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Example 46 with ScriptedRandomSource

use of games.strategy.engine.random.ScriptedRandomSource in project triplea by triplea-game.

the class RevisedTest method testOverFlyBombersJoiningBattleDie.

@Test
public void testOverFlyBombersJoiningBattleDie() {
    // a bomber flies over aa to join a battle, gets hit,
    // it should not appear in the battle
    final PlayerID british = british(gameData);
    final MoveDelegate moveDelegate = (MoveDelegate) gameData.getDelegateList().getDelegate("move");
    final ITestDelegateBridge bridge = getDelegateBridge(british);
    bridge.setStepName("CombatMove");
    moveDelegate.setDelegateBridgeAndPlayer(bridge);
    moveDelegate.start();
    when(dummyPlayer.confirmMoveInFaceOfAa(any())).thenReturn(true);
    bridge.setRemote(dummyPlayer);
    bridge.setRandomSource(new ScriptedRandomSource(0));
    final Territory uk = territory("United Kingdom", gameData);
    final Territory we = territory("Western Europe", gameData);
    final Territory se = territory("Southern Europe", gameData);
    final Route route = new Route(uk, territory("7 Sea Zone", gameData), we, se);
    move(uk.getUnits().getMatches(Matches.unitIsStrategicBomber()), route);
    // the aa gun should have fired and hit
    assertTrue(se.getUnits().getMatches(Matches.unitIsStrategicBomber()).isEmpty());
    assertTrue(we.getUnits().getMatches(Matches.unitIsStrategicBomber()).isEmpty());
    assertTrue(uk.getUnits().getMatches(Matches.unitIsStrategicBomber()).isEmpty());
}
Also used : PlayerID(games.strategy.engine.data.PlayerID) Territory(games.strategy.engine.data.Territory) ITestDelegateBridge(games.strategy.engine.data.ITestDelegateBridge) ScriptedRandomSource(games.strategy.engine.random.ScriptedRandomSource) Route(games.strategy.engine.data.Route) Test(org.junit.jupiter.api.Test)

Example 47 with ScriptedRandomSource

use of games.strategy.engine.random.ScriptedRandomSource in project triplea by triplea-game.

the class RevisedTest method testAttackSubsAndBattleshipOnDestroyerAndSubs.

@Test
public void testAttackSubsAndBattleshipOnDestroyerAndSubs() {
    final String defender = "Germans";
    final String attacker = "British";
    final Territory attacked = territory("31 Sea Zone", gameData);
    final Territory from = territory("32 Sea Zone", gameData);
    // 1 sub and 1 BB (two hp) attacks 3 subs and 1 destroyer
    addTo(from, submarine(gameData).create(1, british(gameData)));
    addTo(from, battleship(gameData).create(1, british(gameData)));
    addTo(attacked, submarine(gameData).create(3, germans(gameData)));
    addTo(attacked, destroyer(gameData).create(1, germans(gameData)));
    final ITestDelegateBridge bridge = getDelegateBridge(british(gameData));
    bridge.setStepName("CombatMove");
    moveDelegate(gameData).setDelegateBridgeAndPlayer(bridge);
    moveDelegate(gameData).start();
    move(from.getUnits().getUnits(), new Route(from, attacked));
    moveDelegate(gameData).end();
    final MustFightBattle battle = (MustFightBattle) AbstractMoveDelegate.getBattleTracker(gameData).getPendingBattle(attacked, false, null);
    final List<String> steps = battle.determineStepStrings(true);
    /*
     * Here are the exact errata clarifications on how REVISED rules subs work:
     * Every sub, regardless of whether it is on the attacking or defending side, fires in the Opening Fire step of
     * combat. That is the only
     * time a sub ever fires.
     * Losses caused by attacking or defending subs are removed at the end of the Opening Fire step, before normal
     * attack and defense rolls,
     * unless the enemy has a destroyer present.
     * If the enemy (attacker or defender) has a destroyer, then hits caused by your subs are not removed until the
     * Remove Casualties step
     * (step 6) of combat.
     * In other words, subs work exactly the same for the attacker and the defender. Nothing, not even a destroyer, ever
     * stops a sub from
     * rolling its die (attack or defense) in the Opening Fire step.
     * What a destroyer does do is let you keep your units that were sunk by enemy subs on the battle board until step
     * 6, allowing them to
     * fire back before going to the scrap heap.
     */
    assertEquals(Arrays.asList(attacker + SUBS_FIRE, defender + SELECT_SUB_CASUALTIES, defender + SUBS_FIRE, attacker + SELECT_SUB_CASUALTIES, REMOVE_SNEAK_ATTACK_CASUALTIES, attacker + FIRE, defender + SELECT_CASUALTIES, defender + FIRE, attacker + SELECT_CASUALTIES, REMOVE_CASUALTIES, attacker + SUBS_SUBMERGE, defender + SUBS_SUBMERGE, attacker + ATTACKER_WITHDRAW).toString(), steps.toString());
    final List<IExecutable> execs = battle.getBattleExecutables(false);
    final int attackSubs = getIndex(execs, MustFightBattle.AttackSubs.class);
    final int defendSubs = getIndex(execs, MustFightBattle.DefendSubs.class);
    assertTrue(attackSubs < defendSubs);
    bridge.setRemote(dummyPlayer);
    // attacking subs fires, defending destroyer and sub still gets to fire
    // attacking subs still gets to fire even if defending sub hits
    // battleship will not get to fire since it is killed by defending sub's sneak attack
    final ScriptedRandomSource randomSource = new ScriptedRandomSource(0, 0, 0, 0, ScriptedRandomSource.ERROR);
    bridge.setRandomSource(randomSource);
    battle.fight(bridge);
    assertEquals(4, randomSource.getTotalRolled());
    assertTrue(attacked.getUnits().getMatches(Matches.unitIsOwnedBy(british(gameData))).isEmpty());
    assertEquals(3, attacked.getUnits().size());
}
Also used : Territory(games.strategy.engine.data.Territory) ITestDelegateBridge(games.strategy.engine.data.ITestDelegateBridge) ScriptedRandomSource(games.strategy.engine.random.ScriptedRandomSource) Route(games.strategy.engine.data.Route) Test(org.junit.jupiter.api.Test)

Example 48 with ScriptedRandomSource

use of games.strategy.engine.random.ScriptedRandomSource in project triplea by triplea-game.

the class WW2V3Year41Test method testAaCasualtiesLowLuckMixedWithRollingMissRadar.

@Test
public void testAaCasualtiesLowLuckMixedWithRollingMissRadar() {
    // moved from BattleCalculatorTest because "revised" does not have "radar"
    final PlayerID british = GameDataTestUtil.british(gameData);
    final ITestDelegateBridge bridge = getDelegateBridge(british);
    makeGameLowLuck(gameData);
    // setSelectAACasualties(data, false);
    givePlayerRadar(germans(gameData));
    // 4 bombers and 4 fighters
    final Collection<Unit> planes = bomber(gameData).create(4, british(gameData));
    planes.addAll(fighter(gameData).create(4, british(gameData)));
    final Collection<Unit> defendingAa = territory("Germany", gameData).getUnits().getMatches(Matches.unitIsAaForAnything());
    // 1 roll, a miss
    // then a dice to select the casualty
    final ScriptedRandomSource randomSource = new ScriptedRandomSource(new int[] { 5, 0, 0, 0, ScriptedRandomSource.ERROR });
    bridge.setRandomSource(randomSource);
    final DiceRoll roll = DiceRoll.rollAa(CollectionUtils.getMatches(planes, Matches.unitIsOfTypes(UnitAttachment.get(defendingAa.iterator().next().getType()).getTargetsAa(gameData))), defendingAa, bridge, territory("Germany", gameData), true);
    assertEquals(2, roll.getHits());
    // make sure we rolled once
    assertEquals(1, randomSource.getTotalRolled());
    final Collection<Unit> casualties = BattleCalculator.getAaCasualties(false, planes, planes, defendingAa, defendingAa, roll, bridge, null, null, null, territory("Germany", gameData), null, false, null).getKilled();
    assertEquals(2, casualties.size());
    assertEquals(4, randomSource.getTotalRolled());
    // should be 1 fighter and 2 bombers
    assertEquals(1, CollectionUtils.countMatches(casualties, Matches.unitIsStrategicBomber()));
    assertEquals(1, CollectionUtils.countMatches(casualties, Matches.unitIsStrategicBomber().negate()));
}
Also used : PlayerID(games.strategy.engine.data.PlayerID) ITestDelegateBridge(games.strategy.engine.data.ITestDelegateBridge) ScriptedRandomSource(games.strategy.engine.random.ScriptedRandomSource) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit) Test(org.junit.jupiter.api.Test)

Example 49 with ScriptedRandomSource

use of games.strategy.engine.random.ScriptedRandomSource in project triplea by triplea-game.

the class WW2V3Year41Test method testJetPower.

@Test
public void testJetPower() {
    // Set up tech
    final PlayerID germans = GameDataTestUtil.germans(gameData);
    final ITestDelegateBridge delegateBridge = getDelegateBridge(germans(gameData));
    TechTracker.addAdvance(germans, delegateBridge, TechAdvance.findAdvance(TechAdvance.TECH_PROPERTY_JET_POWER, gameData, germans));
    // Set up the territories
    final Territory poland = territory("Poland", gameData);
    final Territory eastPoland = territory("East Poland", gameData);
    // Set up the unit types
    final UnitType fighterType = GameDataTestUtil.fighter(gameData);
    delegateBridge.setStepName("germanBattle");
    while (!gameData.getSequence().getStep().getName().equals("germanBattle")) {
        gameData.getSequence().next();
    }
    final Collection<TerritoryEffect> territoryEffects = TerritoryEffectHelper.getEffects(eastPoland);
    // With JET_POWER attacking fighter hits on 4 (0 base)
    final List<Unit> germanFighter = (List<Unit>) poland.getUnits().getUnits(fighterType, 1);
    delegateBridge.setRandomSource(new ScriptedRandomSource(new int[] { 3 }));
    final DiceRoll roll1 = DiceRoll.rollDice(germanFighter, false, germans, delegateBridge, new MockBattle(eastPoland), "", territoryEffects, null);
    assertEquals(1, roll1.getHits());
    // With JET_POWER defending fighter misses on 5 (0 base)
    delegateBridge.setRandomSource(new ScriptedRandomSource(new int[] { 4 }));
    final DiceRoll roll2 = DiceRoll.rollDice(germanFighter, true, germans, delegateBridge, new MockBattle(eastPoland), "", territoryEffects, null);
    assertEquals(0, roll2.getHits());
}
Also used : PlayerID(games.strategy.engine.data.PlayerID) Territory(games.strategy.engine.data.Territory) TerritoryEffect(games.strategy.engine.data.TerritoryEffect) UnitType(games.strategy.engine.data.UnitType) List(java.util.List) ArrayList(java.util.ArrayList) CasualtyList(games.strategy.triplea.delegate.dataObjects.CasualtyList) ITestDelegateBridge(games.strategy.engine.data.ITestDelegateBridge) ScriptedRandomSource(games.strategy.engine.random.ScriptedRandomSource) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit) Test(org.junit.jupiter.api.Test)

Example 50 with ScriptedRandomSource

use of games.strategy.engine.random.ScriptedRandomSource in project triplea by triplea-game.

the class WW2V3Year41Test method testLimitBombardtoNumberOfUnloaded.

@Test
public void testLimitBombardtoNumberOfUnloaded() {
    final MoveDelegate move = moveDelegate(gameData);
    final ITestDelegateBridge bridge = getDelegateBridge(italians(gameData));
    when(dummyPlayer.selectShoreBombard(any())).thenReturn(true);
    bridge.setRemote(dummyPlayer);
    bridge.setStepName("CombatMove");
    move.setDelegateBridgeAndPlayer(bridge);
    move.start();
    final Territory sz14 = territory("14 Sea Zone", gameData);
    final Territory sz15 = territory("15 Sea Zone", gameData);
    final Territory eg = territory("Egypt", gameData);
    final Territory li = territory("Libya", gameData);
    final Territory balkans = territory("Balkans", gameData);
    // Clear all units from the attacked terr
    removeFrom(eg, eg.getUnits().getUnits());
    // Add 2 inf
    final PlayerID british = GameDataTestUtil.british(gameData);
    addTo(eg, infantry(gameData).create(2, british));
    // load the transports
    load(balkans.getUnits().getMatches(Matches.unitIsLandTransportable()), new Route(balkans, sz14));
    // move the fleet
    move(sz14.getUnits().getUnits(), new Route(sz14, sz15));
    // move troops from Libya
    move(li.getUnits().getMatches(Matches.unitOwnedBy(italians(gameData))), new Route(li, eg));
    // unload the transports
    move(sz15.getUnits().getMatches(Matches.unitIsLand()), new Route(sz15, eg));
    move.end();
    // start the battle phase, this will ask the user to bombard
    battleDelegate(gameData).setDelegateBridgeAndPlayer(bridge);
    BattleDelegate.doInitialize(battleDelegate(gameData).getBattleTracker(), bridge);
    battleDelegate(gameData).addBombardmentSources();
    final MustFightBattle mfb = (MustFightBattle) AbstractMoveDelegate.getBattleTracker(gameData).getPendingBattle(eg, false, null);
    // only 2 ships are allowed to bombard (there are 1 battleship and 2 cruisers that COULD bombard, but only 2 ships
    // may bombard total)
    assertEquals(2, mfb.getBombardingUnits().size());
    // Show that bombard casualties can return fire
    // Note- the 3 & 2 hits below show default behavior of bombarding at attack strength
    // 2= Battleship hitting a 3, 2=Cruiser hitting a 3, 15=British infantry hitting once
    bridge.setRandomSource(new ScriptedRandomSource(2, 2, 1, 5, 5, 5, 5, 5));
    battleDelegate(gameData).setDelegateBridgeAndPlayer(bridge);
    battleDelegate(gameData).start();
    // end result should be 2 italian infantry.
    assertEquals(3, eg.getUnits().size());
}
Also used : PlayerID(games.strategy.engine.data.PlayerID) Territory(games.strategy.engine.data.Territory) ITestDelegateBridge(games.strategy.engine.data.ITestDelegateBridge) ScriptedRandomSource(games.strategy.engine.random.ScriptedRandomSource) Route(games.strategy.engine.data.Route) Test(org.junit.jupiter.api.Test)

Aggregations

ScriptedRandomSource (games.strategy.engine.random.ScriptedRandomSource)72 Test (org.junit.jupiter.api.Test)71 ITestDelegateBridge (games.strategy.engine.data.ITestDelegateBridge)55 Territory (games.strategy.engine.data.Territory)50 Unit (games.strategy.engine.data.Unit)48 PlayerID (games.strategy.engine.data.PlayerID)45 TripleAUnit (games.strategy.triplea.TripleAUnit)41 Route (games.strategy.engine.data.Route)28 UnitType (games.strategy.engine.data.UnitType)26 GameData (games.strategy.engine.data.GameData)13 TestMapGameData (games.strategy.triplea.xml.TestMapGameData)13 ArrayList (java.util.ArrayList)9 List (java.util.List)6 TerritoryEffect (games.strategy.engine.data.TerritoryEffect)5 UnitAttachment (games.strategy.triplea.attachments.UnitAttachment)5 CasualtyDetails (games.strategy.triplea.delegate.dataObjects.CasualtyDetails)5 InvocationOnMock (org.mockito.invocation.InvocationOnMock)5 IntegerMap (games.strategy.util.IntegerMap)4 Collection (java.util.Collection)4 Change (games.strategy.engine.data.Change)3