use of games.strategy.engine.data.Territory in project triplea by triplea-game.
the class GameDataExporter method connections.
private void connections(final GameData data) {
xmlfile.append(" <!-- Territory Connections -->\n");
final GameMap map = data.getMap();
final List<Connection> reverseConnectionTracker = new ArrayList<>();
for (final Territory ter : map.getTerritories()) {
for (final Territory nb : map.getNeighbors(ter)) {
if (!reverseConnectionTracker.contains(new Connection(ter, nb))) {
xmlfile.append(" <connection t1=\"").append(ter.getName()).append("\" t2=\"").append(nb.getName()).append("\"/>\n");
reverseConnectionTracker.add(new Connection(nb, ter));
}
}
}
}
use of games.strategy.engine.data.Territory in project triplea by triplea-game.
the class ProTerritoryValueUtils method findTerritoryValues.
public static Map<Territory, Double> findTerritoryValues(final PlayerID player, final List<Territory> territoriesThatCantBeHeld, final List<Territory> territoriesToAttack, final Set<Territory> territoriesToCheck) {
final int maxLandMassSize = findMaxLandMassSize(player);
final Map<Territory, Double> enemyCapitalsAndFactoriesMap = findEnemyCapitalsAndFactoriesValue(player, maxLandMassSize, territoriesThatCantBeHeld, territoriesToAttack);
final Map<Territory, Double> territoryValueMap = new HashMap<>();
for (final Territory t : territoriesToCheck) {
if (!t.isWater()) {
final double value = findLandValue(t, player, maxLandMassSize, enemyCapitalsAndFactoriesMap, territoriesThatCantBeHeld, territoriesToAttack);
territoryValueMap.put(t, value);
}
}
for (final Territory t : territoriesToCheck) {
if (t.isWater()) {
final double value = findWaterValue(t, player, maxLandMassSize, enemyCapitalsAndFactoriesMap, territoriesThatCantBeHeld, territoriesToAttack, territoryValueMap);
territoryValueMap.put(t, value);
}
}
return territoryValueMap;
}
use of games.strategy.engine.data.Territory in project triplea by triplea-game.
the class ProTerritoryValueUtils method findEnemyCapitalsAndFactoriesValue.
private static Map<Territory, Double> findEnemyCapitalsAndFactoriesValue(final PlayerID player, final int maxLandMassSize, final List<Territory> territoriesThatCantBeHeld, final List<Territory> territoriesToAttack) {
// Get all enemy factories and capitals (check if most territories have factories and if so remove them)
final GameData data = ProData.getData();
final List<Territory> allTerritories = data.getMap().getTerritories();
final Set<Territory> enemyCapitalsAndFactories = new HashSet<>(CollectionUtils.getMatches(allTerritories, ProMatches.territoryHasInfraFactoryAndIsOwnedByPlayersOrCantBeHeld(player, ProUtils.getPotentialEnemyPlayers(player), territoriesThatCantBeHeld)));
final int numPotentialEnemyTerritories = CollectionUtils.countMatches(allTerritories, Matches.isTerritoryOwnedBy(ProUtils.getPotentialEnemyPlayers(player)));
if (enemyCapitalsAndFactories.size() * 2 >= numPotentialEnemyTerritories) {
enemyCapitalsAndFactories.clear();
}
enemyCapitalsAndFactories.addAll(ProUtils.getLiveEnemyCapitals(data, player));
enemyCapitalsAndFactories.removeAll(territoriesToAttack);
// Find value for each enemy capital and factory
final Map<Territory, Double> enemyCapitalsAndFactoriesMap = new HashMap<>();
for (final Territory t : enemyCapitalsAndFactories) {
// Get factory production if factory
int factoryProduction = 0;
if (ProMatches.territoryHasInfraFactoryAndIsLand().test(t)) {
factoryProduction = TerritoryAttachment.getProduction(t);
}
// Get player production if capital
double playerProduction = 0;
final TerritoryAttachment ta = TerritoryAttachment.get(t);
if (ta != null && ta.isCapital()) {
playerProduction = ProUtils.getPlayerProduction(t.getOwner(), data);
}
// Calculate value
final int isNeutral = t.getOwner().isNull() ? 1 : 0;
final int landMassSize = 1 + data.getMap().getNeighbors(t, 6, ProMatches.territoryCanPotentiallyMoveLandUnits(player, data)).size();
final double value = Math.sqrt(factoryProduction + Math.sqrt(playerProduction)) * 32 / (1 + 3 * isNeutral) * landMassSize / maxLandMassSize;
enemyCapitalsAndFactoriesMap.put(t, value);
}
return enemyCapitalsAndFactoriesMap;
}
use of games.strategy.engine.data.Territory in project triplea by triplea-game.
the class ProTerritoryValueUtils method findLandValue.
private static double findLandValue(final Territory t, final PlayerID player, final int maxLandMassSize, final Map<Territory, Double> enemyCapitalsAndFactoriesMap, final List<Territory> territoriesThatCantBeHeld, final List<Territory> territoriesToAttack) {
if (territoriesThatCantBeHeld.contains(t)) {
return 0.0;
}
// Determine value based on enemy factory land distance
final List<Double> values = new ArrayList<>();
final GameData data = ProData.getData();
final Set<Territory> nearbyEnemyCapitalsAndFactories = findNearbyEnemyCapitalsAndFactories(t, enemyCapitalsAndFactoriesMap);
for (final Territory enemyCapitalOrFactory : nearbyEnemyCapitalsAndFactories) {
final int distance = data.getMap().getDistance(t, enemyCapitalOrFactory, ProMatches.territoryCanPotentiallyMoveLandUnits(player, data));
if (distance > 0) {
values.add(enemyCapitalsAndFactoriesMap.get(enemyCapitalOrFactory) / Math.pow(2, distance));
}
}
values.sort(Collections.reverseOrder());
double capitalOrFactoryValue = 0;
for (int i = 0; i < values.size(); i++) {
// Decrease each additional factory value by half
capitalOrFactoryValue += values.get(i) / Math.pow(2, i);
}
// Determine value based on nearby territory production
double nearbyEnemyValue = 0;
final Set<Territory> nearbyTerritories = data.getMap().getNeighbors(t, 2, ProMatches.territoryCanPotentiallyMoveLandUnits(player, data));
final List<Territory> nearbyEnemyTerritories = CollectionUtils.getMatches(nearbyTerritories, ProMatches.territoryIsEnemyOrCantBeHeld(player, data, territoriesThatCantBeHeld));
nearbyEnemyTerritories.removeAll(territoriesToAttack);
for (final Territory nearbyEnemyTerritory : nearbyEnemyTerritories) {
final int distance = data.getMap().getDistance(t, nearbyEnemyTerritory, ProMatches.territoryCanPotentiallyMoveLandUnits(player, data));
if (distance > 0) {
double value = TerritoryAttachment.getProduction(nearbyEnemyTerritory);
if (nearbyEnemyTerritory.getOwner().isNull()) {
// find neutral value
value = findTerritoryAttackValue(player, nearbyEnemyTerritory) / 3;
} else if (ProMatches.territoryIsAlliedLandAndHasNoEnemyNeighbors(player, data).test(nearbyEnemyTerritory)) {
// reduce value for can't hold amphib allied territories
value *= 0.1;
}
if (value > 0) {
nearbyEnemyValue += (value / Math.pow(2, distance));
}
}
}
final int landMassSize = 1 + data.getMap().getNeighbors(t, 6, ProMatches.territoryCanPotentiallyMoveLandUnits(player, data)).size();
double value = nearbyEnemyValue * landMassSize / maxLandMassSize + capitalOrFactoryValue;
if (ProMatches.territoryHasInfraFactoryAndIsLand().test(t)) {
// prefer territories with factories
value *= 1.1;
}
return value;
}
use of games.strategy.engine.data.Territory in project triplea by triplea-game.
the class ProTransportUtils method getUnusedLocalCarrierCapacity.
public static int getUnusedLocalCarrierCapacity(final PlayerID player, final Territory t, final List<Unit> unitsToPlace) {
final GameData data = ProData.getData();
// Find nearby carrier capacity
final Set<Territory> nearbyTerritories = data.getMap().getNeighbors(t, 2, ProMatches.territoryCanMoveAirUnits(player, data, false));
nearbyTerritories.add(t);
final List<Unit> ownedNearbyUnits = new ArrayList<>();
int capacity = 0;
for (final Territory nearbyTerritory : nearbyTerritories) {
final List<Unit> units = nearbyTerritory.getUnits().getMatches(Matches.unitIsOwnedBy(player));
if (nearbyTerritory.equals(t)) {
units.addAll(unitsToPlace);
}
ownedNearbyUnits.addAll(units);
capacity += AirMovementValidator.carrierCapacity(units, t);
}
// Find nearby air unit carrier cost
final Collection<Unit> airUnits = CollectionUtils.getMatches(ownedNearbyUnits, ProMatches.unitIsOwnedAir(player));
for (final Unit airUnit : airUnits) {
final UnitAttachment ua = UnitAttachment.get(airUnit.getType());
final int cost = ua.getCarrierCost();
if (cost != -1) {
capacity -= cost;
}
}
return capacity;
}
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