    }
    if (!change.isEmpty()) {
        bridge.getHistoryWriter().startEvent("Setting uses for triggers used this phase.");
        bridge.addChange(change);
    }
}
Also used : CompositeChange(games.strategy.engine.data.CompositeChange)

Aggregations

CompositeChange (games.strategy.engine.data.CompositeChange)74 Unit (games.strategy.engine.data.Unit)48 TripleAUnit (games.strategy.triplea.TripleAUnit)40 GameData (games.strategy.engine.data.GameData)31 Territory (games.strategy.engine.data.Territory)25 ArrayList (java.util.ArrayList)22 PlayerID (games.strategy.engine.data.PlayerID)21 Change (games.strategy.engine.data.Change)17 UnitType (games.strategy.engine.data.UnitType)14 Resource (games.strategy.engine.data.Resource)9 HashSet (java.util.HashSet)9 UnitAttachment (games.strategy.triplea.attachments.UnitAttachment)8 IntegerMap (games.strategy.util.IntegerMap)8 Tuple (games.strategy.util.Tuple)7 Collection (java.util.Collection)7 RelationshipType (games.strategy.engine.data.RelationshipType)6 Set (java.util.Set)6 ProductionFrontier (games.strategy.engine.data.ProductionFrontier)4 ProductionRule (games.strategy.engine.data.ProductionRule)4 HashMap (java.util.HashMap)4