use of games.strategy.engine.data.GameData in project triplea by triplea-game.
the class PoliticsDelegate method actionIsAccepted.
/**
* Get a list of players that should accept this action and then ask each
* player if it accepts this action.
*
* @param paa
* the politicalActionAttachment that should be accepted
*/
private boolean actionIsAccepted(final PoliticalActionAttachment paa) {
final GameData data = getData();
final Predicate<PoliticalActionAttachment> intoAlliedChainOrIntoOrOutOfWar = Matches.politicalActionIsRelationshipChangeOf(null, Matches.relationshipTypeIsAlliedAndAlliancesCanChainTogether().negate(), Matches.relationshipTypeIsAlliedAndAlliancesCanChainTogether(), data).or(Matches.politicalActionIsRelationshipChangeOf(null, Matches.relationshipTypeIsAtWar().negate(), Matches.relationshipTypeIsAtWar(), data)).or(Matches.politicalActionIsRelationshipChangeOf(null, Matches.relationshipTypeIsAtWar(), Matches.relationshipTypeIsAtWar().negate(), data));
if (!Properties.getAlliancesCanChainTogether(data) || !intoAlliedChainOrIntoOrOutOfWar.test(paa)) {
for (final PlayerID player : paa.getActionAccept()) {
if (!(getRemotePlayer(player)).acceptAction(this.player, PoliticsText.getInstance().getAcceptanceQuestion(paa.getText()), true)) {
return false;
}
}
} else {
// if alliances chain together, then our allies must have a say in anyone becoming a new ally/enemy
final LinkedHashSet<PlayerID> playersWhoNeedToAccept = new LinkedHashSet<>();
playersWhoNeedToAccept.addAll(paa.getActionAccept());
playersWhoNeedToAccept.addAll(CollectionUtils.getMatches(data.getPlayerList().getPlayers(), Matches.isAlliedAndAlliancesCanChainTogether(player, data)));
for (final PlayerID player : paa.getActionAccept()) {
playersWhoNeedToAccept.addAll(CollectionUtils.getMatches(data.getPlayerList().getPlayers(), Matches.isAlliedAndAlliancesCanChainTogether(player, data)));
}
playersWhoNeedToAccept.removeAll(paa.getActionAccept());
for (final PlayerID player : playersWhoNeedToAccept) {
String actionText = PoliticsText.getInstance().getAcceptanceQuestion(paa.getText());
if (actionText.equals("NONE")) {
actionText = this.player.getName() + " wants to take the following action: " + MyFormatter.attachmentNameToText(paa.getName()) + " \r\n Do you approve?";
} else {
actionText = this.player.getName() + " wants to take the following action: " + MyFormatter.attachmentNameToText(paa.getName()) + ". Do you approve? \r\n\r\n " + this.player.getName() + " will ask " + MyFormatter.defaultNamedToTextList(paa.getActionAccept()) + ", the following question: \r\n " + actionText;
}
if (!(getRemotePlayer(player)).acceptAction(this.player, actionText, true)) {
return false;
}
}
for (final PlayerID player : paa.getActionAccept()) {
if (!(getRemotePlayer(player)).acceptAction(this.player, PoliticsText.getInstance().getAcceptanceQuestion(paa.getText()), true)) {
return false;
}
}
}
return true;
}
use of games.strategy.engine.data.GameData in project triplea by triplea-game.
the class AAInMoveUtil method getTerritoriesWhereAaWillFire.
Collection<Territory> getTerritoriesWhereAaWillFire(final Route route, final Collection<Unit> units) {
final boolean alwaysOnAa = isAlwaysOnAaEnabled();
// Just the attacked territory will have AA firing
if (!alwaysOnAa && isAaTerritoryRestricted()) {
return Collections.emptyList();
}
final GameData data = getData();
// No AA in nonCombat unless 'Always on AA'
if (GameStepPropertiesHelper.isNonCombatMove(data, false) && !alwaysOnAa) {
return Collections.emptyList();
}
// can't rely on m_player being the unit owner in Edit Mode
// look at the units being moved to determine allies and enemies
final PlayerID movingPlayer = movingPlayer(units);
final HashMap<String, HashSet<UnitType>> airborneTechTargetsAllowed = TechAbilityAttachment.getAirborneTargettedByAa(movingPlayer, data);
// don't iterate over the end
// that will be a battle
// and handled else where in this tangled mess
final Predicate<Unit> hasAa = Matches.unitIsAaThatCanFire(units, airborneTechTargetsAllowed, movingPlayer, Matches.unitIsAaForFlyOverOnly(), 1, true, data);
// AA guns in transports shouldn't be able to fire
final List<Territory> territoriesWhereAaWillFire = new ArrayList<>();
for (final Territory current : route.getMiddleSteps()) {
if (current.getUnits().anyMatch(hasAa)) {
territoriesWhereAaWillFire.add(current);
}
}
if (Properties.getForceAaAttacksForLastStepOfFlyOver(data)) {
if (route.getEnd().getUnits().anyMatch(hasAa)) {
territoriesWhereAaWillFire.add(route.getEnd());
}
} else {
// fire
if (route.getStart().getUnits().anyMatch(hasAa) && !getBattleTracker().wasBattleFought(route.getStart())) {
territoriesWhereAaWillFire.add(route.getStart());
}
}
return territoriesWhereAaWillFire;
}
use of games.strategy.engine.data.GameData in project triplea by triplea-game.
the class AbstractEndTurnDelegate method start.
@Override
public void start() {
// figure out our current PUs before we do anything else, including super methods
final GameData data = bridge.getData();
final Resource pus = data.getResourceList().getResource(Constants.PUS);
final int leftOverPUs = bridge.getPlayerId().getResources().getQuantity(pus);
final IntegerMap<Resource> leftOverResources = bridge.getPlayerId().getResources().getResourcesCopy();
super.start();
if (!needToInitialize) {
return;
}
final StringBuilder endTurnReport = new StringBuilder();
hasPostedTurnSummary = false;
final PlayerAttachment pa = PlayerAttachment.get(player);
// can't collect unless you own your own capital
if (!canPlayerCollectIncome(player, data)) {
endTurnReport.append(rollWarBondsForFriends(bridge, player, data));
// we do not collect any income this turn
} else {
// just collect resources
final Collection<Territory> territories = data.getMap().getTerritoriesOwnedBy(player);
int toAdd = getProduction(territories);
final int blockadeLoss = getBlockadeProductionLoss(player, data, bridge, endTurnReport);
toAdd -= blockadeLoss;
toAdd *= Properties.getPuMultiplier(data);
int total = player.getResources().getQuantity(pus) + toAdd;
final String transcriptText;
if (blockadeLoss == 0) {
transcriptText = player.getName() + " collect " + toAdd + MyFormatter.pluralize(" PU", toAdd) + "; end with " + total + MyFormatter.pluralize(" PU", total);
} else {
transcriptText = player.getName() + " collect " + toAdd + MyFormatter.pluralize(" PU", toAdd) + " (" + blockadeLoss + " lost to blockades)" + "; end with " + total + MyFormatter.pluralize(" PU", total);
}
bridge.getHistoryWriter().startEvent(transcriptText);
endTurnReport.append(transcriptText).append("<br />");
// do war bonds
final int bonds = rollWarBonds(bridge, player, data);
if (bonds > 0) {
total += bonds;
toAdd += bonds;
final String bondText = player.getName() + " collect " + bonds + MyFormatter.pluralize(" PU", bonds) + " from War Bonds; end with " + total + MyFormatter.pluralize(" PU", total);
bridge.getHistoryWriter().startEvent(bondText);
endTurnReport.append("<br />").append(bondText).append("<br />");
}
if (total < 0) {
toAdd -= total;
}
final Change change = ChangeFactory.changeResourcesChange(player, pus, toAdd);
bridge.addChange(change);
if (data.getProperties().get(Constants.PACIFIC_THEATER, false) && pa != null) {
final Change changeVp = (ChangeFactory.attachmentPropertyChange(pa, (pa.getVps() + (toAdd / 10) + (pa.getCaptureVps() / 10)), "vps"));
final Change changeCaptureVp = ChangeFactory.attachmentPropertyChange(pa, "0", "captureVps");
final CompositeChange ccVp = new CompositeChange(changeVp, changeCaptureVp);
bridge.addChange(ccVp);
}
endTurnReport.append("<br />").append(addOtherResources(bridge));
endTurnReport.append("<br />").append(doNationalObjectivesAndOtherEndTurnEffects(bridge));
final IntegerMap<Resource> income = player.getResources().getResourcesCopy();
income.subtract(leftOverResources);
endTurnReport.append("<br />").append(BonusIncomeUtils.addBonusIncome(income, bridge, player));
// now we do upkeep costs, including upkeep cost as a percentage of our entire income for this turn (including
// NOs)
final int currentPUs = player.getResources().getQuantity(pus);
int relationshipUpkeepCostFlat = 0;
int relationshipUpkeepCostPercentage = 0;
for (final Relationship r : data.getRelationshipTracker().getRelationships(player)) {
final String[] upkeep = r.getRelationshipType().getRelationshipTypeAttachment().getUpkeepCost().split(":");
if (upkeep.length == 1 || upkeep[1].equals(RelationshipTypeAttachment.UPKEEP_FLAT)) {
relationshipUpkeepCostFlat += Integer.parseInt(upkeep[0]);
} else if (upkeep[1].equals(RelationshipTypeAttachment.UPKEEP_PERCENTAGE)) {
relationshipUpkeepCostPercentage += Integer.parseInt(upkeep[0]);
}
}
relationshipUpkeepCostPercentage = Math.min(100, relationshipUpkeepCostPercentage);
int relationshipUpkeepTotalCost = 0;
if (relationshipUpkeepCostPercentage != 0) {
final float gainedPus = Math.max(0, currentPUs - leftOverPUs);
relationshipUpkeepTotalCost += Math.round(gainedPus * (relationshipUpkeepCostPercentage) / 100f);
}
if (relationshipUpkeepCostFlat != 0) {
relationshipUpkeepTotalCost += relationshipUpkeepCostFlat;
}
// we can't remove more than we have, and we also must flip the sign
relationshipUpkeepTotalCost = Math.min(currentPUs, relationshipUpkeepTotalCost);
relationshipUpkeepTotalCost = -1 * relationshipUpkeepTotalCost;
if (relationshipUpkeepTotalCost != 0) {
final int newTotal = currentPUs + relationshipUpkeepTotalCost;
final String transcriptText2 = player.getName() + (relationshipUpkeepTotalCost < 0 ? " pays " : " taxes ") + (-1 * relationshipUpkeepTotalCost) + MyFormatter.pluralize(" PU", relationshipUpkeepTotalCost) + " in order to maintain current relationships with other players, and ends the turn with " + newTotal + MyFormatter.pluralize(" PU", newTotal);
bridge.getHistoryWriter().startEvent(transcriptText2);
endTurnReport.append("<br />").append(transcriptText2).append("<br />");
final Change upkeep = ChangeFactory.changeResourcesChange(player, pus, relationshipUpkeepTotalCost);
bridge.addChange(upkeep);
}
}
if (GameStepPropertiesHelper.isRepairUnits(data)) {
MoveDelegate.repairMultipleHitPointUnits(bridge, bridge.getPlayerId());
}
if (isGiveUnitsByTerritory() && pa != null && pa.getGiveUnitControl() != null && !pa.getGiveUnitControl().isEmpty()) {
changeUnitOwnership(bridge);
}
needToInitialize = false;
showEndTurnReport(endTurnReport.toString());
}
use of games.strategy.engine.data.GameData in project triplea by triplea-game.
the class EndTurnDelegate method createUnits.
private String createUnits(final IDelegateBridge bridge) {
final StringBuilder endTurnReport = new StringBuilder();
final GameData data = getData();
final PlayerID player = data.getSequence().getStep().getPlayerId();
final Predicate<Unit> myCreatorsMatch = Matches.unitIsOwnedBy(player).and(Matches.unitCreatesUnits());
final CompositeChange change = new CompositeChange();
for (final Territory t : data.getMap().getTerritories()) {
final Collection<Unit> myCreators = CollectionUtils.getMatches(t.getUnits().getUnits(), myCreatorsMatch);
if (myCreators != null && !myCreators.isEmpty()) {
final Collection<Unit> toAdd = new ArrayList<>();
final Collection<Unit> toAddSea = new ArrayList<>();
final Collection<Unit> toAddLand = new ArrayList<>();
for (final Unit u : myCreators) {
final UnitAttachment ua = UnitAttachment.get(u.getType());
final IntegerMap<UnitType> createsUnitsMap = ua.getCreatesUnitsList();
final Collection<UnitType> willBeCreated = createsUnitsMap.keySet();
for (final UnitType ut : willBeCreated) {
if (UnitAttachment.get(ut).getIsSea() && Matches.territoryIsLand().test(t)) {
toAddSea.addAll(ut.create(createsUnitsMap.getInt(ut), player));
} else if (!UnitAttachment.get(ut).getIsSea() && !UnitAttachment.get(ut).getIsAir() && Matches.territoryIsWater().test(t)) {
toAddLand.addAll(ut.create(createsUnitsMap.getInt(ut), player));
} else {
toAdd.addAll(ut.create(createsUnitsMap.getInt(ut), player));
}
}
}
if (!toAdd.isEmpty()) {
final String transcriptText = player.getName() + " creates " + MyFormatter.unitsToTextNoOwner(toAdd) + " in " + t.getName();
bridge.getHistoryWriter().startEvent(transcriptText, toAdd);
endTurnReport.append(transcriptText).append("<br />");
final Change place = ChangeFactory.addUnits(t, toAdd);
change.add(place);
}
if (!toAddSea.isEmpty()) {
final Predicate<Territory> myTerrs = Matches.territoryIsWater();
final Collection<Territory> waterNeighbors = data.getMap().getNeighbors(t, myTerrs);
if (waterNeighbors != null && !waterNeighbors.isEmpty()) {
final Territory tw = getRandomTerritory(waterNeighbors, bridge);
final String transcriptText = player.getName() + " creates " + MyFormatter.unitsToTextNoOwner(toAddSea) + " in " + tw.getName();
bridge.getHistoryWriter().startEvent(transcriptText, toAddSea);
endTurnReport.append(transcriptText).append("<br />");
final Change place = ChangeFactory.addUnits(tw, toAddSea);
change.add(place);
}
}
if (!toAddLand.isEmpty()) {
final Predicate<Territory> myTerrs = Matches.isTerritoryOwnedBy(player).and(Matches.territoryIsLand());
final Collection<Territory> landNeighbors = data.getMap().getNeighbors(t, myTerrs);
if (landNeighbors != null && !landNeighbors.isEmpty()) {
final Territory tl = getRandomTerritory(landNeighbors, bridge);
final String transcriptText = player.getName() + " creates " + MyFormatter.unitsToTextNoOwner(toAddLand) + " in " + tl.getName();
bridge.getHistoryWriter().startEvent(transcriptText, toAddLand);
endTurnReport.append(transcriptText).append("<br />");
final Change place = ChangeFactory.addUnits(tl, toAddLand);
change.add(place);
}
}
}
}
if (!change.isEmpty()) {
bridge.addChange(change);
}
return endTurnReport.toString();
}
use of games.strategy.engine.data.GameData in project triplea by triplea-game.
the class EndTurnDelegate method addOtherResources.
@Override
protected String addOtherResources(final IDelegateBridge bridge) {
final StringBuilder endTurnReport = new StringBuilder();
final GameData data = bridge.getData();
final CompositeChange change = new CompositeChange();
final Collection<Territory> territories = data.getMap().getTerritoriesOwnedBy(player);
final IntegerMap<Resource> production = getResourceProduction(territories, data);
for (final Entry<Resource, Integer> resource : production.entrySet()) {
final Resource r = resource.getKey();
int toAdd = resource.getValue();
int total = player.getResources().getQuantity(r) + toAdd;
if (total < 0) {
toAdd -= total;
total = 0;
}
final String resourceText = player.getName() + " collects " + toAdd + " " + MyFormatter.pluralize(r.getName(), toAdd) + "; ends with " + total + " " + MyFormatter.pluralize(r.getName(), total) + " total";
bridge.getHistoryWriter().startEvent(resourceText);
endTurnReport.append(resourceText).append("<br />");
change.add(ChangeFactory.changeResourcesChange(player, r, toAdd));
}
if (!change.isEmpty()) {
bridge.addChange(change);
}
return endTurnReport.toString();
}
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