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Example 6 with PlayerID

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

the class BattleDelegate method checkDefendingPlanesCanLand.

private void checkDefendingPlanesCanLand() {
    final GameData data = getData();
    final Map<Territory, Collection<Unit>> defendingAirThatCanNotLand = battleTracker.getDefendingAirThatCanNotLand();
    final boolean isWW2v2orIsSurvivingAirMoveToLand = Properties.getWW2V2(data) || Properties.getSurvivingAirMoveToLand(data);
    final Predicate<Unit> alliedDefendingAir = Matches.unitIsAir().and(Matches.unitWasScrambled().negate());
    for (final Entry<Territory, Collection<Unit>> entry : defendingAirThatCanNotLand.entrySet()) {
        final Territory battleSite = entry.getKey();
        final Collection<Unit> defendingAir = entry.getValue();
        if (defendingAir == null || defendingAir.isEmpty()) {
            continue;
        }
        defendingAir.retainAll(battleSite.getUnits());
        if (defendingAir.isEmpty()) {
            continue;
        }
        final PlayerID defender = AbstractBattle.findDefender(battleSite, player, data);
        // Get all land territories where we can land
        final Set<Territory> neighbors = data.getMap().getNeighbors(battleSite);
        final Predicate<Territory> alliedLandTerritories = Matches.airCanLandOnThisAlliedNonConqueredLandTerritory(defender, data);
        // Get those that are neighbors
        final Collection<Territory> canLandHere = CollectionUtils.getMatches(neighbors, alliedLandTerritories);
        // Get all sea territories where there are allies
        final Predicate<Territory> neighboringSeaZonesWithAlliedUnits = Matches.territoryIsWater().and(Matches.territoryHasAlliedUnits(defender, data));
        // Get those that are neighbors
        final Collection<Territory> areSeaNeighbors = CollectionUtils.getMatches(neighbors, neighboringSeaZonesWithAlliedUnits);
        // Set up match criteria for allied carriers
        final Predicate<Unit> alliedCarrier = Matches.unitIsCarrier().and(Matches.alliedUnit(defender, data));
        // Set up match criteria for allied planes
        final Predicate<Unit> alliedPlane = Matches.unitIsAir().and(Matches.alliedUnit(defender, data));
        // See if neighboring carriers have any capacity available
        for (final Territory currentTerritory : areSeaNeighbors) {
            // get the capacity of the carriers and cost of fighters
            final Collection<Unit> alliedCarriers = currentTerritory.getUnits().getMatches(alliedCarrier);
            final Collection<Unit> alliedPlanes = currentTerritory.getUnits().getMatches(alliedPlane);
            final int alliedCarrierCapacity = AirMovementValidator.carrierCapacity(alliedCarriers, currentTerritory);
            final int alliedPlaneCost = AirMovementValidator.carrierCost(alliedPlanes);
            // if there is free capacity, add the territory to landing possibilities
            if (alliedCarrierCapacity - alliedPlaneCost >= 1) {
                canLandHere.add(currentTerritory);
            }
        }
        if (isWW2v2orIsSurvivingAirMoveToLand) {
            Territory territory;
            while (canLandHere.size() > 1 && defendingAir.size() > 0) {
                territory = getRemotePlayer(defender).selectTerritoryForAirToLand(canLandHere, battleSite, "Select territory for air units to land. (Current territory is " + battleSite.getName() + "): " + MyFormatter.unitsToText(defendingAir));
                // added for test script
                if (territory == null) {
                    territory = canLandHere.iterator().next();
                }
                if (territory.isWater()) {
                    landPlanesOnCarriers(bridge, alliedDefendingAir, defendingAir, alliedCarrier, alliedPlane, territory, battleSite);
                } else {
                    moveAirAndLand(bridge, defendingAir, defendingAir, territory, battleSite);
                    continue;
                }
                // remove the territory from those available
                canLandHere.remove(territory);
            }
            // Land in the last remaining territory
            if (canLandHere.size() > 0 && defendingAir.size() > 0) {
                territory = canLandHere.iterator().next();
                if (territory.isWater()) {
                    landPlanesOnCarriers(bridge, alliedDefendingAir, defendingAir, alliedCarrier, alliedPlane, territory, battleSite);
                } else {
                    moveAirAndLand(bridge, defendingAir, defendingAir, territory, battleSite);
                    continue;
                }
            }
        } else if (canLandHere.size() > 0) {
            // check for an island in this sea zone
            for (final Territory currentTerritory : canLandHere) {
                // only one neighbor, its an island.
                if (data.getMap().getNeighbors(currentTerritory).size() == 1) {
                    moveAirAndLand(bridge, defendingAir, defendingAir, currentTerritory, battleSite);
                }
            }
        }
        if (defendingAir.size() > 0) {
            // no where to go, they must die
            bridge.getHistoryWriter().addChildToEvent(MyFormatter.unitsToText(defendingAir) + " could not land and were killed", new ArrayList<>(defendingAir));
            final Change change = ChangeFactory.removeUnits(battleSite, defendingAir);
            bridge.addChange(change);
        }
    }
}
Also used : PlayerID(games.strategy.engine.data.PlayerID) Territory(games.strategy.engine.data.Territory) GameData(games.strategy.engine.data.GameData) 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) ResourceCollection(games.strategy.engine.data.ResourceCollection)

Example 7 with PlayerID

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

the class BattleDelegate method addBombardmentSources.

/**
 * Add bombardment units to battles. Made public for test purposes only.
 */
void addBombardmentSources() {
    final PlayerID attacker = bridge.getPlayerId();
    final ITripleAPlayer remotePlayer = getRemotePlayer();
    final Predicate<Unit> ownedAndCanBombard = Matches.unitCanBombard(attacker).and(Matches.unitIsOwnedBy(attacker));
    final Map<Territory, Collection<IBattle>> adjBombardment = getPossibleBombardingTerritories();
    final boolean shoreBombardPerGroundUnitRestricted = isShoreBombardPerGroundUnitRestricted(getData());
    for (final Territory t : adjBombardment.keySet()) {
        if (!battleTracker.hasPendingBattle(t, false)) {
            Collection<IBattle> battles = adjBombardment.get(t);
            battles = CollectionUtils.getMatches(battles, Matches.battleIsAmphibious());
            if (!battles.isEmpty()) {
                final Collection<Unit> bombardUnits = t.getUnits().getMatches(ownedAndCanBombard);
                final List<Unit> listedBombardUnits = new ArrayList<>(bombardUnits);
                sortUnitsToBombard(listedBombardUnits, attacker);
                if (!bombardUnits.isEmpty()) {
                    // ask if they want to bombard
                    if (!remotePlayer.selectShoreBombard(t)) {
                        continue;
                    }
                }
                for (final Unit u : listedBombardUnits) {
                    final IBattle battle = selectBombardingBattle(u, t, battles);
                    if (battle != null) {
                        if (shoreBombardPerGroundUnitRestricted) {
                            if (battle.getAmphibiousLandAttackers().size() <= battle.getBombardingUnits().size()) {
                                battles.remove(battle);
                                break;
                            }
                        }
                        battle.addBombardingUnit(u);
                    }
                }
            }
        }
    }
}
Also used : PlayerID(games.strategy.engine.data.PlayerID) Territory(games.strategy.engine.data.Territory) ArrayList(java.util.ArrayList) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit) ITripleAPlayer(games.strategy.triplea.player.ITripleAPlayer) Collection(java.util.Collection) ResourceCollection(games.strategy.engine.data.ResourceCollection)

Example 8 with PlayerID

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

the class BattleDelegate method setupUnitsInSameTerritoryBattles.

/**
 * Setup the battles where the battle occurs because units are in the
 * same territory. This happens when subs emerge (after being submerged), and
 * when naval units are placed in enemy occupied sea zones, and also
 * when political relationships change and potentially leave units in now-hostile territories.
 */
private static void setupUnitsInSameTerritoryBattles(final BattleTracker battleTracker, final IDelegateBridge bridge) {
    final PlayerID player = bridge.getPlayerId();
    final GameData data = bridge.getData();
    final boolean ignoreTransports = isIgnoreTransportInMovement(data);
    final boolean ignoreSubs = isIgnoreSubInMovement(data);
    final Predicate<Unit> seaTransports = Matches.unitIsTransportButNotCombatTransport().and(Matches.unitIsSea());
    final Predicate<Unit> seaTranportsOrSubs = seaTransports.or(Matches.unitIsSub());
    // we want to match all sea zones with our units and enemy units
    final Predicate<Territory> anyTerritoryWithOwnAndEnemy = Matches.territoryHasUnitsOwnedBy(player).and(Matches.territoryHasEnemyUnits(player, data));
    final Predicate<Territory> enemyTerritoryAndOwnUnits = Matches.isTerritoryEnemyAndNotUnownedWater(player, data).and(Matches.territoryHasUnitsOwnedBy(player));
    final Predicate<Territory> enemyUnitsOrEnemyTerritory = anyTerritoryWithOwnAndEnemy.or(enemyTerritoryAndOwnUnits);
    final List<Territory> battleTerritories = CollectionUtils.getMatches(data.getMap().getTerritories(), enemyUnitsOrEnemyTerritory);
    for (final Territory territory : battleTerritories) {
        final List<Unit> attackingUnits = territory.getUnits().getMatches(Matches.unitIsOwnedBy(player));
        // now make sure to add any units that must move with these attacking units, so that they get included as
        // dependencies
        final Map<Unit, Collection<Unit>> transportMap = TransportTracker.transporting(territory.getUnits());
        final HashSet<Unit> dependants = new HashSet<>();
        for (final Entry<Unit, Collection<Unit>> entry : transportMap.entrySet()) {
            // only consider those transports that we are attacking with. allied and enemy transports are not added.
            if (attackingUnits.contains(entry.getKey())) {
                dependants.addAll(entry.getValue());
            }
        }
        // no duplicates
        dependants.removeAll(attackingUnits);
        // add the dependants to the attacking list
        attackingUnits.addAll(dependants);
        final List<Unit> enemyUnits = territory.getUnits().getMatches(Matches.enemyUnit(player, data));
        final IBattle bombingBattle = battleTracker.getPendingBattle(territory, true, null);
        if (bombingBattle != null) {
            // we need to remove any units which are participating in bombing raids
            attackingUnits.removeAll(bombingBattle.getAttackingUnits());
        }
        if (attackingUnits.stream().allMatch(Matches.unitIsInfrastructure())) {
            continue;
        }
        IBattle battle = battleTracker.getPendingBattle(territory, false, BattleType.NORMAL);
        if (battle == null) {
            // fires)
            if (enemyUnits.stream().allMatch(Matches.unitIsInfrastructure())) {
                landParatroopers(player, territory, bridge);
            }
            bridge.getHistoryWriter().startEvent(player.getName() + " creates battle in territory " + territory.getName());
            battleTracker.addBattle(new RouteScripted(territory), attackingUnits, player, bridge, null, null);
            battle = battleTracker.getPendingBattle(territory, false, BattleType.NORMAL);
        }
        if (battle == null) {
            continue;
        }
        if (bombingBattle != null) {
            battleTracker.addDependency(battle, bombingBattle);
        }
        if (battle.isEmpty()) {
            battle.addAttackChange(new RouteScripted(territory), attackingUnits, null);
        }
        if (!battle.getAttackingUnits().containsAll(attackingUnits)) {
            List<Unit> attackingUnitsNeedToBeAdded = new ArrayList<>(attackingUnits);
            attackingUnitsNeedToBeAdded.removeAll(battle.getAttackingUnits());
            attackingUnitsNeedToBeAdded.removeAll(battle.getDependentUnits(battle.getAttackingUnits()));
            if (territory.isWater()) {
                attackingUnitsNeedToBeAdded = CollectionUtils.getMatches(attackingUnitsNeedToBeAdded, Matches.unitIsLand().negate());
            } else {
                attackingUnitsNeedToBeAdded = CollectionUtils.getMatches(attackingUnitsNeedToBeAdded, Matches.unitIsSea().negate());
            }
            if (!attackingUnitsNeedToBeAdded.isEmpty()) {
                battle.addAttackChange(new RouteScripted(territory), attackingUnitsNeedToBeAdded, null);
            }
        }
        // Reach stalemate if all attacking and defending units are transports
        if ((ignoreTransports && !attackingUnits.isEmpty() && attackingUnits.stream().allMatch(seaTransports) && !enemyUnits.isEmpty() && enemyUnits.stream().allMatch(seaTransports)) || (!attackingUnits.isEmpty() && attackingUnits.stream().allMatch(Matches.unitHasAttackValueOfAtLeast(1).negate()) && !enemyUnits.isEmpty() && enemyUnits.stream().allMatch(Matches.unitHasDefendValueOfAtLeast(1).negate()))) {
            final BattleResults results = new BattleResults(battle, WhoWon.DRAW, data);
            battleTracker.getBattleRecords().addResultToBattle(player, battle.getBattleId(), null, 0, 0, BattleRecord.BattleResultDescription.STALEMATE, results);
            battle.cancelBattle(bridge);
            battleTracker.removeBattle(battle);
            continue;
        }
        // possibility to ignore battle altogether
        if (!attackingUnits.isEmpty()) {
            final ITripleAPlayer remotePlayer = getRemotePlayer(bridge);
            if (territory.isWater() && Properties.getSeaBattlesMayBeIgnored(data)) {
                if (!remotePlayer.selectAttackUnits(territory)) {
                    final BattleResults results = new BattleResults(battle, WhoWon.NOTFINISHED, data);
                    battleTracker.getBattleRecords().addResultToBattle(player, battle.getBattleId(), null, 0, 0, BattleRecord.BattleResultDescription.NO_BATTLE, results);
                    battle.cancelBattle(bridge);
                    battleTracker.removeBattle(battle);
                }
                continue;
            }
            // Check for ignored units
            if (ignoreTransports || ignoreSubs) {
                // if only enemy transports... attack them?
                if (ignoreTransports && !enemyUnits.isEmpty() && enemyUnits.stream().allMatch(seaTransports)) {
                    if (!remotePlayer.selectAttackTransports(territory)) {
                        final BattleResults results = new BattleResults(battle, WhoWon.NOTFINISHED, data);
                        battleTracker.getBattleRecords().addResultToBattle(player, battle.getBattleId(), null, 0, 0, BattleRecord.BattleResultDescription.NO_BATTLE, results);
                        battle.cancelBattle(bridge);
                        battleTracker.removeBattle(battle);
                    }
                    continue;
                }
                // if only enemy subs... attack them?
                if (ignoreSubs && !enemyUnits.isEmpty() && enemyUnits.stream().allMatch(Matches.unitIsSub())) {
                    if (!remotePlayer.selectAttackSubs(territory)) {
                        final BattleResults results = new BattleResults(battle, WhoWon.NOTFINISHED, data);
                        battleTracker.getBattleRecords().addResultToBattle(player, battle.getBattleId(), null, 0, 0, BattleRecord.BattleResultDescription.NO_BATTLE, results);
                        battle.cancelBattle(bridge);
                        battleTracker.removeBattle(battle);
                    }
                    continue;
                }
                // if only enemy transports and subs... attack them?
                if (ignoreSubs && ignoreTransports && !enemyUnits.isEmpty() && enemyUnits.stream().allMatch(seaTranportsOrSubs)) {
                    if (!remotePlayer.selectAttackUnits(territory)) {
                        final BattleResults results = new BattleResults(battle, WhoWon.NOTFINISHED, data);
                        battleTracker.getBattleRecords().addResultToBattle(player, battle.getBattleId(), null, 0, 0, BattleRecord.BattleResultDescription.NO_BATTLE, results);
                        battle.cancelBattle(bridge);
                        battleTracker.removeBattle(battle);
                    }
                }
            }
        }
    }
}
Also used : PlayerID(games.strategy.engine.data.PlayerID) Territory(games.strategy.engine.data.Territory) GameData(games.strategy.engine.data.GameData) BattleResults(games.strategy.triplea.oddsCalculator.ta.BattleResults) ArrayList(java.util.ArrayList) RouteScripted(games.strategy.engine.data.RouteScripted) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit) ITripleAPlayer(games.strategy.triplea.player.ITripleAPlayer) Collection(java.util.Collection) ResourceCollection(games.strategy.engine.data.ResourceCollection) HashSet(java.util.HashSet)

Example 9 with PlayerID

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

the class BattleTracker method captureOrDestroyUnits.

/**
 * Called when a territory is conquered to determine if remaining enemy units should be
 * captured, destroyed, or take damage.
 */
public static void captureOrDestroyUnits(final Territory territory, final PlayerID id, final PlayerID newOwner, final IDelegateBridge bridge, final UndoableMove changeTracker) {
    final GameData data = bridge.getData();
    // destroy any units that should be destroyed on capture
    if (Properties.getUnitsCanBeDestroyedInsteadOfCaptured(data)) {
        final Predicate<Unit> enemyToBeDestroyed = Matches.enemyUnit(id, data).and(Matches.unitDestroyedWhenCapturedByOrFrom(id));
        final Collection<Unit> destroyed = territory.getUnits().getMatches(enemyToBeDestroyed);
        if (!destroyed.isEmpty()) {
            final Change destroyUnits = ChangeFactory.removeUnits(territory, destroyed);
            bridge.getHistoryWriter().addChildToEvent("Some non-combat units are destroyed: ", destroyed);
            bridge.addChange(destroyUnits);
            if (changeTracker != null) {
                changeTracker.addChange(destroyUnits);
            }
        }
    }
    // destroy any capture on entering units, IF the property to destroy them instead of capture is turned on
    if (Properties.getOnEnteringUnitsDestroyedInsteadOfCaptured(data)) {
        final Collection<Unit> destroyed = territory.getUnits().getMatches(Matches.unitCanBeCapturedOnEnteringToInThisTerritory(id, territory, data));
        if (!destroyed.isEmpty()) {
            final Change destroyUnits = ChangeFactory.removeUnits(territory, destroyed);
            bridge.getHistoryWriter().addChildToEvent(id.getName() + " destroys some units instead of capturing them", destroyed);
            bridge.addChange(destroyUnits);
            if (changeTracker != null) {
                changeTracker.addChange(destroyUnits);
            }
        }
    }
    // destroy any disabled units owned by the enemy that are NOT infrastructure or factories
    final Predicate<Unit> enemyToBeDestroyed = Matches.enemyUnit(id, data).and(Matches.unitIsDisabled()).and(Matches.unitIsInfrastructure().negate());
    final Collection<Unit> destroyed = territory.getUnits().getMatches(enemyToBeDestroyed);
    if (!destroyed.isEmpty()) {
        final Change destroyUnits = ChangeFactory.removeUnits(territory, destroyed);
        bridge.getHistoryWriter().addChildToEvent(id.getName() + " destroys some disabled combat units", destroyed);
        bridge.addChange(destroyUnits);
        if (changeTracker != null) {
            changeTracker.addChange(destroyUnits);
        }
    }
    // take over non combatants
    final Predicate<Unit> enemyNonCom = Matches.enemyUnit(id, data).and(Matches.unitIsInfrastructure());
    final Predicate<Unit> willBeCaptured = enemyNonCom.or(Matches.unitCanBeCapturedOnEnteringToInThisTerritory(id, territory, data));
    final Collection<Unit> nonCom = territory.getUnits().getMatches(willBeCaptured);
    // change any units that change unit types on capture
    if (Properties.getUnitsCanBeChangedOnCapture(data)) {
        final Collection<Unit> toReplace = CollectionUtils.getMatches(nonCom, Matches.unitWhenCapturedChangesIntoDifferentUnitType());
        for (final Unit u : toReplace) {
            final Map<String, Tuple<String, IntegerMap<UnitType>>> map = UnitAttachment.get(u.getType()).getWhenCapturedChangesInto();
            final PlayerID currentOwner = u.getOwner();
            for (final String value : map.keySet()) {
                final String[] s = value.split(":");
                if (!(s[0].equals("any") || data.getPlayerList().getPlayerId(s[0]).equals(currentOwner))) {
                    continue;
                }
                // we could use "id" or "newOwner" here... not sure which to use
                if (!(s[1].equals("any") || data.getPlayerList().getPlayerId(s[1]).equals(id))) {
                    continue;
                }
                final CompositeChange changes = new CompositeChange();
                final Collection<Unit> toAdd = new ArrayList<>();
                final Tuple<String, IntegerMap<UnitType>> toCreate = map.get(value);
                final boolean translateAttributes = toCreate.getFirst().equalsIgnoreCase("true");
                for (final UnitType ut : toCreate.getSecond().keySet()) {
                    toAdd.addAll(ut.create(toCreate.getSecond().getInt(ut), newOwner));
                }
                if (!toAdd.isEmpty()) {
                    if (translateAttributes) {
                        final Change translate = TripleAUnit.translateAttributesToOtherUnits(u, toAdd, territory);
                        if (!translate.isEmpty()) {
                            changes.add(translate);
                        }
                    }
                    changes.add(ChangeFactory.removeUnits(territory, Collections.singleton(u)));
                    changes.add(ChangeFactory.addUnits(territory, toAdd));
                    changes.add(ChangeFactory.markNoMovementChange(toAdd));
                    bridge.getHistoryWriter().addChildToEvent(id.getName() + " converts " + u.toStringNoOwner() + " into different units", toAdd);
                    bridge.addChange(changes);
                    if (changeTracker != null) {
                        changeTracker.addChange(changes);
                    }
                    // don't forget to remove this unit from the list
                    nonCom.remove(u);
                    break;
                }
            }
        }
    }
    if (!nonCom.isEmpty()) {
        // FYI: a dummy delegate will not do anything with this change,
        // meaning that the battle calculator will think this unit lived,
        // even though it died or was captured, etc!
        final Change capture = ChangeFactory.changeOwner(nonCom, newOwner, territory);
        bridge.addChange(capture);
        if (changeTracker != null) {
            changeTracker.addChange(capture);
        }
        final Change noMovementChange = ChangeFactory.markNoMovementChange(nonCom);
        bridge.addChange(noMovementChange);
        if (changeTracker != null) {
            changeTracker.addChange(noMovementChange);
        }
        final IntegerMap<Unit> damageMap = new IntegerMap<>();
        for (final Unit unit : CollectionUtils.getMatches(nonCom, Matches.unitWhenCapturedSustainsDamage())) {
            final TripleAUnit taUnit = (TripleAUnit) unit;
            final int damageLimit = taUnit.getHowMuchMoreDamageCanThisUnitTake(unit, territory);
            final int sustainedDamage = UnitAttachment.get(unit.getType()).getWhenCapturedSustainsDamage();
            final int actualDamage = Math.max(0, Math.min(sustainedDamage, damageLimit));
            final int totalDamage = taUnit.getUnitDamage() + actualDamage;
            damageMap.put(unit, totalDamage);
        }
        if (!damageMap.isEmpty()) {
            final Change damageChange = ChangeFactory.bombingUnitDamage(damageMap);
            bridge.addChange(damageChange);
            if (changeTracker != null) {
                changeTracker.addChange(damageChange);
            }
            // Kill any units that can die if they have reached max damage
            if (damageMap.keySet().stream().anyMatch(Matches.unitCanDieFromReachingMaxDamage())) {
                final List<Unit> unitsCanDie = CollectionUtils.getMatches(damageMap.keySet(), Matches.unitCanDieFromReachingMaxDamage());
                unitsCanDie.retainAll(CollectionUtils.getMatches(unitsCanDie, Matches.unitIsAtMaxDamageOrNotCanBeDamaged(territory)));
                if (!unitsCanDie.isEmpty()) {
                    final Change removeDead = ChangeFactory.removeUnits(territory, unitsCanDie);
                    bridge.addChange(removeDead);
                    if (changeTracker != null) {
                        changeTracker.addChange(removeDead);
                    }
                }
            }
        }
    }
}
Also used : IntegerMap(games.strategy.util.IntegerMap) PlayerID(games.strategy.engine.data.PlayerID) GameData(games.strategy.engine.data.GameData) 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) TripleAUnit(games.strategy.triplea.TripleAUnit) UnitType(games.strategy.engine.data.UnitType) CompositeChange(games.strategy.engine.data.CompositeChange) Tuple(games.strategy.util.Tuple)

Example 10 with PlayerID

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

the class AbstractPlaceDelegate method removeAirThatCantLand.

protected void removeAirThatCantLand() {
    // for LHTR type games
    final GameData data = getData();
    final AirThatCantLandUtil util = new AirThatCantLandUtil(bridge);
    util.removeAirThatCantLand(player, false);
    // if edit mode has been on, we need to clean up after all players
    for (final PlayerID player : data.getPlayerList()) {
        if (!player.equals(this.player)) {
            util.removeAirThatCantLand(player, false);
        }
    }
}
Also used : PlayerID(games.strategy.engine.data.PlayerID) GameData(games.strategy.engine.data.GameData)

Aggregations

PlayerID (games.strategy.engine.data.PlayerID)323 Territory (games.strategy.engine.data.Territory)163 Unit (games.strategy.engine.data.Unit)133 Test (org.junit.jupiter.api.Test)122 TripleAUnit (games.strategy.triplea.TripleAUnit)104 ITestDelegateBridge (games.strategy.engine.data.ITestDelegateBridge)94 GameData (games.strategy.engine.data.GameData)90 ArrayList (java.util.ArrayList)79 UnitType (games.strategy.engine.data.UnitType)74 Route (games.strategy.engine.data.Route)67 ScriptedRandomSource (games.strategy.engine.random.ScriptedRandomSource)46 HashSet (java.util.HashSet)44 Change (games.strategy.engine.data.Change)29 CompositeChange (games.strategy.engine.data.CompositeChange)29 IntegerMap (games.strategy.util.IntegerMap)29 List (java.util.List)29 HashMap (java.util.HashMap)28 Collection (java.util.Collection)27 Resource (games.strategy.engine.data.Resource)25 UnitAttachment (games.strategy.triplea.attachments.UnitAttachment)23