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Example 16 with CompositeChange

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

the class MoveDelegate method giveBonusMovementToUnits.

static Change giveBonusMovementToUnits(final PlayerID player, final GameData data, final Territory t) {
    final CompositeChange change = new CompositeChange();
    for (final Unit u : t.getUnits().getUnits()) {
        if (Matches.unitCanBeGivenBonusMovementByFacilitiesInItsTerritory(t, player, data).test(u)) {
            if (!Matches.isUnitAllied(player, data).test(u)) {
                continue;
            }
            int bonusMovement = Integer.MIN_VALUE;
            final Predicate<Unit> givesBonusUnit = Matches.alliedUnit(player, data).and(Matches.unitCanGiveBonusMovementToThisUnit(u));
            final Collection<Unit> givesBonusUnits = new ArrayList<>(CollectionUtils.getMatches(t.getUnits().getUnits(), givesBonusUnit));
            if (Matches.unitIsSea().test(u)) {
                final Predicate<Unit> givesBonusUnitLand = givesBonusUnit.and(Matches.unitIsLand());
                final Set<Territory> neighbors = new HashSet<>(data.getMap().getNeighbors(t, Matches.territoryIsLand()));
                for (final Territory current : neighbors) {
                    givesBonusUnits.addAll(CollectionUtils.getMatches(current.getUnits().getUnits(), givesBonusUnitLand));
                }
            } else if (Matches.unitIsLand().test(u)) {
                final Predicate<Unit> givesBonusUnitSea = givesBonusUnit.and(Matches.unitIsSea());
                final Set<Territory> neighbors = new HashSet<>(data.getMap().getNeighbors(t, Matches.territoryIsWater()));
                for (final Territory current : neighbors) {
                    givesBonusUnits.addAll(CollectionUtils.getMatches(current.getUnits().getUnits(), givesBonusUnitSea));
                }
            }
            for (final Unit bonusGiver : givesBonusUnits) {
                final int tempBonus = UnitAttachment.get(bonusGiver.getType()).getGivesMovement().getInt(u.getType());
                if (tempBonus > bonusMovement) {
                    bonusMovement = tempBonus;
                }
            }
            if (bonusMovement != Integer.MIN_VALUE && bonusMovement != 0) {
                bonusMovement = Math.max(bonusMovement, (UnitAttachment.get(u.getType()).getMovement(player) * -1));
                change.add(ChangeFactory.unitPropertyChange(u, bonusMovement, TripleAUnit.BONUS_MOVEMENT));
            }
        }
    }
    return change;
}
Also used : Territory(games.strategy.engine.data.Territory) HashSet(java.util.HashSet) Set(java.util.Set) ArrayList(java.util.ArrayList) CompositeChange(games.strategy.engine.data.CompositeChange) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit) HashSet(java.util.HashSet) Predicate(java.util.function.Predicate)

Example 17 with CompositeChange

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

the class MoveDelegate method repairMultipleHitPointUnits.

static void repairMultipleHitPointUnits(final IDelegateBridge bridge, final PlayerID player) {
    final GameData data = bridge.getData();
    final boolean repairOnlyOwn = Properties.getBattleshipsRepairAtBeginningOfRound(bridge.getData());
    final Predicate<Unit> damagedUnits = Matches.unitHasMoreThanOneHitPointTotal().and(Matches.unitHasTakenSomeDamage());
    final Predicate<Unit> damagedUnitsOwned = damagedUnits.and(Matches.unitIsOwnedBy(player));
    final Map<Territory, Set<Unit>> damagedMap = new HashMap<>();
    for (final Territory current : data.getMap().getTerritories()) {
        final Set<Unit> damaged;
        if (!Properties.getTwoHitPointUnitsRequireRepairFacilities(data)) {
            damaged = new HashSet<>(current.getUnits().getMatches(repairOnlyOwn ? damagedUnitsOwned : damagedUnits));
        } else {
            damaged = new HashSet<>(current.getUnits().getMatches(damagedUnitsOwned.and(Matches.unitCanBeRepairedByFacilitiesInItsTerritory(current, player, data))));
        }
        if (!damaged.isEmpty()) {
            damagedMap.put(current, damaged);
        }
    }
    if (damagedMap.isEmpty()) {
        return;
    }
    final Map<Unit, Territory> fullyRepaired = new HashMap<>();
    final IntegerMap<Unit> newHitsMap = new IntegerMap<>();
    for (final Entry<Territory, Set<Unit>> entry : damagedMap.entrySet()) {
        for (final Unit u : entry.getValue()) {
            final int repairAmount = getLargestRepairRateForThisUnit(u, entry.getKey(), data);
            final int currentHits = u.getHits();
            final int newHits = Math.max(0, Math.min(currentHits, (currentHits - repairAmount)));
            if (newHits != currentHits) {
                newHitsMap.put(u, newHits);
            }
            if (newHits <= 0) {
                fullyRepaired.put(u, entry.getKey());
            }
        }
    }
    bridge.getHistoryWriter().startEvent(newHitsMap.size() + " " + MyFormatter.pluralize("unit", newHitsMap.size()) + " repaired.", new HashSet<>(newHitsMap.keySet()));
    bridge.addChange(ChangeFactory.unitsHit(newHitsMap));
    // now if damaged includes any carriers that are repairing, and have damaged abilities set for not allowing air
    // units to leave while damaged, we need to remove those air units now
    final Collection<Unit> damagedCarriers = CollectionUtils.getMatches(fullyRepaired.keySet(), Matches.unitHasWhenCombatDamagedEffect(UnitAttachment.UNITSMAYNOTLEAVEALLIEDCARRIER));
    // now cycle through those now-repaired carriers, and remove allied air from being dependent
    final CompositeChange clearAlliedAir = new CompositeChange();
    for (final Unit carrier : damagedCarriers) {
        final CompositeChange change = MustFightBattle.clearTransportedByForAlliedAirOnCarrier(Collections.singleton(carrier), fullyRepaired.get(carrier), carrier.getOwner(), data);
        if (!change.isEmpty()) {
            clearAlliedAir.add(change);
        }
    }
    if (!clearAlliedAir.isEmpty()) {
        bridge.addChange(clearAlliedAir);
    }
    // Check if any repaired units change into different unit types
    for (final Territory territory : damagedMap.keySet()) {
        repairedChangeInto(damagedMap.get(territory), territory, bridge);
    }
}
Also used : IntegerMap(games.strategy.util.IntegerMap) Territory(games.strategy.engine.data.Territory) GameData(games.strategy.engine.data.GameData) HashSet(java.util.HashSet) Set(java.util.Set) HashMap(java.util.HashMap) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit) CompositeChange(games.strategy.engine.data.CompositeChange)

Example 18 with CompositeChange

use of games.strategy.engine.data.CompositeChange 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);
}
Also used : Territory(games.strategy.engine.data.Territory) GameData(games.strategy.engine.data.GameData) HashMap(java.util.HashMap) ArrayList(java.util.ArrayList) CompositeChange(games.strategy.engine.data.CompositeChange) Change(games.strategy.engine.data.Change) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit) Collection(java.util.Collection) CompositeChange(games.strategy.engine.data.CompositeChange) Route(games.strategy.engine.data.Route) IDelegateBridge(games.strategy.engine.delegate.IDelegateBridge) HashSet(java.util.HashSet)

Example 19 with CompositeChange

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

the class MustFightBattle method retreatUnits.

private void retreatUnits(Collection<Unit> retreating, final Territory to, final boolean defender, final IDelegateBridge bridge) {
    retreating.addAll(getDependentUnits(retreating));
    // our own air units don't retreat with land units
    final Predicate<Unit> notMyAir = Matches.unitIsNotAir().or(Matches.unitIsOwnedBy(m_attacker).negate());
    retreating = CollectionUtils.getMatches(retreating, notMyAir);
    final String transcriptText;
    // in WW2V1, defending subs can retreat so show owner
    if (isWW2V2()) {
        transcriptText = MyFormatter.unitsToTextNoOwner(retreating) + " retreated to " + to.getName();
    } else {
        transcriptText = MyFormatter.unitsToText(retreating) + " retreated to " + to.getName();
    }
    bridge.getHistoryWriter().addChildToEvent(transcriptText, new ArrayList<>(retreating));
    final CompositeChange change = new CompositeChange();
    change.add(ChangeFactory.moveUnits(m_battleSite, to, retreating));
    if (m_isOver) {
        final Collection<IBattle> dependentBattles = m_battleTracker.getBlocked(this);
        // If there are no dependent battles, check landings in allied territories
        if (dependentBattles.isEmpty()) {
            change.add(retreatFromNonCombat(retreating, to));
        // Else retreat the units from combat when their transport retreats
        } else {
            change.add(retreatFromDependents(retreating, to, dependentBattles));
        }
    }
    bridge.addChange(change);
    final Collection<Unit> units = defender ? m_defendingUnits : m_attackingUnits;
    final Collection<Unit> unitsRetreated = defender ? m_defendingUnitsRetreated : m_attackingUnitsRetreated;
    units.removeAll(retreating);
    unitsRetreated.addAll(retreating);
    if (units.isEmpty() || m_isOver) {
        endBattle(bridge);
        if (defender) {
            attackerWins(bridge);
        } else {
            defenderWins(bridge);
        }
    } else {
        getDisplay(bridge).notifyRetreat(m_battleID, retreating);
    }
}
Also used : TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit) CompositeChange(games.strategy.engine.data.CompositeChange)

Example 20 with CompositeChange

use of games.strategy.engine.data.CompositeChange 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);
        }
    }
}
Also used : CompositeChange(games.strategy.engine.data.CompositeChange) Change(games.strategy.engine.data.Change) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit)

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