use of games.strategy.engine.data.Territory in project triplea by triplea-game.
the class BattleDelegate method selectBombardingBattle.
/**
* Select which territory to bombard.
*/
private IBattle selectBombardingBattle(final Unit u, final Territory unitTerritory, final Collection<IBattle> battles) {
final boolean bombardRestricted = isShoreBombardPerGroundUnitRestricted(getData());
// If only one battle to select from just return that battle
if ((battles.size() == 1)) {
return battles.iterator().next();
}
final List<Territory> territories = new ArrayList<>();
final Map<Territory, IBattle> battleTerritories = new HashMap<>();
for (final IBattle battle : battles) {
// If Restricted & # of bombarding units => landing units, don't add territory to list to bombard
if (bombardRestricted) {
if (battle.getBombardingUnits().size() < battle.getAmphibiousLandAttackers().size()) {
territories.add(battle.getTerritory());
}
} else {
territories.add(battle.getTerritory());
}
battleTerritories.put(battle.getTerritory(), battle);
}
final ITripleAPlayer remotePlayer = getRemotePlayer();
Territory bombardingTerritory = null;
if (!territories.isEmpty()) {
bombardingTerritory = remotePlayer.selectBombardingTerritory(u, unitTerritory, territories, true);
}
if (bombardingTerritory != null) {
return battleTerritories.get(bombardingTerritory);
}
// User elected not to bombard with this unit
return null;
}
use of games.strategy.engine.data.Territory in project triplea by triplea-game.
the class BattleDelegate method scramblingCleanup.
private void scramblingCleanup() {
// return scrambled units to their original territories, or let them move 1 or x to a new territory.
final GameData data = getData();
if (!Properties.getScrambleRulesInEffect(data)) {
return;
}
final boolean mustReturnToBase = Properties.getScrambledUnitsReturnToBase(data);
for (final Territory t : data.getMap().getTerritories()) {
int carrierCostOfCurrentTerr = 0;
final Collection<Unit> wasScrambled = t.getUnits().getMatches(Matches.unitWasScrambled());
for (final Unit u : wasScrambled) {
final CompositeChange change = new CompositeChange();
final Territory originatedFrom = TripleAUnit.get(u).getOriginatedFrom();
Territory landingTerr = null;
final String historyText;
if (!mustReturnToBase || !Matches.isTerritoryAllied(u.getOwner(), data).test(originatedFrom)) {
final Collection<Territory> possible = whereCanAirLand(Collections.singletonList(u), t, u.getOwner(), data, battleTracker, carrierCostOfCurrentTerr, 1, !mustReturnToBase);
if (possible.size() > 1) {
landingTerr = getRemotePlayer(u.getOwner()).selectTerritoryForAirToLand(possible, t, "Select territory for air units to land. (Current territory is " + t.getName() + "): " + MyFormatter.unitsToText(Collections.singletonList(u)));
} else if (possible.size() == 1) {
landingTerr = possible.iterator().next();
}
if (landingTerr == null || landingTerr.equals(t)) {
carrierCostOfCurrentTerr += AirMovementValidator.carrierCost(Collections.singletonList(u));
historyText = "Scrambled unit stays in territory " + t.getName();
} else {
historyText = "Moving scrambled unit from " + t.getName() + " to " + landingTerr.getName();
}
} else {
landingTerr = originatedFrom;
historyText = "Moving scrambled unit from " + t.getName() + " back to originating territory: " + landingTerr.getName();
}
// if null, we leave it to die
if (landingTerr != null) {
change.add(ChangeFactory.moveUnits(t, landingTerr, Collections.singletonList(u)));
change.add(Route.getFuelChanges(Collections.singleton(u), new Route(t, landingTerr), u.getOwner(), data));
}
change.add(ChangeFactory.unitPropertyChange(u, null, TripleAUnit.ORIGINATED_FROM));
change.add(ChangeFactory.unitPropertyChange(u, false, TripleAUnit.WAS_SCRAMBLED));
if (!change.isEmpty()) {
bridge.getHistoryWriter().startEvent(historyText, u);
bridge.addChange(change);
}
}
}
}
use of games.strategy.engine.data.Territory 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);
}
}
}
}
}
use of games.strategy.engine.data.Territory in project triplea by triplea-game.
the class BattleDelegate method resetMaxScrambleCount.
private static void resetMaxScrambleCount(final IDelegateBridge bridge) {
// reset the tripleaUnit property for all airbases that were used
final GameData data = bridge.getData();
if (!Properties.getScrambleRulesInEffect(data)) {
return;
}
final CompositeChange change = new CompositeChange();
for (final Territory t : data.getMap().getTerritories()) {
final Collection<Unit> airbases = t.getUnits().getMatches(Matches.unitIsAirBase());
for (final Unit u : airbases) {
final UnitAttachment ua = UnitAttachment.get(u.getType());
final int currentMax = ((TripleAUnit) u).getMaxScrambleCount();
final int allowedMax = ua.getMaxScrambleCount();
if (currentMax != allowedMax) {
change.add(ChangeFactory.unitPropertyChange(u, allowedMax, TripleAUnit.MAX_SCRAMBLE_COUNT));
}
}
}
if (!change.isEmpty()) {
bridge.getHistoryWriter().startEvent("Preparing Airbases for Possible Scrambling");
bridge.addChange(change);
}
}
use of games.strategy.engine.data.Territory in project triplea by triplea-game.
the class BattleDelegate method whereCanAirLand.
private static Collection<Territory> whereCanAirLand(final Collection<Unit> strandedAir, final Territory currentTerr, final PlayerID alliedPlayer, final GameData data, final BattleTracker battleTracker, final int carrierCostForCurrentTerr, final int allowedMovement, final boolean useMaxScrambleDistance) {
int maxDistance = allowedMovement;
if ((maxDistance > 1) || useMaxScrambleDistance) {
UnitType ut = null;
for (final Unit u : strandedAir) {
if (ut == null) {
ut = u.getType();
} else if (!ut.equals(u.getType())) {
throw new IllegalStateException("whereCanAirLand can only accept 1 UnitType if byMovementCost or scrambled is true");
}
}
if (useMaxScrambleDistance) {
maxDistance = UnitAttachment.get(ut).getMaxScrambleDistance();
}
}
if (maxDistance < 1 || strandedAir == null || strandedAir.isEmpty()) {
return Collections.singletonList(currentTerr);
}
final boolean areNeutralsPassableByAir = (Properties.getNeutralFlyoverAllowed(data) && !Properties.getNeutralsImpassable(data));
final HashSet<Territory> canNotLand = new HashSet<>();
canNotLand.addAll(battleTracker.getPendingBattleSites(false));
canNotLand.addAll(CollectionUtils.getMatches(data.getMap().getTerritories(), Matches.territoryHasEnemyUnits(alliedPlayer, data)));
final Collection<Territory> possibleTerrs = new ArrayList<>(data.getMap().getNeighbors(currentTerr, maxDistance));
if (maxDistance > 1) {
final Iterator<Territory> possibleIter = possibleTerrs.iterator();
while (possibleIter.hasNext()) {
final Route route = data.getMap().getRoute(currentTerr, possibleIter.next(), Matches.airCanFlyOver(alliedPlayer, data, areNeutralsPassableByAir));
if (route == null || route.getMovementCost(strandedAir.iterator().next()) > maxDistance) {
possibleIter.remove();
}
}
}
possibleTerrs.add(currentTerr);
final HashSet<Territory> availableLand = new HashSet<>(CollectionUtils.getMatches(possibleTerrs, Matches.isTerritoryAllied(alliedPlayer, data).and(Matches.territoryIsLand())));
availableLand.removeAll(canNotLand);
final HashSet<Territory> whereCanLand = new HashSet<>(availableLand);
// now for carrier-air-landing validation
if (!strandedAir.isEmpty() && strandedAir.stream().allMatch(Matches.unitCanLandOnCarrier())) {
final HashSet<Territory> availableWater = new HashSet<>(CollectionUtils.getMatches(possibleTerrs, Matches.territoryHasUnitsThatMatch(Matches.unitIsAlliedCarrier(alliedPlayer, data)).and(Matches.territoryIsWater())));
availableWater.removeAll(battleTracker.getPendingBattleSites(false));
// a rather simple calculation, either we can take all the air, or we can't, nothing in the middle
final int carrierCost = AirMovementValidator.carrierCost(strandedAir);
final Iterator<Territory> waterIter = availableWater.iterator();
while (waterIter.hasNext()) {
final Territory t = waterIter.next();
int carrierCapacity = AirMovementValidator.carrierCapacity(t.getUnits().getMatches(Matches.unitIsAlliedCarrier(alliedPlayer, data)), t);
if (!t.equals(currentTerr)) {
carrierCapacity -= AirMovementValidator.carrierCost(t.getUnits().getMatches(Matches.unitCanLandOnCarrier().and(Matches.alliedUnit(alliedPlayer, data))));
} else {
carrierCapacity -= carrierCostForCurrentTerr;
}
if (carrierCapacity < carrierCost) {
waterIter.remove();
}
}
whereCanLand.addAll(availableWater);
}
return whereCanLand;
}
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