use of games.strategy.engine.data.Resource in project triplea by triplea-game.
the class BattleTracker method takeOver.
public void takeOver(final Territory territory, final PlayerID id, final IDelegateBridge bridge, final UndoableMove changeTracker, final Collection<Unit> arrivingUnits) {
// This could be NULL if unowned water
final TerritoryAttachment ta = TerritoryAttachment.get(territory);
if (ta == null) {
// TODO: allow capture/destroy of infrastructure on unowned water
return;
}
final GameData data = bridge.getData();
final Collection<Unit> arrivedUnits = (arrivingUnits == null ? null : new ArrayList<>(arrivingUnits));
final RelationshipTracker relationshipTracker = data.getRelationshipTracker();
final boolean isTerritoryOwnerAnEnemy = relationshipTracker.canTakeOverOwnedTerritory(id, territory.getOwner());
// check to make sure attackers have more than just transports. If they don't, exit here.
if (territory.isWater() && arrivedUnits != null) {
// Total Attacking Sea units = all units - land units - air units - submerged subs
// Also subtract transports & subs (if they can't control sea zones)
int totalMatches = arrivedUnits.size() - CollectionUtils.countMatches(arrivedUnits, Matches.unitIsLand()) - CollectionUtils.countMatches(arrivedUnits, Matches.unitIsAir()) - CollectionUtils.countMatches(arrivedUnits, Matches.unitIsSubmerged());
// If transports are restricted from controlling sea zones, subtract them
final Predicate<Unit> transportsCanNotControl = Matches.unitIsTransportAndNotDestroyer().and(Matches.unitIsTransportButNotCombatTransport());
if (!Properties.getTransportControlSeaZone(data)) {
totalMatches -= CollectionUtils.countMatches(arrivedUnits, transportsCanNotControl);
}
// If subs are restricted from controlling sea zones, subtract them
if (Properties.getSubControlSeaZoneRestricted(data)) {
totalMatches -= CollectionUtils.countMatches(arrivedUnits, Matches.unitIsSub());
}
if (totalMatches == 0) {
return;
}
}
// If it was a Convoy Route- check ownership of the associated neighboring territory and set message
if (ta.getConvoyRoute()) {
// we could be part of a convoy route for another territory
final Collection<Territory> attachedConvoyTo = TerritoryAttachment.getWhatTerritoriesThisIsUsedInConvoysFor(territory, data);
for (final Territory convoy : attachedConvoyTo) {
final TerritoryAttachment cta = TerritoryAttachment.get(convoy);
if (!cta.getConvoyRoute()) {
continue;
}
final PlayerID convoyOwner = convoy.getOwner();
if (relationshipTracker.isAllied(id, convoyOwner)) {
if (CollectionUtils.getMatches(cta.getConvoyAttached(), Matches.isTerritoryAllied(convoyOwner, data)).size() <= 0) {
bridge.getHistoryWriter().addChildToEvent(convoyOwner.getName() + " gains " + cta.getProduction() + " production in " + convoy.getName() + " for the liberation the convoy route in " + territory.getName());
}
} else if (relationshipTracker.isAtWar(id, convoyOwner)) {
if (CollectionUtils.getMatches(cta.getConvoyAttached(), Matches.isTerritoryAllied(convoyOwner, data)).size() == 1) {
bridge.getHistoryWriter().addChildToEvent(convoyOwner.getName() + " loses " + cta.getProduction() + " production in " + convoy.getName() + " due to the capture of the convoy route in " + territory.getName());
}
}
}
}
// if neutral, we may charge money to enter
if (territory.getOwner().isNull() && !territory.isWater() && Properties.getNeutralCharge(data) >= 0) {
final Resource pus = data.getResourceList().getResource(Constants.PUS);
final int puChargeIdeal = -Properties.getNeutralCharge(data);
final int puChargeReal = Math.min(0, Math.max(puChargeIdeal, -id.getResources().getQuantity(pus)));
final Change neutralFee = ChangeFactory.changeResourcesChange(id, pus, puChargeReal);
bridge.addChange(neutralFee);
if (changeTracker != null) {
changeTracker.addChange(neutralFee);
}
if (puChargeIdeal == puChargeReal) {
bridge.getHistoryWriter().addChildToEvent(id.getName() + " loses " + -puChargeReal + " " + MyFormatter.pluralize("PU", -puChargeReal) + " for violating " + territory.getName() + "s neutrality.");
} else {
System.out.println("Player, " + id.getName() + " attacks a Neutral territory, and should have had to pay " + puChargeIdeal + ", but did not have enough PUs to pay! This is a bug.");
bridge.getHistoryWriter().addChildToEvent(id.getName() + " loses " + -puChargeReal + " " + MyFormatter.pluralize("PU", -puChargeReal) + " for violating " + territory.getName() + "s neutrality. Correct amount to charge is: " + puChargeIdeal + ". Player should not have been able to make this attack!");
}
}
// instead it is relying on the fact that the capital should be owned by the person it is attached to
if (isTerritoryOwnerAnEnemy && ta.getCapital() != null) {
// if the capital is owned by the capitols player take the money
final PlayerID whoseCapital = data.getPlayerList().getPlayerId(ta.getCapital());
final PlayerAttachment pa = PlayerAttachment.get(id);
final PlayerAttachment paWhoseCapital = PlayerAttachment.get(whoseCapital);
final List<Territory> capitalsList = new ArrayList<>(TerritoryAttachment.getAllCurrentlyOwnedCapitals(whoseCapital, data));
// we are losing one right now, so it is < not <=
if (paWhoseCapital != null && paWhoseCapital.getRetainCapitalNumber() < capitalsList.size()) {
// do nothing, we keep our money since we still control enough capitals
bridge.getHistoryWriter().addChildToEvent(id.getName() + " captures one of " + whoseCapital.getName() + " capitals");
} else if (whoseCapital.equals(territory.getOwner())) {
final Resource pus = data.getResourceList().getResource(Constants.PUS);
final int capturedPuCount = whoseCapital.getResources().getQuantity(pus);
if (pa != null) {
if (isPacificTheater(data)) {
final Change changeVp = ChangeFactory.attachmentPropertyChange(pa, (capturedPuCount + pa.getCaptureVps()), "captureVps");
bridge.addChange(changeVp);
if (changeTracker != null) {
changeTracker.addChange(changeVp);
}
}
}
final Change remove = ChangeFactory.changeResourcesChange(whoseCapital, pus, -capturedPuCount);
bridge.addChange(remove);
if (paWhoseCapital != null && paWhoseCapital.getDestroysPUs()) {
bridge.getHistoryWriter().addChildToEvent(id.getName() + " destroys " + capturedPuCount + MyFormatter.pluralize("PU", capturedPuCount) + " while taking " + whoseCapital.getName() + " capital");
if (changeTracker != null) {
changeTracker.addChange(remove);
}
} else {
bridge.getHistoryWriter().addChildToEvent(id.getName() + " captures " + capturedPuCount + MyFormatter.pluralize("PU", capturedPuCount) + " while taking " + whoseCapital.getName() + " capital");
if (changeTracker != null) {
changeTracker.addChange(remove);
}
final Change add = ChangeFactory.changeResourcesChange(id, pus, capturedPuCount);
bridge.addChange(add);
if (changeTracker != null) {
changeTracker.addChange(add);
}
}
// remove all the tokens of the captured player
final Resource tokens = data.getResourceList().getResource(Constants.TECH_TOKENS);
if (tokens != null) {
final int currTokens = whoseCapital.getResources().getQuantity(Constants.TECH_TOKENS);
final Change removeTokens = ChangeFactory.changeResourcesChange(whoseCapital, tokens, -currTokens);
bridge.addChange(removeTokens);
if (changeTracker != null) {
changeTracker.addChange(removeTokens);
}
}
}
}
// is this an allied territory, revert to original owner if it is, unless they dont own there captital
final PlayerID terrOrigOwner = OriginalOwnerTracker.getOriginalOwner(territory);
PlayerID newOwner = id;
// then we do not worry about this.
if (isTerritoryOwnerAnEnemy && terrOrigOwner != null && relationshipTracker.isAllied(terrOrigOwner, id) && !terrOrigOwner.equals(territory.getOwner())) {
final List<Territory> capitalsListOwned = new ArrayList<>(TerritoryAttachment.getAllCurrentlyOwnedCapitals(terrOrigOwner, data));
if (!capitalsListOwned.isEmpty()) {
newOwner = terrOrigOwner;
} else {
newOwner = id;
final List<Territory> capitalsListOriginal = new ArrayList<>(TerritoryAttachment.getAllCapitals(terrOrigOwner, data));
for (final Territory current : capitalsListOriginal) {
if (territory.equals(current) || current.getOwner().equals(PlayerID.NULL_PLAYERID)) {
// if a neutral controls our capital, our territories get liberated (ie: china in ww2v3)
newOwner = terrOrigOwner;
}
}
}
}
// then we set that here (except we don't set it if we are liberating allied owned territory)
if (isTerritoryOwnerAnEnemy && newOwner.equals(id) && Matches.territoryHasWhenCapturedByGoesTo().test(territory)) {
for (final String value : ta.getWhenCapturedByGoesTo()) {
final String[] s = value.split(":");
final PlayerID capturingPlayer = data.getPlayerList().getPlayerId(s[0]);
final PlayerID goesToPlayer = data.getPlayerList().getPlayerId(s[1]);
if (capturingPlayer.equals(goesToPlayer)) {
continue;
}
if (capturingPlayer.equals(id)) {
newOwner = goesToPlayer;
break;
}
}
}
if (isTerritoryOwnerAnEnemy) {
final Change takeOver = ChangeFactory.changeOwner(territory, newOwner);
bridge.getHistoryWriter().addChildToEvent(takeOver.toString());
bridge.addChange(takeOver);
if (changeTracker != null) {
changeTracker.addChange(takeOver);
changeTracker.addToConquered(territory);
}
// play a sound
if (territory.isWater()) {
// should probably see if there is something actually happening for water
bridge.getSoundChannelBroadcaster().playSoundForAll(SoundPath.CLIP_TERRITORY_CAPTURE_SEA, id);
} else if (ta.getCapital() != null) {
bridge.getSoundChannelBroadcaster().playSoundForAll(SoundPath.CLIP_TERRITORY_CAPTURE_CAPITAL, id);
} else if (m_blitzed.contains(territory) && arrivedUnits.stream().anyMatch(Matches.unitCanBlitz())) {
bridge.getSoundChannelBroadcaster().playSoundForAll(SoundPath.CLIP_TERRITORY_CAPTURE_BLITZ, id);
} else {
bridge.getSoundChannelBroadcaster().playSoundForAll(SoundPath.CLIP_TERRITORY_CAPTURE_LAND, id);
}
}
// TODO: see if necessary
if (territory.getUnits().anyMatch(Matches.unitIsEnemyOf(data, id).and(Matches.unitCanBeDamaged()))) {
final IBattle bombingBattle = getPendingBattle(territory, true, null);
if (bombingBattle != null) {
final BattleResults results = new BattleResults(bombingBattle, WhoWon.DRAW, data);
getBattleRecords().addResultToBattle(id, bombingBattle.getBattleId(), null, 0, 0, BattleRecord.BattleResultDescription.NO_BATTLE, results);
bombingBattle.cancelBattle(bridge);
removeBattle(bombingBattle);
throw new IllegalStateException("Bombing Raids should be dealt with first! Be sure the battle has dependencies set correctly!");
}
}
captureOrDestroyUnits(territory, id, newOwner, bridge, changeTracker);
// Also check to make sure playerAttachment even HAS a capital to fix abend
if (isTerritoryOwnerAnEnemy && terrOrigOwner != null && ta.getCapital() != null && TerritoryAttachment.getAllCapitals(terrOrigOwner, data).contains(territory) && relationshipTracker.isAllied(terrOrigOwner, id)) {
// if it is give it back to the original owner
final Collection<Territory> originallyOwned = OriginalOwnerTracker.getOriginallyOwned(data, terrOrigOwner);
final List<Territory> friendlyTerritories = CollectionUtils.getMatches(originallyOwned, Matches.isTerritoryAllied(terrOrigOwner, data));
// give back the factories as well.
for (final Territory item : friendlyTerritories) {
if (item.getOwner() == terrOrigOwner) {
continue;
}
final Change takeOverFriendlyTerritories = ChangeFactory.changeOwner(item, terrOrigOwner);
bridge.addChange(takeOverFriendlyTerritories);
bridge.getHistoryWriter().addChildToEvent(takeOverFriendlyTerritories.toString());
if (changeTracker != null) {
changeTracker.addChange(takeOverFriendlyTerritories);
}
final Collection<Unit> units = CollectionUtils.getMatches(item.getUnits().getUnits(), Matches.unitIsInfrastructure());
if (!units.isEmpty()) {
final Change takeOverNonComUnits = ChangeFactory.changeOwner(units, terrOrigOwner, territory);
bridge.addChange(takeOverNonComUnits);
if (changeTracker != null) {
changeTracker.addChange(takeOverNonComUnits);
}
}
}
}
// (they may want to unload from the transport and attack)
if (Matches.territoryIsWater().test(territory) && arrivedUnits != null) {
arrivedUnits.removeAll(CollectionUtils.getMatches(arrivedUnits, Matches.unitIsLand()));
}
markWasInCombat(arrivedUnits, bridge, changeTracker);
}
use of games.strategy.engine.data.Resource in project triplea by triplea-game.
the class TerritoryAttachment method setResources.
private void setResources(final String value) throws GameParseException {
if (value == null) {
m_resources = null;
return;
}
if (m_resources == null) {
m_resources = new ResourceCollection(getData());
}
final String[] s = value.split(":");
final int amount = getInt(s[0]);
if (s[1].equals(Constants.PUS)) {
throw new GameParseException("Please set PUs using production, not resource" + thisErrorMsg());
}
final Resource resource = getData().getResourceList().getResource(s[1]);
if (resource == null) {
throw new GameParseException("No resource named: " + s[1] + thisErrorMsg());
}
m_resources.putResource(resource, amount);
}
use of games.strategy.engine.data.Resource in project triplea by triplea-game.
the class TriggerAttachment method triggerResourceChange.
private static IntegerMap<Resource> triggerResourceChange(final Set<TriggerAttachment> satisfiedTriggers, final IDelegateBridge bridge, final String beforeOrAfter, final String stepName, final boolean useUses, final boolean testUses, final boolean testChance, final boolean testWhen, final StringBuilder endOfTurnReport) {
final GameData data = bridge.getData();
Collection<TriggerAttachment> trigs = CollectionUtils.getMatches(satisfiedTriggers, resourceMatch());
if (testWhen) {
trigs = CollectionUtils.getMatches(trigs, whenOrDefaultMatch(beforeOrAfter, stepName));
}
if (testUses) {
trigs = CollectionUtils.getMatches(trigs, availableUses);
}
final IntegerMap<Resource> resources = new IntegerMap<>();
for (final TriggerAttachment t : trigs) {
if (testChance && !t.testChance(bridge)) {
continue;
}
if (useUses) {
t.use(bridge);
}
final int eachMultiple = getEachMultiple(t);
for (final PlayerID player : t.getPlayers()) {
for (int i = 0; i < eachMultiple; ++i) {
int toAdd = t.getResourceCount();
if (t.getResource().equals(Constants.PUS)) {
toAdd *= Properties.getPuMultiplier(data);
}
resources.add(data.getResourceList().getResource(t.getResource()), toAdd);
int total = player.getResources().getQuantity(t.getResource()) + toAdd;
if (total < 0) {
toAdd -= total;
total = 0;
}
bridge.addChange(ChangeFactory.changeResourcesChange(player, data.getResourceList().getResource(t.getResource()), toAdd));
final String puMessage = MyFormatter.attachmentNameToText(t.getName()) + ": " + player.getName() + " met a national objective for an additional " + t.getResourceCount() + " " + t.getResource() + "; end with " + total + " " + t.getResource();
bridge.getHistoryWriter().startEvent(puMessage);
endOfTurnReport.append(puMessage).append(" <br />");
}
}
}
return resources;
}
use of games.strategy.engine.data.Resource in project triplea by triplea-game.
the class TriggerAttachment method setResource.
private void setResource(final String s) throws GameParseException {
if (s == null) {
m_resource = null;
return;
}
final Resource r = getData().getResourceList().getResource(s);
if (r == null) {
throw new GameParseException("Invalid resource: " + s + thisErrorMsg());
}
m_resource = s;
}
use of games.strategy.engine.data.Resource in project triplea by triplea-game.
the class UnitAttachment method setFuelCost.
private void setFuelCost(final String value) throws GameParseException {
final String[] s = value.split(":");
if (s.length != 2) {
throw new GameParseException("fuelCost must have two fields" + thisErrorMsg());
}
final String resourceToProduce = s[1];
// validate that this resource exists in the xml
final Resource r = getData().getResourceList().getResource(resourceToProduce);
if (r == null) {
throw new GameParseException("fuelCost: No resource called:" + resourceToProduce + thisErrorMsg());
}
final int n = getInt(s[0]);
if (n < 0) {
throw new GameParseException("fuelCost must have positive values" + thisErrorMsg());
}
m_fuelCost.put(r, n);
}
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