use of games.strategy.engine.data.PlayerID in project triplea by triplea-game.
the class PlayerWhoAmIChange method perform.
@Override
protected void perform(final GameData data) {
final PlayerID player = data.getPlayerList().getPlayerId(m_player);
player.setWhoAmI(m_endWhoAmI);
}
use of games.strategy.engine.data.PlayerID in project triplea by triplea-game.
the class ProductionFrontierChange method perform.
@Override
protected void perform(final GameData data) {
final PlayerID player = data.getPlayerList().getPlayerId(m_player);
final ProductionFrontier frontier = data.getProductionFrontierList().getProductionFrontier(m_endFrontier);
player.setProductionFrontier(frontier);
}
use of games.strategy.engine.data.PlayerID in project triplea by triplea-game.
the class RandomStatsDetails method getAllStats.
/**
* Returns a JPanel displaying information about all Statistics.
*/
public JPanel getAllStats() {
final Insets insets = new Insets(2, 2, 2, 2);
final JPanel panel = new JPanel();
panel.setLayout(new GridBagLayout());
panel.setBorder(BorderFactory.createEmptyBorder());
panel.add(getStatsDisplay(m_totalMap, m_totalStats, "Total"), new GridBagConstraints(0, 0, 1, 1, 1, 1, GridBagConstraints.FIRST_LINE_START, GridBagConstraints.NONE, insets, 0, 0));
if (getData().containsKey(null)) {
panel.add(getStatsDisplay(getData().get(null), m_playerStats.get(null), "Null / Other"), new GridBagConstraints(1, 0, 1, 1, 1, 1, GridBagConstraints.FIRST_LINE_START, GridBagConstraints.NONE, insets, 0, 0));
}
final int rows = Math.max(2, getData().size() / 6);
int x = 0;
for (final Entry<PlayerID, IntegerMap<Integer>> entry : getData().entrySet()) {
if (entry.getKey() == null) {
continue;
}
panel.add(getStatsDisplay(entry.getValue(), m_playerStats.get(entry.getKey()), (entry.getKey() == null ? "Null / Other" : entry.getKey().getName() + " Combat")), new GridBagConstraints((x / rows), 1 + (x % rows), 1, 1, 1, 1, GridBagConstraints.FIRST_LINE_START, GridBagConstraints.NONE, insets, 0, 0));
x++;
}
return panel;
}
use of games.strategy.engine.data.PlayerID in project triplea by triplea-game.
the class ForumPosterComponent method updateHistoryLog.
private void updateHistoryLog() {
final Collection<PlayerID> allowedIDs = GameStepPropertiesHelper.getTurnSummaryPlayers(data);
// clear first, then update
historyLog.clear();
historyLog.printFullTurn(data, showDetailsCheckBox.isSelected(), allowedIDs);
if (includeTerritoryAllPlayersCheckBox.isSelected()) {
for (final PlayerID player : data.getPlayerList().getPlayers()) {
final Collection<PlayerID> players = new ArrayList<>();
players.add(player);
historyLog.printTerritorySummary(data, players);
}
} else if (includeTerritoryCheckBox.isSelected()) {
historyLog.printTerritorySummary(data, allowedIDs);
}
if (includeProductionCheckBox.isSelected()) {
historyLog.printProductionSummary(data);
}
if (showDiceStatisticsCheckBox.isSelected()) {
historyLog.printDiceStatistics(data, (IRandomStats) frame.getGame().getRemoteMessenger().getRemote(IRandomStats.RANDOM_STATS_REMOTE_NAME));
}
historyLog.requestFocus();
}
use of games.strategy.engine.data.PlayerID in project triplea by triplea-game.
the class BattleDelegate method doKamikazeSuicideAttacks.
/**
* KamikazeSuicideAttacks are attacks that are made during an Opponent's turn, using Resources that you own that have
* been designated.
* The resources are designated in PlayerAttachment, and hold information like the attack power of the resource.
* KamikazeSuicideAttacks are done in any territory that is a kamikazeZone, and the attacks are done by the original
* owner of that
* territory.
* The user has the option not to do any attacks, and they make target any number of units with any number of resource
* tokens.
* The units are then attacked individually by each resource token (meaning that casualties do not get selected
* because the attacks are
* targeted).
* The enemies of current player should decide all their attacks before the attacks are rolled.
*/
private void doKamikazeSuicideAttacks() {
final GameData data = getData();
if (!Properties.getUseKamikazeSuicideAttacks(data)) {
return;
}
// the current player is not the one who is doing these attacks, it is the all the enemies of this player who will
// do attacks
final Collection<PlayerID> enemies = CollectionUtils.getMatches(data.getPlayerList().getPlayers(), Matches.isAtWar(player, data));
if (enemies.isEmpty()) {
return;
}
final Predicate<Unit> canBeAttackedDefault = Matches.unitIsOwnedBy(player).and(Matches.unitIsSea()).and(Matches.unitIsNotTransportButCouldBeCombatTransport()).and(Matches.unitIsNotSub());
final boolean onlyWhereThereAreBattlesOrAmphibious = Properties.getKamikazeSuicideAttacksOnlyWhereBattlesAre(data);
final Collection<Territory> pendingBattles = battleTracker.getPendingBattleSites(false);
// create a list of all kamikaze zones, listed by enemy
final Map<PlayerID, Collection<Territory>> kamikazeZonesByEnemy = new HashMap<>();
for (final Territory t : data.getMap().getTerritories()) {
final TerritoryAttachment ta = TerritoryAttachment.get(t);
if (ta == null || !ta.getKamikazeZone()) {
continue;
}
final PlayerID owner = !Properties.getKamikazeSuicideAttacksDoneByCurrentTerritoryOwner(data) ? ta.getOriginalOwner() : t.getOwner();
if (owner == null) {
continue;
}
if (enemies.contains(owner)) {
if (t.getUnits().getUnits().stream().noneMatch(Matches.unitIsOwnedBy(player))) {
continue;
}
if (onlyWhereThereAreBattlesOrAmphibious) {
// if no battle or amphibious from here, ignore it
if (!pendingBattles.contains(t)) {
if (!Matches.territoryIsWater().test(t)) {
continue;
}
boolean amphib = false;
final Collection<Territory> landNeighbors = data.getMap().getNeighbors(t, Matches.territoryIsLand());
for (final Territory neighbor : landNeighbors) {
final IBattle battle = battleTracker.getPendingBattle(neighbor, false, BattleType.NORMAL);
if (battle == null) {
final Map<Territory, Collection<Unit>> whereFrom = battleTracker.getFinishedBattlesUnitAttackFromMap().get(neighbor);
if (whereFrom != null && whereFrom.containsKey(t)) {
amphib = true;
break;
}
continue;
}
if (battle.isAmphibious() && ((battle instanceof MustFightBattle && ((MustFightBattle) battle).getAmphibiousAttackTerritories().contains(t)) || (battle instanceof NonFightingBattle && ((NonFightingBattle) battle).getAmphibiousAttackTerritories().contains(t)))) {
amphib = true;
break;
}
}
if (!amphib) {
continue;
}
}
}
final Collection<Territory> currentTerrs = kamikazeZonesByEnemy.getOrDefault(owner, new ArrayList<>());
currentTerrs.add(t);
kamikazeZonesByEnemy.put(owner, currentTerrs);
}
}
if (kamikazeZonesByEnemy.isEmpty()) {
return;
}
for (final Entry<PlayerID, Collection<Territory>> entry : kamikazeZonesByEnemy.entrySet()) {
final PlayerID currentEnemy = entry.getKey();
final PlayerAttachment pa = PlayerAttachment.get(currentEnemy);
if (pa == null) {
continue;
}
Predicate<Unit> canBeAttacked = canBeAttackedDefault;
final Set<UnitType> suicideAttackTargets = pa.getSuicideAttackTargets();
if (suicideAttackTargets != null) {
canBeAttacked = Matches.unitIsOwnedBy(player).and(Matches.unitIsOfTypes(suicideAttackTargets));
}
// See if the player has any attack tokens
final IntegerMap<Resource> resourcesAndAttackValues = pa.getSuicideAttackResources();
if (resourcesAndAttackValues.size() <= 0) {
continue;
}
final IntegerMap<Resource> playerResourceCollection = currentEnemy.getResources().getResourcesCopy();
final IntegerMap<Resource> attackTokens = new IntegerMap<>();
for (final Resource possible : resourcesAndAttackValues.keySet()) {
final int amount = playerResourceCollection.getInt(possible);
if (amount > 0) {
attackTokens.put(possible, amount);
}
}
if (attackTokens.size() <= 0) {
continue;
}
// now let the enemy decide if they will do attacks
final Collection<Territory> kamikazeZones = entry.getValue();
final HashMap<Territory, Collection<Unit>> possibleUnitsToAttack = new HashMap<>();
for (final Territory t : kamikazeZones) {
final List<Unit> validTargets = t.getUnits().getMatches(canBeAttacked);
if (!validTargets.isEmpty()) {
possibleUnitsToAttack.put(t, validTargets);
}
}
final Map<Territory, HashMap<Unit, IntegerMap<Resource>>> attacks = getRemotePlayer(currentEnemy).selectKamikazeSuicideAttacks(possibleUnitsToAttack);
if (attacks == null || attacks.isEmpty()) {
continue;
}
// now validate that we have the resources and those units are valid targets
for (final Entry<Territory, HashMap<Unit, IntegerMap<Resource>>> territoryEntry : attacks.entrySet()) {
final Territory t = territoryEntry.getKey();
final Collection<Unit> possibleUnits = possibleUnitsToAttack.get(t);
if (possibleUnits == null || !possibleUnits.containsAll(territoryEntry.getValue().keySet())) {
throw new IllegalStateException("Player has chosen illegal units during Kamikaze Suicide Attacks");
}
for (final IntegerMap<Resource> resourceMap : territoryEntry.getValue().values()) {
attackTokens.subtract(resourceMap);
}
}
if (!attackTokens.isPositive()) {
throw new IllegalStateException("Player has chosen illegal resource during Kamikaze Suicide Attacks");
}
for (final Entry<Territory, HashMap<Unit, IntegerMap<Resource>>> territoryEntry : attacks.entrySet()) {
final Territory location = territoryEntry.getKey();
for (final Entry<Unit, IntegerMap<Resource>> unitEntry : territoryEntry.getValue().entrySet()) {
final Unit unitUnderFire = unitEntry.getKey();
final IntegerMap<Resource> numberOfAttacks = unitEntry.getValue();
if (numberOfAttacks != null && numberOfAttacks.size() > 0 && numberOfAttacks.totalValues() > 0) {
fireKamikazeSuicideAttacks(unitUnderFire, numberOfAttacks, resourcesAndAttackValues, currentEnemy, location);
}
}
}
}
}
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