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Example 61 with GameData

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

the class RulesAttachment method isSatisfied.

@Override
public boolean isSatisfied(Map<ICondition, Boolean> testedConditions, final IDelegateBridge delegateBridge) {
    if (testedConditions != null) {
        if (testedConditions.containsKey(this)) {
            return testedConditions.get(this);
        }
    }
    boolean objectiveMet = true;
    final List<PlayerID> players = getPlayers();
    final GameData data = delegateBridge.getData();
    // check meta conditions (conditions which hold other conditions)
    if (objectiveMet && m_conditions.size() > 0) {
        if (testedConditions == null) {
            testedConditions = testAllConditionsRecursive(getAllConditionsRecursive(new HashSet<>(m_conditions), null), null, delegateBridge);
        }
        objectiveMet = areConditionsMet(new ArrayList<>(m_conditions), testedConditions, m_conditionType);
    }
    // check switch (on/off)
    if (objectiveMet) {
        objectiveMet = m_switch;
    }
    // check turn limits
    if (objectiveMet && m_turns != null) {
        objectiveMet = checkTurns(data);
    }
    // check custom game property options
    if (objectiveMet && m_gameProperty != null) {
        objectiveMet = this.getGamePropertyState(data);
    }
    // Check for unit presence (Veqryn)
    if (objectiveMet && getDirectPresenceTerritories() != null) {
        // Get the listed territories
        final String[] terrs = getDirectPresenceTerritories();
        objectiveMet = checkUnitPresence(getTerritoryListBasedOnInputFromXml(terrs, players, data), "direct", getTerritoryCount(), players, data);
    }
    // Check for unit presence (Veqryn)
    if (objectiveMet && getAlliedPresenceTerritories() != null) {
        // Get the listed territories
        final String[] terrs = getAlliedPresenceTerritories();
        objectiveMet = checkUnitPresence(getTerritoryListBasedOnInputFromXml(terrs, players, data), "allied", getTerritoryCount(), players, data);
    }
    // Check for unit presence (Veqryn)
    if (objectiveMet && getEnemyPresenceTerritories() != null) {
        // Get the listed territories
        final String[] terrs = getEnemyPresenceTerritories();
        objectiveMet = checkUnitPresence(getTerritoryListBasedOnInputFromXml(terrs, players, data), "enemy", getTerritoryCount(), players, data);
    }
    // Check for direct unit exclusions (veqryn)
    if (objectiveMet && getDirectExclusionTerritories() != null) {
        // Get the listed territories
        final String[] terrs = getDirectExclusionTerritories();
        objectiveMet = checkUnitExclusions(getTerritoryListBasedOnInputFromXml(terrs, players, data), "direct", getTerritoryCount(), players, data);
    }
    // Check for allied unit exclusions
    if (objectiveMet && getAlliedExclusionTerritories() != null) {
        // Get the listed territories
        final String[] terrs = getAlliedExclusionTerritories();
        objectiveMet = checkUnitExclusions(getTerritoryListBasedOnInputFromXml(terrs, players, data), "allied", getTerritoryCount(), players, data);
    }
    // Check for enemy unit exclusions (ANY UNITS)
    if (objectiveMet && getEnemyExclusionTerritories() != null) {
        // Get the listed territories
        final String[] terrs = getEnemyExclusionTerritories();
        objectiveMet = checkUnitExclusions(getTerritoryListBasedOnInputFromXml(terrs, players, data), "enemy", getTerritoryCount(), players, data);
    }
    // Check for enemy unit exclusions (SURFACE UNITS with ATTACK POWER)
    if (objectiveMet && getEnemySurfaceExclusionTerritories() != null) {
        // Get the listed territories
        final String[] terrs = getEnemySurfaceExclusionTerritories();
        objectiveMet = checkUnitExclusions(getTerritoryListBasedOnInputFromXml(terrs, players, data), "enemy_surface", getTerritoryCount(), players, data);
    }
    // Check for Territory Ownership rules
    if (objectiveMet && getAlliedOwnershipTerritories() != null) {
        // Get the listed territories
        final String[] terrs = getAlliedOwnershipTerritories();
        final Set<Territory> listedTerritories;
        if (terrs.length == 1) {
            if (terrs[0].equals("original")) {
                final Collection<PlayerID> allies = CollectionUtils.getMatches(data.getPlayerList().getPlayers(), Matches.isAlliedWithAnyOfThesePlayers(players, data));
                listedTerritories = getTerritoryListBasedOnInputFromXml(terrs, allies, data);
            } else if (terrs[0].equals("enemy")) {
                final Collection<PlayerID> enemies = CollectionUtils.getMatches(data.getPlayerList().getPlayers(), Matches.isAtWarWithAnyOfThesePlayers(players, data));
                listedTerritories = getTerritoryListBasedOnInputFromXml(terrs, enemies, data);
            } else {
                listedTerritories = getTerritoryListBasedOnInputFromXml(terrs, players, data);
            }
        } else if (terrs.length == 2) {
            if (terrs[1].equals("original")) {
                final Collection<PlayerID> allies = CollectionUtils.getMatches(data.getPlayerList().getPlayers(), Matches.isAlliedWithAnyOfThesePlayers(players, data));
                listedTerritories = getTerritoryListBasedOnInputFromXml(terrs, allies, data);
            } else if (terrs[1].equals("enemy")) {
                final Collection<PlayerID> enemies = CollectionUtils.getMatches(data.getPlayerList().getPlayers(), Matches.isAtWarWithAnyOfThesePlayers(players, data));
                listedTerritories = getTerritoryListBasedOnInputFromXml(terrs, enemies, data);
            } else {
                listedTerritories = getTerritoryListBasedOnInputFromXml(terrs, players, data);
            }
        } else {
            listedTerritories = getTerritoryListBasedOnInputFromXml(terrs, players, data);
        }
        objectiveMet = checkAlliedOwnership(listedTerritories, getTerritoryCount(), players, data);
    }
    // Check for Direct Territory Ownership rules
    if (objectiveMet && getDirectOwnershipTerritories() != null) {
        // Get the listed territories
        final String[] terrs = getDirectOwnershipTerritories();
        final Set<Territory> listedTerritories;
        if (terrs.length == 1) {
            if (terrs[0].equals("original")) {
                listedTerritories = getTerritoryListBasedOnInputFromXml(terrs, players, data);
            } else if (terrs[0].equals("enemy")) {
                final Collection<PlayerID> enemies = CollectionUtils.getMatches(data.getPlayerList().getPlayers(), Matches.isAtWarWithAnyOfThesePlayers(players, data));
                listedTerritories = getTerritoryListBasedOnInputFromXml(terrs, enemies, data);
            } else {
                listedTerritories = getTerritoryListBasedOnInputFromXml(terrs, players, data);
            }
        } else if (terrs.length == 2) {
            if (terrs[1].equals("original")) {
                listedTerritories = getTerritoryListBasedOnInputFromXml(terrs, players, data);
            } else if (terrs[1].equals("enemy")) {
                final Collection<PlayerID> enemies = CollectionUtils.getMatches(data.getPlayerList().getPlayers(), Matches.isAtWarWithAnyOfThesePlayers(players, data));
                listedTerritories = getTerritoryListBasedOnInputFromXml(terrs, enemies, data);
            } else {
                listedTerritories = getTerritoryListBasedOnInputFromXml(terrs, players, data);
            }
        } else {
            listedTerritories = getTerritoryListBasedOnInputFromXml(terrs, players, data);
        }
        objectiveMet = checkDirectOwnership(listedTerritories, getTerritoryCount(), players);
    }
    // get attached to player
    final PlayerID playerAttachedTo = (PlayerID) getAttachedTo();
    if (objectiveMet && getAtWarPlayers() != null) {
        objectiveMet = checkAtWar(playerAttachedTo, getAtWarPlayers(), getAtWarCount(), data);
    }
    if (objectiveMet && m_techs != null) {
        objectiveMet = checkTechs(playerAttachedTo, data);
    }
    // check for relationships
    if (objectiveMet && m_relationship.size() > 0) {
        objectiveMet = checkRelationships();
    }
    // check for battle stats
    if (objectiveMet && m_destroyedTUV != null) {
        final String[] s = m_destroyedTUV.split(":");
        final int requiredDestroyedTuv = getInt(s[0]);
        if (requiredDestroyedTuv >= 0) {
            final boolean justCurrentRound = s[1].equals("currentRound");
            final int destroyedTuvForThisRoundSoFar = BattleRecordsList.getTuvDamageCausedByPlayer(playerAttachedTo, data.getBattleRecordsList(), 0, data.getSequence().getRound(), justCurrentRound, false);
            if (requiredDestroyedTuv > destroyedTuvForThisRoundSoFar) {
                objectiveMet = false;
            }
            if (getCountEach()) {
                m_eachMultiple = destroyedTuvForThisRoundSoFar;
            }
        }
    }
    // check for battles
    if (objectiveMet && !m_battle.isEmpty()) {
        final BattleRecordsList brl = data.getBattleRecordsList();
        final int round = data.getSequence().getRound();
        for (final Tuple<String, List<Territory>> entry : m_battle) {
            final String[] type = entry.getFirst().split(":");
            // they could be "any", and if they are "any" then this would be null, which is good!
            final PlayerID attacker = data.getPlayerList().getPlayerId(type[0]);
            final PlayerID defender = data.getPlayerList().getPlayerId(type[1]);
            final String resultType = type[2];
            final String roundType = type[3];
            int start = 0;
            int end = round;
            final boolean currentRound = roundType.equalsIgnoreCase("currentRound");
            if (!currentRound) {
                final String[] rounds = roundType.split("-");
                start = getInt(rounds[0]);
                end = getInt(rounds[1]);
            }
            objectiveMet = BattleRecordsList.getWereThereBattlesInTerritoriesMatching(attacker, defender, resultType, entry.getSecond(), brl, start, end, currentRound);
            if (!objectiveMet) {
                break;
            }
        }
    }
    // "chance" should ALWAYS be checked last!
    final int hitTarget = getChanceToHit();
    final int diceSides = getChanceDiceSides();
    final int incrementOnFailure = this.getChanceIncrementOnFailure();
    final int decrementOnSuccess = this.getChanceDecrementOnSuccess();
    if (objectiveMet && (hitTarget != diceSides || incrementOnFailure != 0 || decrementOnSuccess != 0)) {
        if (diceSides <= 0 || hitTarget >= diceSides) {
            objectiveMet = true;
            changeChanceDecrementOrIncrementOnSuccessOrFailure(delegateBridge, objectiveMet, false);
        } else if (hitTarget <= 0) {
            objectiveMet = false;
            changeChanceDecrementOrIncrementOnSuccessOrFailure(delegateBridge, objectiveMet, false);
        } else {
            // there is an issue with maps using thousands of chance triggers: they are causing the cypted random source
            // (ie: live and pbem
            // games) to lock up or error out
            // so we need to slow them down a bit, until we come up with a better solution (like aggregating all the chances
            // together, then
            // getting a ton of random numbers at once instead of one at a time)
            Interruptibles.sleep(100);
            final int rollResult = delegateBridge.getRandom(diceSides, null, DiceType.ENGINE, "Attempting the Condition: " + MyFormatter.attachmentNameToText(this.getName())) + 1;
            objectiveMet = rollResult <= hitTarget;
            final String notificationMessage = (objectiveMet ? TRIGGER_CHANCE_SUCCESSFUL : TRIGGER_CHANCE_FAILURE) + " (Rolled at " + hitTarget + " out of " + diceSides + " Result: " + rollResult + "  for " + MyFormatter.attachmentNameToText(this.getName()) + ")";
            delegateBridge.getHistoryWriter().startEvent(notificationMessage);
            changeChanceDecrementOrIncrementOnSuccessOrFailure(delegateBridge, objectiveMet, true);
            ((ITripleAPlayer) delegateBridge.getRemotePlayer(delegateBridge.getPlayerId())).reportMessage(notificationMessage, notificationMessage);
        }
    }
    return objectiveMet != m_invert;
}
Also used : PlayerID(games.strategy.engine.data.PlayerID) Territory(games.strategy.engine.data.Territory) GameData(games.strategy.engine.data.GameData) ArrayList(java.util.ArrayList) BattleRecordsList(games.strategy.engine.data.BattleRecordsList) Collection(java.util.Collection) ArrayList(java.util.ArrayList) List(java.util.List) BattleRecordsList(games.strategy.engine.data.BattleRecordsList)

Example 62 with GameData

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

the class ProTerritoryManager method findAirMoveOptions.

private static void findAirMoveOptions(final PlayerID player, final List<Territory> myUnitTerritories, final Map<Territory, ProTerritory> moveMap, final Map<Unit, Set<Territory>> unitMoveMap, final Predicate<Territory> moveToTerritoryMatch, final List<Territory> enemyTerritories, final List<Territory> alliedTerritories, final boolean isCombatMove, final boolean isCheckingEnemyAttacks, final boolean isIgnoringRelationships) {
    final GameData data = ProData.getData();
    // TODO: add carriers to landing possibilities for non-enemy attacks
    // Find possible carrier landing territories
    final Set<Territory> possibleCarrierTerritories = new HashSet<>();
    if (isCheckingEnemyAttacks || !isCombatMove) {
        final Map<Unit, Set<Territory>> unitMoveMap2 = new HashMap<>();
        findNavalMoveOptions(player, myUnitTerritories, new HashMap<>(), unitMoveMap2, new HashMap<>(), Matches.territoryIsWater(), enemyTerritories, false, true);
        for (final Unit u : unitMoveMap2.keySet()) {
            if (Matches.unitIsCarrier().test(u)) {
                possibleCarrierTerritories.addAll(unitMoveMap2.get(u));
            }
        }
        for (final Territory t : data.getMap().getTerritories()) {
            if (t.getUnits().anyMatch(Matches.unitIsAlliedCarrier(player, data))) {
                possibleCarrierTerritories.add(t);
            }
        }
    }
    for (final Territory myUnitTerritory : myUnitTerritories) {
        // Find my air units that have movement left
        final List<Unit> myAirUnits = myUnitTerritory.getUnits().getMatches(ProMatches.unitCanBeMovedAndIsOwnedAir(player, isCombatMove));
        // Check each air unit individually since they can have different ranges
        for (final Unit myAirUnit : myAirUnits) {
            // Find range
            int range = TripleAUnit.get(myAirUnit).getMovementLeft();
            if (isCheckingEnemyAttacks) {
                range = UnitAttachment.get(myAirUnit.getType()).getMovement(player);
                if (Matches.unitCanBeGivenBonusMovementByFacilitiesInItsTerritory(myUnitTerritory, player, data).test(myAirUnit)) {
                    // assumes bonus of +1 for now
                    range++;
                }
            }
            // Find potential territories to move to
            Set<Territory> possibleMoveTerritories = data.getMap().getNeighbors(myUnitTerritory, range, ProMatches.territoryCanMoveAirUnits(player, data, isCombatMove));
            if (isIgnoringRelationships) {
                possibleMoveTerritories = data.getMap().getNeighbors(myUnitTerritory, range, ProMatches.territoryCanPotentiallyMoveAirUnits(player, data));
            }
            possibleMoveTerritories.add(myUnitTerritory);
            final Set<Territory> potentialTerritories = new HashSet<>(CollectionUtils.getMatches(possibleMoveTerritories, moveToTerritoryMatch));
            if (!isCombatMove && Matches.unitCanLandOnCarrier().test(myAirUnit)) {
                potentialTerritories.addAll(CollectionUtils.getMatches(possibleMoveTerritories, Matches.territoryIsInList(possibleCarrierTerritories)));
            }
            for (final Territory potentialTerritory : potentialTerritories) {
                // Find route ignoring impassable and territories with AA
                Predicate<Territory> canFlyOverMatch = ProMatches.territoryCanMoveAirUnitsAndNoAa(player, data, isCombatMove);
                if (isCheckingEnemyAttacks) {
                    canFlyOverMatch = ProMatches.territoryCanMoveAirUnits(player, data, isCombatMove);
                }
                final Route myRoute = data.getMap().getRoute_IgnoreEnd(myUnitTerritory, potentialTerritory, canFlyOverMatch);
                if (myRoute == null) {
                    continue;
                }
                final int myRouteLength = myRoute.numberOfSteps();
                final int remainingMoves = range - myRouteLength;
                if (remainingMoves < 0) {
                    continue;
                }
                // Check if unit can land
                if (isCombatMove && (remainingMoves < myRouteLength || myUnitTerritory.isWater())) {
                    final Set<Territory> possibleLandingTerritories = data.getMap().getNeighbors(potentialTerritory, remainingMoves, canFlyOverMatch);
                    final List<Territory> landingTerritories = CollectionUtils.getMatches(possibleLandingTerritories, ProMatches.territoryCanLandAirUnits(player, data, isCombatMove, enemyTerritories, alliedTerritories));
                    List<Territory> carrierTerritories = new ArrayList<>();
                    if (Matches.unitCanLandOnCarrier().test(myAirUnit)) {
                        carrierTerritories = CollectionUtils.getMatches(possibleLandingTerritories, Matches.territoryIsInList(possibleCarrierTerritories));
                    }
                    if (landingTerritories.isEmpty() && carrierTerritories.isEmpty()) {
                        continue;
                    }
                }
                // Populate enemy territories with air unit
                if (moveMap.containsKey(potentialTerritory)) {
                    moveMap.get(potentialTerritory).addMaxUnit(myAirUnit);
                } else {
                    final ProTerritory moveTerritoryData = new ProTerritory(potentialTerritory);
                    moveTerritoryData.addMaxUnit(myAirUnit);
                    moveMap.put(potentialTerritory, moveTerritoryData);
                }
                // Populate unit attack options map
                if (unitMoveMap.containsKey(myAirUnit)) {
                    unitMoveMap.get(myAirUnit).add(potentialTerritory);
                } else {
                    final Set<Territory> unitMoveTerritories = new HashSet<>();
                    unitMoveTerritories.add(potentialTerritory);
                    unitMoveMap.put(myAirUnit, unitMoveTerritories);
                }
            }
        }
    }
}
Also used : Territory(games.strategy.engine.data.Territory) 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) Route(games.strategy.engine.data.Route) HashSet(java.util.HashSet)

Example 63 with GameData

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

the class ProTerritoryManager method findBombardOptions.

private static void findBombardOptions(final PlayerID player, final List<Territory> myUnitTerritories, final Map<Territory, ProTerritory> moveMap, final Map<Unit, Set<Territory>> bombardMap, final List<ProTransport> transportMapList, final boolean isCheckingEnemyAttacks) {
    final GameData data = ProData.getData();
    // Find all transport unload from and to territories
    final Set<Territory> unloadFromTerritories = new HashSet<>();
    final Set<Territory> unloadToTerritories = new HashSet<>();
    for (final ProTransport amphibData : transportMapList) {
        unloadFromTerritories.addAll(amphibData.getSeaTransportMap().keySet());
        unloadToTerritories.addAll(amphibData.getTransportMap().keySet());
    }
    // Loop through territories with my units
    for (final Territory myUnitTerritory : myUnitTerritories) {
        // Find my bombard units that have movement left
        final List<Unit> mySeaUnits = myUnitTerritory.getUnits().getMatches(ProMatches.unitCanBeMovedAndIsOwnedBombard(player));
        // Check each sea unit individually since they can have different ranges
        for (final Unit mySeaUnit : mySeaUnits) {
            // Find range
            int range = TripleAUnit.get(mySeaUnit).getMovementLeft();
            if (isCheckingEnemyAttacks) {
                range = UnitAttachment.get(mySeaUnit.getType()).getMovement(player);
                if (Matches.unitCanBeGivenBonusMovementByFacilitiesInItsTerritory(myUnitTerritory, player, data).test(mySeaUnit)) {
                    // assumes bonus of +1 for now
                    range++;
                }
            }
            // Find list of potential territories to move to
            final Set<Territory> potentialTerritories = data.getMap().getNeighbors(myUnitTerritory, range, ProMatches.territoryCanMoveSeaUnits(player, data, true));
            potentialTerritories.add(myUnitTerritory);
            potentialTerritories.retainAll(unloadFromTerritories);
            for (final Territory bombardFromTerritory : potentialTerritories) {
                // Find route over water with no enemy units blocking
                Route myRoute = data.getMap().getRoute(myUnitTerritory, bombardFromTerritory, ProMatches.territoryCanMoveSeaUnitsThrough(player, data, true));
                if (isCheckingEnemyAttacks) {
                    myRoute = data.getMap().getRoute(myUnitTerritory, bombardFromTerritory, ProMatches.territoryCanMoveSeaUnits(player, data, true));
                }
                if (myRoute == null) {
                    continue;
                }
                if (MoveValidator.validateCanal(myRoute, Collections.singletonList(mySeaUnit), player, data) != null) {
                    continue;
                }
                final int myRouteLength = myRoute.numberOfSteps();
                if (myRouteLength > range) {
                    continue;
                }
                // Find potential unload to territories
                final Set<Territory> bombardToTerritories = new HashSet<>(data.getMap().getNeighbors(bombardFromTerritory));
                bombardToTerritories.retainAll(unloadToTerritories);
                // Populate attack territories with bombard unit
                for (final Territory bombardToTerritory : bombardToTerritories) {
                    if (moveMap.containsKey(bombardToTerritory)) {
                        // Should always contain it
                        moveMap.get(bombardToTerritory).addMaxBombardUnit(mySeaUnit);
                        moveMap.get(bombardToTerritory).addBombardOptionsMap(mySeaUnit, bombardFromTerritory);
                    }
                }
                // Populate bombard options map
                if (bombardMap.containsKey(mySeaUnit)) {
                    bombardMap.get(mySeaUnit).addAll(bombardToTerritories);
                } else {
                    bombardMap.put(mySeaUnit, bombardToTerritories);
                }
            }
        }
    }
}
Also used : Territory(games.strategy.engine.data.Territory) GameData(games.strategy.engine.data.GameData) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit) Route(games.strategy.engine.data.Route) HashSet(java.util.HashSet)

Example 64 with GameData

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

the class ProTerritoryManager method findDefendOptions.

private static void findDefendOptions(final PlayerID player, final List<Territory> myUnitTerritories, final Map<Territory, ProTerritory> moveMap, final Map<Unit, Set<Territory>> unitMoveMap, final Map<Unit, Set<Territory>> transportMoveMap, final List<ProTransport> transportMapList, final List<Territory> clearedTerritories, final boolean isCheckingEnemyAttacks) {
    final GameData data = ProData.getData();
    final Map<Territory, Set<Territory>> landRoutesMap = new HashMap<>();
    findNavalMoveOptions(player, myUnitTerritories, moveMap, unitMoveMap, transportMoveMap, ProMatches.territoryHasNoEnemyUnitsOrCleared(player, data, clearedTerritories), clearedTerritories, false, isCheckingEnemyAttacks);
    findLandMoveOptions(player, myUnitTerritories, moveMap, unitMoveMap, landRoutesMap, Matches.isTerritoryAllied(player, data), new ArrayList<>(), clearedTerritories, false, isCheckingEnemyAttacks, false);
    findAirMoveOptions(player, myUnitTerritories, moveMap, unitMoveMap, ProMatches.territoryCanLandAirUnits(player, data, false, new ArrayList<>(), new ArrayList<>()), new ArrayList<>(), new ArrayList<>(), false, isCheckingEnemyAttacks, false);
    findAmphibMoveOptions(player, myUnitTerritories, moveMap, transportMapList, landRoutesMap, Matches.isTerritoryAllied(player, data), false, isCheckingEnemyAttacks, false);
}
Also used : Territory(games.strategy.engine.data.Territory) GameData(games.strategy.engine.data.GameData) HashSet(java.util.HashSet) Set(java.util.Set) HashMap(java.util.HashMap) ArrayList(java.util.ArrayList)

Example 65 with GameData

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

the class BattleCalculatorTest method testAaCasualtiesLowLuckMixedWithRollingMiss.

@Test
public void testAaCasualtiesLowLuckMixedWithRollingMiss() {
    final GameData data = bridge.getData();
    makeGameLowLuck(data);
    setSelectAaCasualties(data, false);
    // 7 bombers and 7 fighters
    // 2 extra units, roll once
    final Collection<Unit> planes = bomber(data).create(7, british(data));
    planes.addAll(fighter(data).create(7, british(data)));
    final Collection<Unit> defendingAa = territory("Germany", data).getUnits().getMatches(Matches.unitIsAaForAnything());
    // one roll, a miss
    final ScriptedRandomSource randomSource = new ScriptedRandomSource(new int[] { 2, 0, 0, 0, ScriptedRandomSource.ERROR });
    bridge.setRandomSource(randomSource);
    final DiceRoll roll = DiceRoll.rollAa(CollectionUtils.getMatches(planes, Matches.unitIsOfTypes(UnitAttachment.get(defendingAa.iterator().next().getType()).getTargetsAa(data))), defendingAa, bridge, territory("Germany", data), true);
    // make sure we rolled once
    assertEquals(1, randomSource.getTotalRolled());
    final Collection<Unit> casualties = BattleCalculator.getAaCasualties(false, planes, planes, defendingAa, defendingAa, roll, bridge, null, null, null, territory("Germany", data), null, false, null).getKilled();
    assertEquals(2, casualties.size());
    assertEquals(4, randomSource.getTotalRolled());
    // should be 1 fighter and 1 bomber
    assertEquals(1, CollectionUtils.countMatches(casualties, Matches.unitIsStrategicBomber()));
    assertEquals(1, CollectionUtils.countMatches(casualties, Matches.unitIsStrategicBomber().negate()));
}
Also used : TestMapGameData(games.strategy.triplea.xml.TestMapGameData) GameData(games.strategy.engine.data.GameData) ScriptedRandomSource(games.strategy.engine.random.ScriptedRandomSource) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit) Test(org.junit.jupiter.api.Test)

Aggregations

GameData (games.strategy.engine.data.GameData)204 Unit (games.strategy.engine.data.Unit)100 PlayerID (games.strategy.engine.data.PlayerID)92 Territory (games.strategy.engine.data.Territory)92 ArrayList (java.util.ArrayList)83 TripleAUnit (games.strategy.triplea.TripleAUnit)64 HashSet (java.util.HashSet)50 CompositeChange (games.strategy.engine.data.CompositeChange)40 List (java.util.List)36 HashMap (java.util.HashMap)32 Set (java.util.Set)32 Route (games.strategy.engine.data.Route)31 UnitAttachment (games.strategy.triplea.attachments.UnitAttachment)30 Collection (java.util.Collection)29 UnitType (games.strategy.engine.data.UnitType)26 Change (games.strategy.engine.data.Change)24 Test (org.junit.jupiter.api.Test)23 Resource (games.strategy.engine.data.Resource)22 TestMapGameData (games.strategy.triplea.xml.TestMapGameData)22 Map (java.util.Map)21