use of games.strategy.engine.data.Territory in project triplea by triplea-game.
the class MoveDelegate method repairMultipleHitPointUnits.
static void repairMultipleHitPointUnits(final IDelegateBridge bridge, final PlayerID player) {
final GameData data = bridge.getData();
final boolean repairOnlyOwn = Properties.getBattleshipsRepairAtBeginningOfRound(bridge.getData());
final Predicate<Unit> damagedUnits = Matches.unitHasMoreThanOneHitPointTotal().and(Matches.unitHasTakenSomeDamage());
final Predicate<Unit> damagedUnitsOwned = damagedUnits.and(Matches.unitIsOwnedBy(player));
final Map<Territory, Set<Unit>> damagedMap = new HashMap<>();
for (final Territory current : data.getMap().getTerritories()) {
final Set<Unit> damaged;
if (!Properties.getTwoHitPointUnitsRequireRepairFacilities(data)) {
damaged = new HashSet<>(current.getUnits().getMatches(repairOnlyOwn ? damagedUnitsOwned : damagedUnits));
} else {
damaged = new HashSet<>(current.getUnits().getMatches(damagedUnitsOwned.and(Matches.unitCanBeRepairedByFacilitiesInItsTerritory(current, player, data))));
}
if (!damaged.isEmpty()) {
damagedMap.put(current, damaged);
}
}
if (damagedMap.isEmpty()) {
return;
}
final Map<Unit, Territory> fullyRepaired = new HashMap<>();
final IntegerMap<Unit> newHitsMap = new IntegerMap<>();
for (final Entry<Territory, Set<Unit>> entry : damagedMap.entrySet()) {
for (final Unit u : entry.getValue()) {
final int repairAmount = getLargestRepairRateForThisUnit(u, entry.getKey(), data);
final int currentHits = u.getHits();
final int newHits = Math.max(0, Math.min(currentHits, (currentHits - repairAmount)));
if (newHits != currentHits) {
newHitsMap.put(u, newHits);
}
if (newHits <= 0) {
fullyRepaired.put(u, entry.getKey());
}
}
}
bridge.getHistoryWriter().startEvent(newHitsMap.size() + " " + MyFormatter.pluralize("unit", newHitsMap.size()) + " repaired.", new HashSet<>(newHitsMap.keySet()));
bridge.addChange(ChangeFactory.unitsHit(newHitsMap));
// now if damaged includes any carriers that are repairing, and have damaged abilities set for not allowing air
// units to leave while damaged, we need to remove those air units now
final Collection<Unit> damagedCarriers = CollectionUtils.getMatches(fullyRepaired.keySet(), Matches.unitHasWhenCombatDamagedEffect(UnitAttachment.UNITSMAYNOTLEAVEALLIEDCARRIER));
// now cycle through those now-repaired carriers, and remove allied air from being dependent
final CompositeChange clearAlliedAir = new CompositeChange();
for (final Unit carrier : damagedCarriers) {
final CompositeChange change = MustFightBattle.clearTransportedByForAlliedAirOnCarrier(Collections.singleton(carrier), fullyRepaired.get(carrier), carrier.getOwner(), data);
if (!change.isEmpty()) {
clearAlliedAir.add(change);
}
}
if (!clearAlliedAir.isEmpty()) {
bridge.addChange(clearAlliedAir);
}
// Check if any repaired units change into different unit types
for (final Territory territory : damagedMap.keySet()) {
repairedChangeInto(damagedMap.get(territory), territory, bridge);
}
}
use of games.strategy.engine.data.Territory in project triplea by triplea-game.
the class MoveDelegate method getLargestRepairRateForThisUnit.
/**
* This has to be the exact same as Matches.UnitCanBeRepairedByFacilitiesInItsTerritory()
*/
private static int getLargestRepairRateForThisUnit(final Unit unitToBeRepaired, final Territory territoryUnitIsIn, final GameData data) {
if (!Properties.getTwoHitPointUnitsRequireRepairFacilities(data)) {
return 1;
}
final PlayerID owner = unitToBeRepaired.getOwner();
final Predicate<Unit> repairUnit = Matches.alliedUnit(owner, data).and(Matches.unitCanRepairOthers()).and(Matches.unitCanRepairThisUnit(unitToBeRepaired, territoryUnitIsIn));
final Set<Unit> repairUnitsForThisUnit = new HashSet<>(territoryUnitIsIn.getUnits().getMatches(repairUnit));
if (Matches.unitIsSea().test(unitToBeRepaired)) {
final List<Territory> neighbors = new ArrayList<>(data.getMap().getNeighbors(territoryUnitIsIn, Matches.territoryIsLand()));
for (final Territory current : neighbors) {
final Predicate<Unit> repairUnitLand = Matches.alliedUnit(owner, data).and(Matches.unitCanRepairOthers()).and(Matches.unitCanRepairThisUnit(unitToBeRepaired, current)).and(Matches.unitIsLand());
repairUnitsForThisUnit.addAll(current.getUnits().getMatches(repairUnitLand));
}
} else if (Matches.unitIsLand().test(unitToBeRepaired)) {
final List<Territory> neighbors = new ArrayList<>(data.getMap().getNeighbors(territoryUnitIsIn, Matches.territoryIsWater()));
for (final Territory current : neighbors) {
final Predicate<Unit> repairUnitSea = Matches.alliedUnit(owner, data).and(Matches.unitCanRepairOthers()).and(Matches.unitCanRepairThisUnit(unitToBeRepaired, current)).and(Matches.unitIsSea());
repairUnitsForThisUnit.addAll(current.getUnits().getMatches(repairUnitSea));
}
}
int largest = 0;
for (final Unit u : repairUnitsForThisUnit) {
final int repair = UnitAttachment.get(u.getType()).getRepairsUnits().getInt(unitToBeRepaired.getType());
if (largest < repair) {
largest = repair;
}
}
return largest;
}
use of games.strategy.engine.data.Territory in project triplea by triplea-game.
the class MovePerformer method populateStack.
/**
* We assume that the move is valid.
*/
private void populateStack(final Collection<Unit> units, final Route route, final PlayerID id, final Collection<Unit> transportsToLoad) {
final IExecutable preAaFire = new IExecutable() {
private static final long serialVersionUID = -7945930782650355037L;
@Override
public void execute(final ExecutionStack stack, final IDelegateBridge bridge) {
// this can happen for air units moving out of a battle zone
for (final IBattle battle : getBattleTracker().getPendingBattles(route.getStart(), null)) {
for (final Unit unit : units) {
final Route routeUnitUsedToMove = moveDelegate.getRouteUsedToMoveInto(unit, route.getStart());
if (battle != null) {
battle.removeAttack(routeUnitUsedToMove, Collections.singleton(unit));
}
}
}
}
};
// hack to allow the executables to share state
final IExecutable fireAa = new IExecutable() {
private static final long serialVersionUID = -3780228078499895244L;
@Override
public void execute(final ExecutionStack stack, final IDelegateBridge bridge) {
final Collection<Unit> aaCasualties = fireAa(route, units);
final Set<Unit> aaCasualtiesWithDependents = new HashSet<>();
// need to remove any dependents here
if (aaCasualties != null) {
aaCasualtiesWithDependents.addAll(aaCasualties);
final Map<Unit, Collection<Unit>> dependencies = TransportTracker.transporting(units, units);
for (final Unit u : aaCasualties) {
final Collection<Unit> dependents = dependencies.get(u);
if (dependents != null) {
aaCasualtiesWithDependents.addAll(dependents);
}
// we might have new dependents too (ie: paratroopers)
final Collection<Unit> newDependents = m_newDependents.get(u);
if (newDependents != null) {
aaCasualtiesWithDependents.addAll(newDependents);
}
}
}
arrivingUnits = CollectionUtils.difference(units, aaCasualtiesWithDependents);
}
};
final IExecutable postAaFire = new IExecutable() {
private static final long serialVersionUID = 670783657414493643L;
@Override
public void execute(final ExecutionStack stack, final IDelegateBridge bridge) {
// if any non enemy territories on route
// or if any enemy units on route the
// battles on (note water could have enemy but its
// not owned)
final GameData data = bridge.getData();
final Predicate<Territory> mustFightThrough = getMustFightThroughMatch(id, data);
final Collection<Unit> arrived = Collections.unmodifiableList(CollectionUtils.intersection(units, arrivingUnits));
// Reset Optional
arrivingUnits = new ArrayList<>();
final Collection<Unit> arrivedCopyForBattles = new ArrayList<>(arrived);
final Map<Unit, Unit> transporting = TransportUtils.mapTransports(route, arrived, transportsToLoad);
// If we have paratrooper land units being carried by air units, they should be dropped off in the last
// territory. This means they
// are still dependent during the middle steps of the route.
final Collection<Unit> dependentOnSomethingTilTheEndOfRoute = new ArrayList<>();
final Collection<Unit> airTransports = CollectionUtils.getMatches(arrived, Matches.unitIsAirTransport());
final Collection<Unit> paratroops = CollectionUtils.getMatches(arrived, Matches.unitIsAirTransportable());
if (!airTransports.isEmpty() && !paratroops.isEmpty()) {
final Map<Unit, Unit> transportingAir = TransportUtils.mapTransportsToLoad(paratroops, airTransports);
dependentOnSomethingTilTheEndOfRoute.addAll(transportingAir.keySet());
}
final Collection<Unit> presentFromStartTilEnd = new ArrayList<>(arrived);
presentFromStartTilEnd.removeAll(dependentOnSomethingTilTheEndOfRoute);
final CompositeChange change = new CompositeChange();
// markFuelCostResourceChange must be done before we load/unload units
change.add(Route.getFuelChanges(units, route, id, data));
markTransportsMovement(arrived, transporting, route);
if (route.anyMatch(mustFightThrough) && arrived.size() != 0) {
boolean bombing = false;
boolean ignoreBattle = false;
// could it be a bombing raid
final Collection<Unit> enemyUnits = route.getEnd().getUnits().getMatches(Matches.enemyUnit(id, data));
final Collection<Unit> enemyTargetsTotal = CollectionUtils.getMatches(enemyUnits, Matches.unitCanBeDamaged().and(Matches.unitIsBeingTransported().negate()));
final boolean canCreateAirBattle = !enemyTargetsTotal.isEmpty() && Properties.getRaidsMayBePreceededByAirBattles(data) && AirBattle.territoryCouldPossiblyHaveAirBattleDefenders(route.getEnd(), id, data, true);
final Predicate<Unit> allBombingRaid = PredicateBuilder.of(Matches.unitIsStrategicBomber()).orIf(canCreateAirBattle, Matches.unitCanEscort()).build();
final boolean allCanBomb = !arrived.isEmpty() && arrived.stream().allMatch(allBombingRaid);
final Collection<Unit> enemyTargets = CollectionUtils.getMatches(enemyTargetsTotal, Matches.unitIsOfTypes(UnitAttachment.getAllowedBombingTargetsIntersection(CollectionUtils.getMatches(arrived, Matches.unitIsStrategicBomber()), data)));
final boolean targetsOrEscort = !enemyTargets.isEmpty() || (!enemyTargetsTotal.isEmpty() && canCreateAirBattle && !arrived.isEmpty() && arrived.stream().allMatch(Matches.unitCanEscort()));
boolean targetedAttack = false;
// if it's all bombers and there's something to bomb
if (allCanBomb && targetsOrEscort && GameStepPropertiesHelper.isCombatMove(data)) {
bombing = getRemotePlayer().shouldBomberBomb(route.getEnd());
// if bombing and there's something to target- ask what to bomb
if (bombing) {
// CompositeMatchOr<Unit> unitsToBeBombed = new CompositeMatchOr<Unit>(Matches.UnitIsFactory,
// Matches.UnitCanBeDamagedButIsNotFactory);
// determine which unit to bomb
final Unit target;
if (enemyTargets.size() > 1 && Properties.getDamageFromBombingDoneToUnitsInsteadOfTerritories(data) && !canCreateAirBattle) {
target = getRemotePlayer().whatShouldBomberBomb(route.getEnd(), enemyTargets, arrived);
} else if (!enemyTargets.isEmpty()) {
target = enemyTargets.iterator().next();
} else {
// in case we are escorts only
target = enemyTargetsTotal.iterator().next();
}
if (target == null) {
bombing = false;
targetedAttack = false;
} else {
targetedAttack = true;
final HashMap<Unit, HashSet<Unit>> targets = new HashMap<>();
targets.put(target, new HashSet<>(arrived));
// createdBattle = true;
getBattleTracker().addBattle(route, arrivedCopyForBattles, bombing, id, MovePerformer.this.bridge, m_currentMove, dependentOnSomethingTilTheEndOfRoute, targets, false);
}
}
}
// Ignore Trn on Trn forces.
if (isIgnoreTransportInMovement(bridge.getData())) {
final boolean allOwnedTransports = !arrived.isEmpty() && arrived.stream().allMatch(Matches.unitIsTransportButNotCombatTransport());
final boolean allEnemyTransports = !enemyUnits.isEmpty() && enemyUnits.stream().allMatch(Matches.unitIsTransportButNotCombatTransport());
// If everybody is a transport, don't create a battle
if (allOwnedTransports && allEnemyTransports) {
ignoreBattle = true;
}
}
if (!ignoreBattle && GameStepPropertiesHelper.isCombatMove(data) && !targetedAttack) {
// createdBattle = true;
if (bombing) {
getBattleTracker().addBombingBattle(route, arrivedCopyForBattles, id, MovePerformer.this.bridge, m_currentMove, dependentOnSomethingTilTheEndOfRoute);
} else {
getBattleTracker().addBattle(route, arrivedCopyForBattles, id, MovePerformer.this.bridge, m_currentMove, dependentOnSomethingTilTheEndOfRoute);
}
}
if (!ignoreBattle && GameStepPropertiesHelper.isNonCombatMove(data, false) && !targetedAttack) {
// difficult if we want these recorded in battle records).
for (final Territory t : route.getMatches(Matches.territoryIsOwnedByPlayerWhosRelationshipTypeCanTakeOverOwnedTerritoryAndPassableAndNotWater(id).and(Matches.territoryIsBlitzable(id, data)))) {
if (Matches.isTerritoryEnemy(id, data).test(t) || Matches.territoryHasEnemyUnits(id, data).test(t)) {
continue;
}
if ((t.equals(route.getEnd()) && !arrivedCopyForBattles.isEmpty() && arrivedCopyForBattles.stream().allMatch(Matches.unitIsAir())) || (!t.equals(route.getEnd()) && !presentFromStartTilEnd.isEmpty() && presentFromStartTilEnd.stream().allMatch(Matches.unitIsAir()))) {
continue;
}
// createdBattle = true;
getBattleTracker().takeOver(t, id, bridge, m_currentMove, arrivedCopyForBattles);
}
}
}
// mark movement
final Change moveChange = markMovementChange(arrived, route, id);
change.add(moveChange);
// actually move the units
if (route.getStart() != null && route.getEnd() != null) {
// ChangeFactory.addUnits(route.getEnd(), arrived);
final Change remove = ChangeFactory.removeUnits(route.getStart(), units);
final Change add = ChangeFactory.addUnits(route.getEnd(), arrived);
change.add(add, remove);
}
MovePerformer.this.bridge.addChange(change);
m_currentMove.addChange(change);
m_currentMove.setDescription(MyFormatter.unitsToTextNoOwner(arrived) + " moved from " + route.getStart().getName() + " to " + route.getEnd().getName());
moveDelegate.updateUndoableMoves(m_currentMove);
}
};
m_executionStack.push(postAaFire);
m_executionStack.push(fireAa);
m_executionStack.push(preAaFire);
m_executionStack.execute(bridge);
}
use of games.strategy.engine.data.Territory in project triplea by triplea-game.
the class MoveValidator method validateMovementRestrictedByTerritory.
// Added to handle restriction of movement to listed territories
static MoveValidationResult validateMovementRestrictedByTerritory(final GameData data, final Route route, final PlayerID player, final MoveValidationResult result) {
if (getEditMode(data)) {
return result;
}
if (!isMovementByTerritoryRestricted(data)) {
return result;
}
final RulesAttachment ra = (RulesAttachment) player.getAttachment(Constants.RULES_ATTACHMENT_NAME);
if (ra == null || ra.getMovementRestrictionTerritories() == null) {
return result;
}
final String movementRestrictionType = ra.getMovementRestrictionType();
final Collection<Territory> listedTerritories = ra.getListedTerritories(ra.getMovementRestrictionTerritories(), true, true);
if (movementRestrictionType.equals("allowed")) {
for (final Territory current : route.getAllTerritories()) {
if (!listedTerritories.contains(current)) {
return result.setErrorReturnResult("Cannot move outside restricted territories");
}
}
} else if (movementRestrictionType.equals("disallowed")) {
for (final Territory current : route.getAllTerritories()) {
if (listedTerritories.contains(current)) {
return result.setErrorReturnResult("Cannot move to restricted territories");
}
}
}
return result;
}
use of games.strategy.engine.data.Territory in project triplea by triplea-game.
the class MoveValidator method isCanalOnRoute.
/*
* Checks if route is either null or includes both canal territories so needs to be checked.
*/
private static boolean isCanalOnRoute(final CanalAttachment canalAttachment, final Route route, final GameData data) {
if (route == null) {
return true;
}
Territory last = null;
final Set<Territory> connectionToCheck = CanalAttachment.getAllCanalSeaZones(canalAttachment.getCanalName(), data);
for (final Territory current : route.getAllTerritories()) {
if (last != null) {
final Collection<Territory> lastTwo = new ArrayList<>();
lastTwo.add(last);
lastTwo.add(current);
if (lastTwo.containsAll(connectionToCheck)) {
return true;
}
}
last = current;
}
return false;
}
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