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Example 11 with Territory

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

the class AbstractPlaceDelegate method canUnitsBePlaced.

public String canUnitsBePlaced(final Territory to, final Collection<Unit> units, final PlayerID player) {
    final Collection<Unit> allowedUnits = getUnitsToBePlaced(to, units, player);
    if (allowedUnits == null || !allowedUnits.containsAll(units)) {
        return "Cannot place these units in " + to.getName();
    }
    final IntegerMap<String> constructionMap = howManyOfEachConstructionCanPlace(to, to, units, player);
    for (final Unit currentUnit : CollectionUtils.getMatches(units, Matches.unitIsConstruction())) {
        final UnitAttachment ua = UnitAttachment.get(currentUnit.getType());
        /*
       * if (ua.getIsFactory() && !ua.getIsConstruction())
       * constructionMap.add("factory", -1);
       * else
       */
        constructionMap.add(ua.getConstructionType(), -1);
    }
    if (!constructionMap.isPositive()) {
        return "Too many constructions in " + to.getName();
    }
    final List<Territory> capitalsListOwned = new ArrayList<>(TerritoryAttachment.getAllCurrentlyOwnedCapitals(player, getData()));
    if (!capitalsListOwned.contains(to) && isPlacementInCapitalRestricted(player)) {
        return "Cannot place these units outside of the capital";
    }
    if (to.isWater()) {
        final String canLand = validateNewAirCanLandOnCarriers(to, units);
        if (canLand != null) {
            return canLand;
        }
    } else {
        // make sure we own the territory
        if (!to.getOwner().equals(player)) {
            if (GameStepPropertiesHelper.isBid(getData())) {
                final PlayerAttachment pa = PlayerAttachment.get(to.getOwner());
                if ((pa == null || pa.getGiveUnitControl() == null || !pa.getGiveUnitControl().contains(player)) && !to.getUnits().anyMatch(Matches.unitIsOwnedBy(player))) {
                    return "You don't own " + to.getName();
                }
            } else {
                return "You don't own " + to.getName();
            }
        }
        // make sure all units are land
        if (units.isEmpty() || !units.stream().allMatch(Matches.unitIsNotSea())) {
            return "Cant place sea units on land";
        }
    }
    // make sure we can place consuming units
    if (!canWeConsumeUnits(units, to, false, null)) {
        return "Not Enough Units To Upgrade or Be Consumed";
    }
    // now check for stacking limits
    final Collection<UnitType> typesAlreadyChecked = new ArrayList<>();
    for (final Unit currentUnit : units) {
        final UnitType ut = currentUnit.getType();
        if (typesAlreadyChecked.contains(ut)) {
            continue;
        }
        typesAlreadyChecked.add(ut);
        final int maxForThisType = UnitAttachment.getMaximumNumberOfThisUnitTypeToReachStackingLimit("placementLimit", ut, to, player, getData());
        if (CollectionUtils.countMatches(units, Matches.unitIsOfType(ut)) > maxForThisType) {
            return "UnitType " + ut.getName() + " is over stacking limit of " + maxForThisType;
        }
    }
    if (!PlayerAttachment.getCanTheseUnitsMoveWithoutViolatingStackingLimit("placementLimit", units, to, player, getData())) {
        return "Units Cannot Go Over Stacking Limit";
    }
    // now return null (valid placement) if we have placement restrictions disabled in game options
    if (!isUnitPlacementRestrictions()) {
        return null;
    }
    // account for any unit placement restrictions by territory
    for (final Unit currentUnit : units) {
        final UnitAttachment ua = UnitAttachment.get(currentUnit.getType());
        // Can be null!
        final TerritoryAttachment ta = TerritoryAttachment.get(to);
        if (ua.getCanOnlyBePlacedInTerritoryValuedAtX() != -1 && ua.getCanOnlyBePlacedInTerritoryValuedAtX() > (ta == null ? 0 : ta.getProduction())) {
            return "Cannot place these units in " + to.getName() + " due to Unit Placement Restrictions on Territory Value";
        }
        final String[] terrs = ua.getUnitPlacementRestrictions();
        final Collection<Territory> listedTerrs = getListedTerritories(terrs);
        if (listedTerrs.contains(to)) {
            return "Cannot place these units in " + to.getName() + " due to Unit Placement Restrictions";
        }
        if (Matches.unitCanOnlyPlaceInOriginalTerritories().test(currentUnit) && !Matches.territoryIsOriginallyOwnedBy(player).test(to)) {
            return "Cannot place these units in " + to.getName() + " as territory is not originally owned";
        }
    }
    return null;
}
Also used : Territory(games.strategy.engine.data.Territory) TerritoryAttachment(games.strategy.triplea.attachments.TerritoryAttachment) ArrayList(java.util.ArrayList) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit) UnitAttachment(games.strategy.triplea.attachments.UnitAttachment) PlayerAttachment(games.strategy.triplea.attachments.PlayerAttachment) UnitType(games.strategy.engine.data.UnitType)

Example 12 with Territory

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

the class AbstractPlaceDelegate method canProduce.

/**
 * Tests if this territory can produce units. (Does not check if it has space left to do so)
 *
 * @param producer
 *        - Territory doing the producing.
 * @param to
 *        - Territory to be placed in.
 * @param units
 *        - Units to be placed.
 * @param player
 *        - Player doing the placing.
 * @param simpleCheck
 *        - If true you return true even if a factory is not present. Used when you do not want an infinite loop
 *        (getAllProducers ->
 *        canProduce -> howManyOfEachConstructionCanPlace -> getAllProducers -> etc)
 * @return - null if allowed to produce, otherwise an error String.
 */
protected String canProduce(final Territory producer, final Territory to, final Collection<Unit> units, final PlayerID player, final boolean simpleCheck) {
    // units can be null if we are just testing the territory itself...
    final Collection<Unit> testUnits = (units == null ? new ArrayList<>() : units);
    final boolean canProduceInConquered = isPlacementAllowedInCapturedTerritory(player);
    if (!producer.getOwner().equals(player)) {
        // sea constructions require either owning the sea zone or owning a surrounding land territory
        if (producer.isWater() && testUnits.stream().anyMatch(Matches.unitIsSea().and(Matches.unitIsConstruction()))) {
            boolean ownedNeighbor = false;
            for (final Territory current : getData().getMap().getNeighbors(to, Matches.territoryIsLand())) {
                if (current.getOwner().equals(player) && (canProduceInConquered || !wasConquered(current))) {
                    ownedNeighbor = true;
                    break;
                }
            }
            if (!ownedNeighbor) {
                return producer.getName() + " is not owned by you, and you have no owned neighbors which can produce";
            }
        } else {
            return producer.getName() + " is not owned by you";
        }
    }
    // make sure the territory wasnt conquered this turn
    if (!canProduceInConquered && wasConquered(producer)) {
        return producer.getName() + " was conquered this turn and cannot produce till next turn";
    }
    if (isPlayerAllowedToPlacementAnyTerritoryOwnedLand(player) && Matches.territoryIsLand().test(to) && Matches.isTerritoryOwnedBy(player).test(to)) {
        return null;
    }
    if (isPlayerAllowedToPlacementAnySeaZoneByOwnedLand(player) && Matches.territoryIsWater().test(to) && Matches.isTerritoryOwnedBy(player).test(producer)) {
        return null;
    }
    if (simpleCheck) {
        return null;
    }
    // make sure some unit has fullfilled requiresUnits requirements
    if (isUnitPlacementRestrictions() && !testUnits.isEmpty() && testUnits.stream().noneMatch(unitWhichRequiresUnitsHasRequiredUnits(producer, true))) {
        return "You do not have the required units to build in " + producer.getName();
    }
    if (to.isWater() && (!isWW2V2() && !isUnitPlacementInEnemySeas()) && to.getUnits().anyMatch(Matches.enemyUnit(player, getData()))) {
        return "Cannot place sea units with enemy naval units";
    }
    // make sure there is a factory
    if (wasOwnedUnitThatCanProduceUnitsOrIsFactoryInTerritoryAtStartOfStep(producer, player)) {
        return null;
    }
    // check to see if we are producing a factory or construction
    if (testUnits.stream().anyMatch(Matches.unitIsConstruction())) {
        if (howManyOfEachConstructionCanPlace(to, producer, testUnits, player).totalValues() > 0) {
            return null;
        }
        return "No more Constructions Allowed in " + producer.getName();
    }
    // check we havent just put a factory there (should we be checking producer?)
    if (getAlreadyProduced(producer).stream().anyMatch(Matches.unitCanProduceUnits()) || getAlreadyProduced(to).stream().anyMatch(Matches.unitCanProduceUnits())) {
        return "Factory in " + producer.getName() + " cant produce until 1 turn after it is created";
    }
    return "No Factory in " + producer.getName();
}
Also used : Territory(games.strategy.engine.data.Territory) ArrayList(java.util.ArrayList) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit)

Example 13 with Territory

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

the class AbstractPlaceDelegate method getMaxUnitsToBePlacedMap.

/**
 * Returns -1 somewhere in the map if can place unlimited units.
 */
protected IntegerMap<Territory> getMaxUnitsToBePlacedMap(final Collection<Unit> units, final Territory to, final PlayerID player, final boolean countSwitchedProductionToNeighbors) {
    final IntegerMap<Territory> maxUnitsToBePlacedMap = new IntegerMap<>();
    final List<Territory> producers = getAllProducers(to, player, units);
    if (producers.isEmpty()) {
        return maxUnitsToBePlacedMap;
    }
    producers.sort(getBestProducerComparator(to, units, player));
    final Collection<Territory> notUsableAsOtherProducers = new ArrayList<>(producers);
    final Map<Territory, Integer> currentAvailablePlacementForOtherProducers = new HashMap<>();
    for (final Territory producerTerritory : producers) {
        final Collection<Unit> unitsCanBePlacedByThisProducer = (isUnitPlacementRestrictions() ? CollectionUtils.getMatches(units, unitWhichRequiresUnitsHasRequiredUnits(producerTerritory, true)) : new ArrayList<>(units));
        final int prodT = getMaxUnitsToBePlacedFrom(producerTerritory, unitsCanBePlacedByThisProducer, to, player, countSwitchedProductionToNeighbors, notUsableAsOtherProducers, currentAvailablePlacementForOtherProducers);
        maxUnitsToBePlacedMap.put(producerTerritory, prodT);
    }
    return maxUnitsToBePlacedMap;
}
Also used : IntegerMap(games.strategy.util.IntegerMap) Territory(games.strategy.engine.data.Territory) HashMap(java.util.HashMap) ArrayList(java.util.ArrayList) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit)

Example 14 with Territory

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

the class AbstractPlaceDelegate method getMaxUnitsToBePlacedFrom.

/**
 * Returns -1 if can place unlimited units.
 */
protected int getMaxUnitsToBePlacedFrom(final Territory producer, final Collection<Unit> units, final Territory to, final PlayerID player, final boolean countSwitchedProductionToNeighbors, final Collection<Territory> notUsableAsOtherProducers, final Map<Territory, Integer> currentAvailablePlacementForOtherProducers) {
    // we may have special units with requiresUnits restrictions
    final Collection<Unit> unitsCanBePlacedByThisProducer = (isUnitPlacementRestrictions() ? CollectionUtils.getMatches(units, unitWhichRequiresUnitsHasRequiredUnits(producer, true)) : new ArrayList<>(units));
    if (unitsCanBePlacedByThisProducer.size() <= 0) {
        return 0;
    }
    // if its an original factory then unlimited production
    // Can be null!
    final TerritoryAttachment ta = TerritoryAttachment.get(producer);
    final Predicate<Unit> factoryMatch = Matches.unitIsOwnedAndIsFactoryOrCanProduceUnits(player).and(Matches.unitIsBeingTransported().negate()).and(producer.isWater() ? Matches.unitIsLand().negate() : Matches.unitIsSea().negate());
    final Collection<Unit> factoryUnits = producer.getUnits().getMatches(factoryMatch);
    // boolean placementRestrictedByFactory = isPlacementRestrictedByFactory();
    final boolean unitPlacementPerTerritoryRestricted = isUnitPlacementPerTerritoryRestricted();
    final boolean originalFactory = (ta != null && ta.getOriginalFactory());
    final boolean playerIsOriginalOwner = factoryUnits.size() > 0 && this.player.equals(getOriginalFactoryOwner(producer));
    final RulesAttachment ra = (RulesAttachment) player.getAttachment(Constants.RULES_ATTACHMENT_NAME);
    final Collection<Unit> alreadProducedUnits = getAlreadyProduced(producer);
    final int unitCountAlreadyProduced = alreadProducedUnits.size();
    if (originalFactory && playerIsOriginalOwner) {
        if (ra != null && ra.getMaxPlacePerTerritory() != -1) {
            return Math.max(0, ra.getMaxPlacePerTerritory() - unitCountAlreadyProduced);
        }
        return -1;
    }
    // Restricts based on the STARTING number of units in a territory (otherwise it is infinite placement)
    if (unitPlacementPerTerritoryRestricted) {
        if (ra != null && ra.getPlacementPerTerritory() > 0) {
            final int allowedPlacement = ra.getPlacementPerTerritory();
            final int ownedUnitsInTerritory = CollectionUtils.countMatches(to.getUnits().getUnits(), Matches.unitIsOwnedBy(player));
            if (ownedUnitsInTerritory >= allowedPlacement) {
                return 0;
            }
            if (ra.getMaxPlacePerTerritory() == -1) {
                return -1;
            }
            return Math.max(0, ra.getMaxPlacePerTerritory() - unitCountAlreadyProduced);
        }
    }
    // a factory can produce the same number of units as the number of PUs the territory generates each turn (or not, if
    // it has canProduceXUnits)
    final int maxConstructions = howManyOfEachConstructionCanPlace(to, producer, unitsCanBePlacedByThisProducer, player).totalValues();
    final boolean wasFactoryThereAtStart = wasOwnedUnitThatCanProduceUnitsOrIsFactoryInTerritoryAtStartOfStep(producer, player);
    // If there's NO factory, allow placement of the factory
    if (!wasFactoryThereAtStart) {
        if (ra != null && ra.getMaxPlacePerTerritory() > 0) {
            return Math.max(0, Math.min(maxConstructions, ra.getMaxPlacePerTerritory() - unitCountAlreadyProduced));
        }
        return Math.max(0, maxConstructions);
    }
    // getHowMuchCanUnitProduce accounts for IncreasedFactoryProduction, but does not account for maxConstructions
    int production = TripleAUnit.getProductionPotentialOfTerritory(unitsAtStartOfStepInTerritory(producer), producer, player, getData(), true, true);
    // increase the production by the number of constructions allowed
    if (maxConstructions > 0) {
        production += maxConstructions;
    }
    // return 0 if less than 0
    if (production < 0) {
        return 0;
    }
    production += CollectionUtils.countMatches(alreadProducedUnits, Matches.unitIsConstruction());
    // Now we check if units we have already produced here could be produced by a different producer
    int unitCountHaveToAndHaveBeenBeProducedHere = unitCountAlreadyProduced;
    if (countSwitchedProductionToNeighbors && unitCountAlreadyProduced > 0) {
        if (notUsableAsOtherProducers == null) {
            throw new IllegalStateException("notUsableAsOtherProducers cannot be null if countSwitchedProductionToNeighbors is true");
        }
        if (currentAvailablePlacementForOtherProducers == null) {
            throw new IllegalStateException("currentAvailablePlacementForOtherProducers cannot be null if countSwitchedProductionToNeighbors is true");
        }
        int productionCanNotBeMoved = 0;
        int productionThatCanBeTakenOver = 0;
        // try to find a placement move (to an adjacent sea zone) that can be taken over by some other territory factory
        for (final UndoablePlacement placementMove : placements) {
            if (placementMove.getProducerTerritory().equals(producer)) {
                final Territory placeTerritory = placementMove.getPlaceTerritory();
                final Collection<Unit> unitsPlacedByCurrentPlacementMove = placementMove.getUnits();
                // for our special 'move shit around' methods.
                if (!placeTerritory.isWater() || (isUnitPlacementRestrictions() && unitsPlacedByCurrentPlacementMove.stream().anyMatch(Matches.unitRequiresUnitsOnCreation()))) {
                    productionCanNotBeMoved += unitsPlacedByCurrentPlacementMove.size();
                } else {
                    final int maxProductionThatCanBeTakenOverFromThisPlacement = unitsPlacedByCurrentPlacementMove.size();
                    // find other producers for this placement move to the same water territory
                    final List<Territory> newPotentialOtherProducers = getAllProducers(placeTerritory, player, unitsCanBePlacedByThisProducer);
                    newPotentialOtherProducers.removeAll(notUsableAsOtherProducers);
                    newPotentialOtherProducers.sort(getBestProducerComparator(placeTerritory, unitsCanBePlacedByThisProducer, player));
                    int productionThatCanBeTakenOverFromThisPlacement = 0;
                    for (final Territory potentialOtherProducer : newPotentialOtherProducers) {
                        Integer potential = currentAvailablePlacementForOtherProducers.get(potentialOtherProducer);
                        if (potential == null) {
                            potential = getMaxUnitsToBePlacedFrom(potentialOtherProducer, unitsPlacedInTerritorySoFar(placeTerritory), placeTerritory, player);
                        }
                        if (potential == -1) {
                            currentAvailablePlacementForOtherProducers.put(potentialOtherProducer, -1);
                            productionThatCanBeTakenOverFromThisPlacement = maxProductionThatCanBeTakenOverFromThisPlacement;
                            break;
                        }
                        final int needed = maxProductionThatCanBeTakenOverFromThisPlacement - productionThatCanBeTakenOverFromThisPlacement;
                        final int surplus = potential - needed;
                        if (surplus > 0) {
                            currentAvailablePlacementForOtherProducers.put(potentialOtherProducer, surplus);
                            productionThatCanBeTakenOverFromThisPlacement += needed;
                        } else {
                            currentAvailablePlacementForOtherProducers.put(potentialOtherProducer, 0);
                            productionThatCanBeTakenOverFromThisPlacement += potential;
                            notUsableAsOtherProducers.add(potentialOtherProducer);
                        }
                        if (surplus >= 0) {
                            break;
                        }
                    }
                    if (productionThatCanBeTakenOverFromThisPlacement > maxProductionThatCanBeTakenOverFromThisPlacement) {
                        throw new IllegalStateException("productionThatCanBeTakenOverFromThisPlacement should never be larger " + "than maxProductionThatCanBeTakenOverFromThisPlacement");
                    }
                    productionThatCanBeTakenOver += productionThatCanBeTakenOverFromThisPlacement;
                }
                if (productionThatCanBeTakenOver >= unitCountAlreadyProduced - productionCanNotBeMoved) {
                    break;
                }
            }
        }
        unitCountHaveToAndHaveBeenBeProducedHere = Math.max(0, unitCountAlreadyProduced - productionThatCanBeTakenOver);
    }
    if (ra != null && ra.getMaxPlacePerTerritory() > 0) {
        return Math.max(0, Math.min(production - unitCountHaveToAndHaveBeenBeProducedHere, ra.getMaxPlacePerTerritory() - unitCountHaveToAndHaveBeenBeProducedHere));
    }
    return Math.max(0, production - unitCountHaveToAndHaveBeenBeProducedHere);
}
Also used : Territory(games.strategy.engine.data.Territory) TerritoryAttachment(games.strategy.triplea.attachments.TerritoryAttachment) ArrayList(java.util.ArrayList) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit) RulesAttachment(games.strategy.triplea.attachments.RulesAttachment)

Example 15 with Territory

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

the class AbstractPlaceDelegate method placeUnits.

@Override
public String placeUnits(final Collection<Unit> units, final Territory at, final BidMode bidMode) {
    if (units == null || units.isEmpty()) {
        return null;
    }
    final String error = isValidPlacement(units, at, player);
    if (error != null) {
        return error;
    }
    final List<Territory> producers = getAllProducers(at, player, units);
    producers.sort(getBestProducerComparator(at, units, player));
    final IntegerMap<Territory> maxPlaceableMap = getMaxUnitsToBePlacedMap(units, at, player, true);
    // sort both producers and units so that the "to/at" territory comes first, and so that all constructions come first
    // this is because the PRODUCER for ALL CONSTRUCTIONS must be the SAME as the TERRITORY they are going into
    final List<Unit> unitsLeftToPlace = new ArrayList<>(units);
    unitsLeftToPlace.sort(getUnitConstructionComparator());
    final List<Unit> remainingUnitsToPlace = new ArrayList<>(player.getUnits().getUnits());
    remainingUnitsToPlace.removeAll(unitsLeftToPlace);
    while (!unitsLeftToPlace.isEmpty() && !producers.isEmpty()) {
        // Get next producer territory
        final Territory producer = producers.remove(0);
        int maxPlaceable = maxPlaceableMap.getInt(producer);
        if (maxPlaceable == 0) {
            if (bidMode == BidMode.NOT_BID) {
                continue;
            }
            maxPlaceable = 1;
        }
        // units may have special restrictions like RequiresUnits
        final List<Unit> unitsCanBePlacedByThisProducer;
        if (bidMode == BidMode.BID) {
            unitsCanBePlacedByThisProducer = new ArrayList<>(unitsLeftToPlace);
        } else {
            unitsCanBePlacedByThisProducer = (isUnitPlacementRestrictions() ? CollectionUtils.getMatches(unitsLeftToPlace, unitWhichRequiresUnitsHasRequiredUnits(producer, true)) : new ArrayList<>(unitsLeftToPlace));
        }
        unitsCanBePlacedByThisProducer.sort(getHardestToPlaceWithRequiresUnitsRestrictions(true));
        final int maxForThisProducer = getMaxUnitsToBePlacedFrom(producer, unitsCanBePlacedByThisProducer, at, player);
        // don't forget that -1 == infinite
        if (maxForThisProducer == -1 || maxForThisProducer >= unitsCanBePlacedByThisProducer.size()) {
            performPlaceFrom(producer, unitsCanBePlacedByThisProducer, at, player);
            unitsLeftToPlace.removeAll(unitsCanBePlacedByThisProducer);
            continue;
        }
        final int neededExtra = unitsCanBePlacedByThisProducer.size() - maxForThisProducer;
        if (maxPlaceable > maxForThisProducer) {
            freePlacementCapacity(producer, neededExtra, unitsCanBePlacedByThisProducer, at, player);
            final int newMaxForThisProducer = getMaxUnitsToBePlacedFrom(producer, unitsCanBePlacedByThisProducer, at, player);
            if (newMaxForThisProducer != maxPlaceable && neededExtra > newMaxForThisProducer) {
                throw new IllegalStateException("getMaxUnitsToBePlaced originally returned: " + maxPlaceable + ", \nWhich is not the same as it is returning after using freePlacementCapacity: " + newMaxForThisProducer + ", \nFor territory: " + at.getName() + ", Current Producer: " + producer.getName() + ", All Producers: " + producers + ", \nUnits Total: " + MyFormatter.unitsToTextNoOwner(units) + ", Units Left To Place By This Producer: " + MyFormatter.unitsToTextNoOwner(unitsCanBePlacedByThisProducer));
            }
        }
        final Collection<Unit> placedUnits = CollectionUtils.getNMatches(unitsCanBePlacedByThisProducer, maxPlaceable, Matches.always());
        performPlaceFrom(producer, placedUnits, at, player);
        unitsLeftToPlace.removeAll(placedUnits);
    }
    if (!unitsLeftToPlace.isEmpty()) {
        getDisplay().reportMessageToPlayers(Collections.singletonList(player), Collections.emptyList(), "Not enough unit production territories available", "Unit Placement Canceled");
    }
    // play a sound
    if (units.stream().anyMatch(Matches.unitIsInfrastructure())) {
        bridge.getSoundChannelBroadcaster().playSoundForAll(SoundPath.CLIP_PLACED_INFRASTRUCTURE, player);
    } else if (units.stream().anyMatch(Matches.unitIsSea())) {
        bridge.getSoundChannelBroadcaster().playSoundForAll(SoundPath.CLIP_PLACED_SEA, player);
    } else if (units.stream().anyMatch(Matches.unitIsAir())) {
        bridge.getSoundChannelBroadcaster().playSoundForAll(SoundPath.CLIP_PLACED_AIR, player);
    } else {
        bridge.getSoundChannelBroadcaster().playSoundForAll(SoundPath.CLIP_PLACED_LAND, player);
    }
    return null;
}
Also used : Territory(games.strategy.engine.data.Territory) ArrayList(java.util.ArrayList) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit)

Aggregations

Territory (games.strategy.engine.data.Territory)420 Unit (games.strategy.engine.data.Unit)254 TripleAUnit (games.strategy.triplea.TripleAUnit)195 PlayerID (games.strategy.engine.data.PlayerID)164 ArrayList (java.util.ArrayList)160 Test (org.junit.jupiter.api.Test)140 Route (games.strategy.engine.data.Route)137 ITestDelegateBridge (games.strategy.engine.data.ITestDelegateBridge)118 GameData (games.strategy.engine.data.GameData)94 HashSet (java.util.HashSet)87 UnitType (games.strategy.engine.data.UnitType)65 HashMap (java.util.HashMap)65 ScriptedRandomSource (games.strategy.engine.random.ScriptedRandomSource)50 Collection (java.util.Collection)47 IntegerMap (games.strategy.util.IntegerMap)45 Set (java.util.Set)41 ProTerritory (games.strategy.triplea.ai.pro.data.ProTerritory)39 TerritoryAttachment (games.strategy.triplea.attachments.TerritoryAttachment)37 List (java.util.List)36 ProPurchaseTerritory (games.strategy.triplea.ai.pro.data.ProPurchaseTerritory)34