use of games.strategy.engine.data.ResourceCollection in project triplea by triplea-game.
the class ProductionRepairPanel method setLeft.
protected void setLeft(final ResourceCollection left) {
final ResourceCollection total = getResources();
this.left.setText("<html>You have " + left + " left.<br>Out of " + total + "</html>");
}
use of games.strategy.engine.data.ResourceCollection in project triplea by triplea-game.
the class TuvUtils method getResourceCostsForTuvForAllPlayersMergedAndAveraged.
/**
* Return a map where key are unit types and values are the AVERAGED for all players.
* Any production rule that produces multiple units
* (like artillery in NWO, costs 7 but makes 2 artillery, meaning effective price is 3.5 each)
* will have their costs rounded up on a per unit basis.
* Therefore, this map should NOT be used for Purchasing information!
*/
private static Map<UnitType, ResourceCollection> getResourceCostsForTuvForAllPlayersMergedAndAveraged(final GameData data) {
final Map<UnitType, ResourceCollection> average = new HashMap<>();
final Resource pus;
data.acquireReadLock();
try {
pus = data.getResourceList().getResource(Constants.PUS);
} finally {
data.releaseReadLock();
}
final IntegerMap<Resource> defaultMap = new IntegerMap<>();
defaultMap.put(pus, 1);
final ResourceCollection defaultResources = new ResourceCollection(data, defaultMap);
final Map<UnitType, List<ResourceCollection>> backups = new HashMap<>();
final Map<UnitType, ResourceCollection> backupAveraged = new HashMap<>();
for (final ProductionRule rule : data.getProductionRuleList().getProductionRules()) {
if (rule == null || rule.getResults() == null || rule.getResults().isEmpty() || rule.getCosts() == null || rule.getCosts().isEmpty()) {
continue;
}
final IntegerMap<NamedAttachable> unitMap = rule.getResults();
final ResourceCollection costPerGroup = new ResourceCollection(data, rule.getCosts());
final Set<UnitType> units = new HashSet<>();
for (final NamedAttachable resourceOrUnit : unitMap.keySet()) {
if (!(resourceOrUnit instanceof UnitType)) {
continue;
}
units.add((UnitType) resourceOrUnit);
}
if (units.isEmpty()) {
continue;
}
final int totalProduced = unitMap.totalValues();
if (totalProduced == 1) {
final UnitType ut = units.iterator().next();
final List<ResourceCollection> current = backups.computeIfAbsent(ut, k -> new ArrayList<>());
current.add(costPerGroup);
} else if (totalProduced > 1) {
costPerGroup.discount((double) 1 / (double) totalProduced);
for (final UnitType ut : units) {
final List<ResourceCollection> current = backups.computeIfAbsent(ut, k -> new ArrayList<>());
current.add(costPerGroup);
}
}
}
for (final Entry<UnitType, List<ResourceCollection>> entry : backups.entrySet()) {
final ResourceCollection avgCost = new ResourceCollection(entry.getValue().toArray(new ResourceCollection[0]), data);
if (entry.getValue().size() > 1) {
avgCost.discount((double) 1 / (double) entry.getValue().size());
}
backupAveraged.put(entry.getKey(), avgCost);
}
final Map<PlayerID, Map<UnitType, ResourceCollection>> allPlayersCurrent = getResourceCostsForTuv(data, false);
allPlayersCurrent.remove(null);
for (final UnitType ut : data.getUnitTypeList().getAllUnitTypes()) {
final List<ResourceCollection> costs = new ArrayList<>();
for (final Map<UnitType, ResourceCollection> entry : allPlayersCurrent.values()) {
if (entry.get(ut) != null) {
costs.add(entry.get(ut));
}
}
if (costs.isEmpty()) {
final ResourceCollection backup = backupAveraged.get(ut);
if (backup != null) {
costs.add(backup);
} else {
costs.add(defaultResources);
}
}
final ResourceCollection avgCost = new ResourceCollection(costs.toArray(new ResourceCollection[0]), data);
if (costs.size() > 1) {
avgCost.discount((double) 1 / (double) costs.size());
}
average.put(ut, avgCost);
}
return average;
}
use of games.strategy.engine.data.ResourceCollection in project triplea by triplea-game.
the class TuvUtils method getResourceCostsForTuv.
/**
* Return map where keys are unit types and values are resource costs of that unit type, based on a player.
* Any production rule that produces multiple units
* (like artillery in NWO, costs 7 but makes 2 artillery, meaning effective price is 3.5 each)
* will have their costs rounded up on a per unit basis.
* Therefore, this map should NOT be used for Purchasing information!
*/
public static Map<PlayerID, Map<UnitType, ResourceCollection>> getResourceCostsForTuv(final GameData data, final boolean includeAverageForMissingUnits) {
final HashMap<PlayerID, Map<UnitType, ResourceCollection>> result = new LinkedHashMap<>();
final Map<UnitType, ResourceCollection> average = includeAverageForMissingUnits ? TuvUtils.getResourceCostsForTuvForAllPlayersMergedAndAveraged(data) : new HashMap<>();
final List<PlayerID> players = data.getPlayerList().getPlayers();
players.add(PlayerID.NULL_PLAYERID);
for (final PlayerID p : players) {
final ProductionFrontier frontier = p.getProductionFrontier();
// any one will do then
if (frontier == null) {
result.put(p, average);
continue;
}
final Map<UnitType, ResourceCollection> current = result.computeIfAbsent(p, k -> new LinkedHashMap<>());
for (final ProductionRule rule : frontier.getRules()) {
if (rule == null || rule.getResults() == null || rule.getResults().isEmpty() || rule.getCosts() == null || rule.getCosts().isEmpty()) {
continue;
}
final IntegerMap<NamedAttachable> unitMap = rule.getResults();
final ResourceCollection costPerGroup = new ResourceCollection(data, rule.getCosts());
final Set<UnitType> units = new HashSet<>();
for (final NamedAttachable resourceOrUnit : unitMap.keySet()) {
if (!(resourceOrUnit instanceof UnitType)) {
continue;
}
units.add((UnitType) resourceOrUnit);
}
if (units.isEmpty()) {
continue;
}
final int totalProduced = unitMap.totalValues();
if (totalProduced == 1) {
current.put(units.iterator().next(), costPerGroup);
} else if (totalProduced > 1) {
costPerGroup.discount((double) 1 / (double) totalProduced);
for (final UnitType ut : units) {
current.put(ut, costPerGroup);
}
}
}
// we will add any unit types not in our list, based on the list for everyone
for (final UnitType ut : average.keySet()) {
if (!current.keySet().contains(ut)) {
current.put(ut, average.get(ut));
}
}
}
result.put(null, average);
return result;
}
use of games.strategy.engine.data.ResourceCollection in project triplea by triplea-game.
the class ResourceCollectionUtilsTest method testExcludeByResources_ShouldExcludeSpecifiedResources.
@Test
public void testExcludeByResources_ShouldExcludeSpecifiedResources() {
final ResourceCollection unfiltered = createResourceCollection(pus, techTokens, vps);
final ResourceCollection filtered = ResourceCollectionUtils.exclude(unfiltered, pus, vps);
assertThat(filtered.getQuantity(pus), is(0));
assertThat(filtered.getQuantity(techTokens), is(unfiltered.getQuantity(techTokens)));
assertThat(filtered.getQuantity(vps), is(0));
}
use of games.strategy.engine.data.ResourceCollection in project triplea by triplea-game.
the class BattleDelegate method doScrambling.
private void doScrambling() {
// first, figure out all the territories where scrambling units could scramble to
// then ask the defending player if they wish to scramble units there, and actually move the units there
final GameData data = getData();
if (!Properties.getScrambleRulesInEffect(data)) {
return;
}
final boolean fromIslandOnly = Properties.getScrambleFromIslandOnly(data);
final boolean toSeaOnly = Properties.getScrambleToSeaOnly(data);
final boolean toAnyAmphibious = Properties.getScrambleToAnyAmphibiousAssault(data);
final boolean toSbr = Properties.getCanScrambleIntoAirBattles(data);
int maxScrambleDistance = 0;
for (final UnitType unitType : data.getUnitTypeList()) {
final UnitAttachment ua = UnitAttachment.get(unitType);
if (ua.getCanScramble() && maxScrambleDistance < ua.getMaxScrambleDistance()) {
maxScrambleDistance = ua.getMaxScrambleDistance();
}
}
final Predicate<Unit> airbasesCanScramble = Matches.unitIsEnemyOf(data, player).and(Matches.unitIsAirBase()).and(Matches.unitIsNotDisabled()).and(Matches.unitIsBeingTransported().negate());
final Predicate<Territory> canScramble = PredicateBuilder.of(Matches.territoryIsWater().or(Matches.isTerritoryEnemy(player, data))).and(Matches.territoryHasUnitsThatMatch(Matches.unitCanScramble().and(Matches.unitIsEnemyOf(data, player)).and(Matches.unitIsNotDisabled()))).and(Matches.territoryHasUnitsThatMatch(airbasesCanScramble)).andIf(fromIslandOnly, Matches.territoryIsIsland()).build();
final Set<Territory> territoriesWithBattles = battleTracker.getPendingBattleSites().getNormalBattlesIncludingAirBattles();
if (toSbr) {
territoriesWithBattles.addAll(battleTracker.getPendingBattleSites().getStrategicBombingRaidsIncludingAirBattles());
}
final Set<Territory> territoriesWithBattlesWater = new HashSet<>(CollectionUtils.getMatches(territoriesWithBattles, Matches.territoryIsWater()));
final Set<Territory> territoriesWithBattlesLand = new HashSet<>(CollectionUtils.getMatches(territoriesWithBattles, Matches.territoryIsLand()));
final Map<Territory, Set<Territory>> scrambleTerrs = new HashMap<>();
for (final Territory battleTerr : territoriesWithBattlesWater) {
final Set<Territory> canScrambleFrom = new HashSet<>(CollectionUtils.getMatches(data.getMap().getNeighbors(battleTerr, maxScrambleDistance), canScramble));
if (!canScrambleFrom.isEmpty()) {
scrambleTerrs.put(battleTerr, canScrambleFrom);
}
}
for (final Territory battleTerr : territoriesWithBattlesLand) {
if (!toSeaOnly) {
final Set<Territory> canScrambleFrom = new HashSet<>(CollectionUtils.getMatches(data.getMap().getNeighbors(battleTerr, maxScrambleDistance), canScramble));
if (!canScrambleFrom.isEmpty()) {
scrambleTerrs.put(battleTerr, canScrambleFrom);
}
}
final IBattle battle = battleTracker.getPendingBattle(battleTerr, false, BattleType.NORMAL);
// it.
if (battle != null && battle.isAmphibious() && battle instanceof DependentBattle) {
final Collection<Territory> amphibFromTerrs = ((DependentBattle) battle).getAmphibiousAttackTerritories();
amphibFromTerrs.removeAll(territoriesWithBattlesWater);
for (final Territory amphibFrom : amphibFromTerrs) {
final Set<Territory> canScrambleFrom = scrambleTerrs.getOrDefault(amphibFrom, new HashSet<>());
if (toAnyAmphibious) {
canScrambleFrom.addAll(CollectionUtils.getMatches(data.getMap().getNeighbors(amphibFrom, maxScrambleDistance), canScramble));
} else if (canScramble.test(battleTerr)) {
canScrambleFrom.add(battleTerr);
}
if (!canScrambleFrom.isEmpty()) {
scrambleTerrs.put(amphibFrom, canScrambleFrom);
}
}
}
}
// now scrambleTerrs is a list of places we can scramble from
if (scrambleTerrs.isEmpty()) {
return;
}
final Map<Tuple<Territory, PlayerID>, Collection<Map<Territory, Tuple<Collection<Unit>, Collection<Unit>>>>> scramblersByTerritoryPlayer = new HashMap<>();
for (final Territory to : scrambleTerrs.keySet()) {
// find who we should ask
PlayerID defender = null;
if (battleTracker.hasPendingBattle(to, false)) {
defender = AbstractBattle.findDefender(to, player, data);
}
final Map<Territory, Tuple<Collection<Unit>, Collection<Unit>>> scramblers = new HashMap<>();
for (final Territory from : scrambleTerrs.get(to)) {
if (defender == null) {
defender = AbstractBattle.findDefender(from, player, data);
}
// find how many is the max this territory can scramble
final Collection<Unit> airbases = from.getUnits().getMatches(airbasesCanScramble);
final int maxCanScramble = getMaxScrambleCount(airbases);
final Route toBattleRoute = data.getMap().getRoute_IgnoreEnd(from, to, Matches.territoryIsNotImpassable());
final Collection<Unit> canScrambleAir = from.getUnits().getMatches(Matches.unitIsEnemyOf(data, player).and(Matches.unitCanScramble()).and(Matches.unitIsNotDisabled()).and(Matches.unitWasScrambled().negate()).and(Matches.unitCanScrambleOnRouteDistance(toBattleRoute)));
if (maxCanScramble > 0 && !canScrambleAir.isEmpty()) {
scramblers.put(from, Tuple.of(airbases, canScrambleAir));
}
}
if (defender == null || scramblers.isEmpty()) {
continue;
}
final Tuple<Territory, PlayerID> terrPlayer = Tuple.of(to, defender);
final Collection<Map<Territory, Tuple<Collection<Unit>, Collection<Unit>>>> tempScrambleList = scramblersByTerritoryPlayer.getOrDefault(terrPlayer, new ArrayList<>());
tempScrambleList.add(scramblers);
scramblersByTerritoryPlayer.put(terrPlayer, tempScrambleList);
}
// now scramble them
for (final Tuple<Territory, PlayerID> terrPlayer : scramblersByTerritoryPlayer.keySet()) {
final Territory to = terrPlayer.getFirst();
final PlayerID defender = terrPlayer.getSecond();
if (defender == null || defender.isNull()) {
continue;
}
boolean scrambledHere = false;
for (final Map<Territory, Tuple<Collection<Unit>, Collection<Unit>>> scramblers : scramblersByTerritoryPlayer.get(terrPlayer)) {
// verify that we didn't already scramble any of these units
final Iterator<Territory> territoryIter = scramblers.keySet().iterator();
while (territoryIter.hasNext()) {
final Territory t = territoryIter.next();
scramblers.get(t).getSecond().retainAll(t.getUnits());
if (scramblers.get(t).getSecond().isEmpty()) {
territoryIter.remove();
}
}
if (scramblers.isEmpty()) {
continue;
}
final Map<Territory, Collection<Unit>> toScramble = getRemotePlayer(defender).scrambleUnitsQuery(to, scramblers);
if (toScramble == null) {
continue;
}
// verify max allowed
if (!scramblers.keySet().containsAll(toScramble.keySet())) {
throw new IllegalStateException("Trying to scramble from illegal territory");
}
for (final Territory t : scramblers.keySet()) {
if (toScramble.get(t) == null) {
continue;
}
if (toScramble.get(t).size() > getMaxScrambleCount(scramblers.get(t).getFirst())) {
throw new IllegalStateException("Trying to scramble " + toScramble.get(t).size() + " out of " + t.getName() + ", but max allowed is " + scramblers.get(t).getFirst());
}
}
// Validate players have enough fuel to move there and back
final Map<PlayerID, ResourceCollection> playerFuelCost = new HashMap<>();
for (final Entry<Territory, Collection<Unit>> entry : toScramble.entrySet()) {
final Map<PlayerID, ResourceCollection> map = Route.getScrambleFuelCostCharge(entry.getValue(), entry.getKey(), to, data);
for (final Entry<PlayerID, ResourceCollection> playerAndCost : map.entrySet()) {
if (playerFuelCost.containsKey(playerAndCost.getKey())) {
playerFuelCost.get(playerAndCost.getKey()).add(playerAndCost.getValue());
} else {
playerFuelCost.put(playerAndCost.getKey(), playerAndCost.getValue());
}
}
}
for (final Entry<PlayerID, ResourceCollection> playerAndCost : playerFuelCost.entrySet()) {
if (!playerAndCost.getKey().getResources().has(playerAndCost.getValue().getResourcesCopy())) {
throw new IllegalStateException("Not enough fuel to scramble, player: " + playerAndCost.getKey() + ", needs: " + playerAndCost.getValue());
}
}
final CompositeChange change = new CompositeChange();
for (final Territory t : toScramble.keySet()) {
final Collection<Unit> scrambling = toScramble.get(t);
if (scrambling == null || scrambling.isEmpty()) {
continue;
}
int numberScrambled = scrambling.size();
final Collection<Unit> airbases = t.getUnits().getMatches(airbasesCanScramble);
final int maxCanScramble = getMaxScrambleCount(airbases);
if (maxCanScramble != Integer.MAX_VALUE) {
// TODO: maybe sort from biggest to smallest first?
for (final Unit airbase : airbases) {
final int allowedScramble = ((TripleAUnit) airbase).getMaxScrambleCount();
if (allowedScramble > 0) {
final int newAllowed;
if (allowedScramble >= numberScrambled) {
newAllowed = allowedScramble - numberScrambled;
numberScrambled = 0;
} else {
newAllowed = 0;
numberScrambled -= allowedScramble;
}
change.add(ChangeFactory.unitPropertyChange(airbase, newAllowed, TripleAUnit.MAX_SCRAMBLE_COUNT));
}
if (numberScrambled <= 0) {
break;
}
}
}
for (final Unit u : scrambling) {
change.add(ChangeFactory.unitPropertyChange(u, t, TripleAUnit.ORIGINATED_FROM));
change.add(ChangeFactory.unitPropertyChange(u, true, TripleAUnit.WAS_SCRAMBLED));
change.add(Route.getFuelChanges(Collections.singleton(u), new Route(t, to), u.getOwner(), data));
}
// should we mark combat, or call setupUnitsInSameTerritoryBattles again?
change.add(ChangeFactory.moveUnits(t, to, scrambling));
bridge.getHistoryWriter().startEvent(defender.getName() + " scrambles " + scrambling.size() + " units out of " + t.getName() + " to defend against the attack in " + to.getName(), scrambling);
scrambledHere = true;
}
if (!change.isEmpty()) {
bridge.addChange(change);
}
}
if (!scrambledHere) {
continue;
}
// make sure the units join the battle, or create a new battle.
final IBattle bombing = battleTracker.getPendingBattle(to, true, null);
IBattle battle = battleTracker.getPendingBattle(to, false, BattleType.NORMAL);
if (battle == null) {
final List<Unit> attackingUnits = to.getUnits().getMatches(Matches.unitIsOwnedBy(player));
if (bombing != null) {
attackingUnits.removeAll(bombing.getAttackingUnits());
}
// into an air battle / air raid
if (attackingUnits.isEmpty()) {
continue;
}
bridge.getHistoryWriter().startEvent(defender.getName() + " scrambles to create a battle in territory " + to.getName());
// TODO: the attacking sea units do not remember where they came from, so they cannot retreat anywhere. Need to
// fix.
battleTracker.addBattle(new RouteScripted(to), attackingUnits, player, bridge, null, null);
battle = battleTracker.getPendingBattle(to, false, BattleType.NORMAL);
if (battle instanceof MustFightBattle) {
// this is an ugly mess of hacks, but will have to stay here till all transport related code is gutted and
// refactored.
final MustFightBattle mfb = (MustFightBattle) battle;
final Collection<Territory> neighborsLand = data.getMap().getNeighbors(to, Matches.territoryIsLand());
if (attackingUnits.stream().anyMatch(Matches.unitIsTransport())) {
// first, we have to reset the "transportedBy" setting for all the land units that were offloaded
final CompositeChange change1 = new CompositeChange();
mfb.reLoadTransports(attackingUnits, change1);
if (!change1.isEmpty()) {
bridge.addChange(change1);
}
// after that is applied, we have to make a map of all dependencies
final Map<Unit, Collection<Unit>> dependenciesForMfb = TransportTracker.transporting(attackingUnits, attackingUnits);
for (final Unit transport : CollectionUtils.getMatches(attackingUnits, Matches.unitIsTransport())) {
// BUT it must still hold all transports
if (!dependenciesForMfb.containsKey(transport)) {
dependenciesForMfb.put(transport, new ArrayList<>());
}
}
final Map<Territory, Map<Unit, Collection<Unit>>> dependencies = new HashMap<>();
dependencies.put(to, dependenciesForMfb);
for (final Territory t : neighborsLand) {
// All other maps, must hold only the transported units that in their territory
final Collection<Unit> allNeighborUnits = new ArrayList<>(CollectionUtils.getMatches(attackingUnits, Matches.unitIsTransport()));
allNeighborUnits.addAll(t.getUnits().getMatches(Matches.unitIsLandAndOwnedBy(player)));
final Map<Unit, Collection<Unit>> dependenciesForNeighbors = TransportTracker.transporting(CollectionUtils.getMatches(allNeighborUnits, Matches.unitIsTransport()), CollectionUtils.getMatches(allNeighborUnits, Matches.unitIsTransport().negate()));
dependencies.put(t, dependenciesForNeighbors);
}
mfb.addDependentUnits(dependencies.get(to));
for (final Territory territoryNeighborToNewBattle : neighborsLand) {
final IBattle battleInTerritoryNeighborToNewBattle = battleTracker.getPendingBattle(territoryNeighborToNewBattle, false, BattleType.NORMAL);
if (battleInTerritoryNeighborToNewBattle instanceof MustFightBattle) {
final MustFightBattle mfbattleInTerritoryNeighborToNewBattle = (MustFightBattle) battleInTerritoryNeighborToNewBattle;
mfbattleInTerritoryNeighborToNewBattle.addDependentUnits(dependencies.get(territoryNeighborToNewBattle));
} else if (battleInTerritoryNeighborToNewBattle instanceof NonFightingBattle) {
final NonFightingBattle nfbattleInTerritoryNeighborToNewBattle = (NonFightingBattle) battleInTerritoryNeighborToNewBattle;
nfbattleInTerritoryNeighborToNewBattle.addDependentUnits(dependencies.get(territoryNeighborToNewBattle));
}
}
}
if (attackingUnits.stream().anyMatch(Matches.unitIsAir().negate())) {
// TODO: for now, we will hack and say that the attackers came from Everywhere, and hope the user will
// choose the correct place
// to retreat to! (TODO: Fix this)
final Map<Territory, Collection<Unit>> attackingFromMap = new HashMap<>();
final Collection<Territory> neighbors = data.getMap().getNeighbors(to, (Matches.territoryIsLand().test(to) ? Matches.territoryIsLand() : Matches.territoryIsWater()));
// neighbors.removeAll(Matches.getMatches(neighbors, Matches.territoryHasEnemyUnits(player, data)));
for (final Territory t : neighbors) {
attackingFromMap.put(t, attackingUnits);
}
mfb.setAttackingFromAndMap(attackingFromMap);
}
}
} else if (battle instanceof MustFightBattle) {
((MustFightBattle) battle).resetDefendingUnits(player, data);
}
// now make sure any amphibious battles that are dependent on this 'new' sea battle have their dependencies set.
if (to.isWater()) {
for (final Territory t : data.getMap().getNeighbors(to, Matches.territoryIsLand())) {
final IBattle battleAmphib = battleTracker.getPendingBattle(t, false, BattleType.NORMAL);
if (battleAmphib != null) {
if (!battleTracker.getDependentOn(battle).contains(battleAmphib)) {
battleTracker.addDependency(battleAmphib, battle);
}
if (battleAmphib instanceof MustFightBattle) {
// and we want to reset the defenders if the scrambling air has left that battle
((MustFightBattle) battleAmphib).resetDefendingUnits(player, data);
}
}
}
}
}
}
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