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Example 26 with TripleAUnit

use of games.strategy.triplea.TripleAUnit in project triplea by triplea-game.

the class MovePerformer method markTransportsMovement.

/**
 * Marks transports and units involved in unloading with no movement left.
 */
private void markTransportsMovement(final Collection<Unit> arrived, final Map<Unit, Unit> transporting, final Route route) {
    if (transporting == null) {
        return;
    }
    final GameData data = bridge.getData();
    final Predicate<Unit> paratroopNAirTransports = Matches.unitIsAirTransport().or(Matches.unitIsAirTransportable());
    final boolean paratroopsLanding = arrived.stream().anyMatch(paratroopNAirTransports) && MoveValidator.allLandUnitsAreBeingParatroopered(arrived);
    final Map<Unit, Collection<Unit>> dependentAirTransportableUnits = MoveValidator.getDependents(CollectionUtils.getMatches(arrived, Matches.unitCanTransport()));
    // add newly created dependents
    if (m_newDependents != null) {
        for (final Entry<Unit, Collection<Unit>> entry : m_newDependents.entrySet()) {
            Collection<Unit> dependents = dependentAirTransportableUnits.get(entry.getKey());
            if (dependents != null) {
                dependents.addAll(entry.getValue());
            } else {
                dependents = entry.getValue();
            }
            dependentAirTransportableUnits.put(entry.getKey(), dependents);
        }
    }
    // So they can all continue to move normally
    if (!paratroopsLanding && !dependentAirTransportableUnits.isEmpty()) {
        final Collection<Unit> airTransports = CollectionUtils.getMatches(arrived, Matches.unitIsAirTransport());
        airTransports.addAll(dependentAirTransportableUnits.keySet());
        MovePanel.clearDependents(airTransports);
    }
    // load the transports
    if (route.isLoad() || paratroopsLanding) {
        // mark transports as having transported
        for (final Unit load : transporting.keySet()) {
            final Unit transport = transporting.get(load);
            if (!TransportTracker.transporting(transport).contains(load)) {
                final Change change = TransportTracker.loadTransportChange((TripleAUnit) transport, load);
                m_currentMove.addChange(change);
                m_currentMove.load(transport);
                bridge.addChange(change);
            }
        }
        if (transporting.isEmpty()) {
            for (final Unit airTransport : dependentAirTransportableUnits.keySet()) {
                for (final Unit unit : dependentAirTransportableUnits.get(airTransport)) {
                    final Change change = TransportTracker.loadTransportChange((TripleAUnit) airTransport, unit);
                    m_currentMove.addChange(change);
                    m_currentMove.load(airTransport);
                    bridge.addChange(change);
                }
            }
        }
    }
    if (route.isUnload() || paratroopsLanding) {
        final Set<Unit> units = new HashSet<>();
        units.addAll(transporting.values());
        units.addAll(transporting.keySet());
        // if there are multiple units on a single transport, the transport will be in units list multiple times
        if (transporting.isEmpty()) {
            units.addAll(dependentAirTransportableUnits.keySet());
            for (final Collection<Unit> airTransport : dependentAirTransportableUnits.values()) {
                units.addAll(airTransport);
            }
        }
        // any pending battles in the unloading zone?
        final BattleTracker tracker = getBattleTracker();
        final boolean pendingBattles = tracker.getPendingBattle(route.getStart(), false, BattleType.NORMAL) != null;
        for (final Unit unit : units) {
            if (Matches.unitIsAir().test(unit)) {
                continue;
            }
            final Unit transportedBy = ((TripleAUnit) unit).getTransportedBy();
            // we will unload our paratroopers after they land in battle (after aa guns fire)
            if (paratroopsLanding && transportedBy != null && Matches.unitIsAirTransport().test(transportedBy) && GameStepPropertiesHelper.isCombatMove(data) && Matches.territoryHasNonSubmergedEnemyUnits(player, data).test(route.getEnd())) {
                continue;
            }
            // unload the transports
            final Change change1 = TransportTracker.unloadTransportChange((TripleAUnit) unit, m_currentMove.getRoute().getEnd(), pendingBattles);
            m_currentMove.addChange(change1);
            m_currentMove.unload(unit);
            bridge.addChange(change1);
            // set noMovement
            final Change change2 = ChangeFactory.markNoMovementChange(Collections.singleton(unit));
            m_currentMove.addChange(change2);
            bridge.addChange(change2);
        }
    }
}
Also used : GameData(games.strategy.engine.data.GameData) CompositeChange(games.strategy.engine.data.CompositeChange) Change(games.strategy.engine.data.Change) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit) TripleAUnit(games.strategy.triplea.TripleAUnit) Collection(java.util.Collection) HashSet(java.util.HashSet)

Example 27 with TripleAUnit

use of games.strategy.triplea.TripleAUnit in project triplea by triplea-game.

the class MovePerformer method markMovementChange.

private Change markMovementChange(final Collection<Unit> units, final Route route, final PlayerID id) {
    final GameData data = bridge.getData();
    final CompositeChange change = new CompositeChange();
    final Territory routeStart = route.getStart();
    final TerritoryAttachment taRouteStart = TerritoryAttachment.get(routeStart);
    final Territory routeEnd = route.getEnd();
    TerritoryAttachment taRouteEnd = null;
    if (routeEnd != null) {
        taRouteEnd = TerritoryAttachment.get(routeEnd);
    }
    // only units owned by us need to be marked
    final RelationshipTracker relationshipTracker = data.getRelationshipTracker();
    for (final Unit baseUnit : CollectionUtils.getMatches(units, Matches.unitIsOwnedBy(id))) {
        final TripleAUnit unit = (TripleAUnit) baseUnit;
        int moved = route.getMovementCost(unit);
        final UnitAttachment ua = UnitAttachment.get(unit.getType());
        if (ua.getIsAir()) {
            if (taRouteStart != null && taRouteStart.getAirBase() && relationshipTracker.isAllied(route.getStart().getOwner(), unit.getOwner())) {
                moved--;
            }
            if (taRouteEnd != null && taRouteEnd.getAirBase() && relationshipTracker.isAllied(route.getEnd().getOwner(), unit.getOwner())) {
                moved--;
            }
        }
        change.add(ChangeFactory.unitPropertyChange(unit, moved + unit.getAlreadyMoved(), TripleAUnit.ALREADY_MOVED));
    }
    // if entered a non blitzed conquered territory, mark with 0 movement
    if (GameStepPropertiesHelper.isCombatMove(data) && (MoveDelegate.getEmptyNeutral(route).size() != 0 || hasConqueredNonBlitzed(route))) {
        for (final Unit unit : CollectionUtils.getMatches(units, Matches.unitIsLand())) {
            change.add(ChangeFactory.markNoMovementChange(Collections.singleton(unit)));
        }
    }
    if (routeEnd != null && Properties.getSubsCanEndNonCombatMoveWithEnemies(data) && GameStepPropertiesHelper.isNonCombatMove(data, false) && routeEnd.getUnits().anyMatch(Matches.unitIsEnemyOf(data, id).and(Matches.unitIsDestroyer()))) {
        // if there is an enemy destroyer there
        for (final Unit unit : CollectionUtils.getMatches(units, Matches.unitIsSub().and(Matches.unitIsAir().negate()))) {
            change.add(ChangeFactory.markNoMovementChange(Collections.singleton(unit)));
        }
    }
    return change;
}
Also used : UnitAttachment(games.strategy.triplea.attachments.UnitAttachment) Territory(games.strategy.engine.data.Territory) GameData(games.strategy.engine.data.GameData) TerritoryAttachment(games.strategy.triplea.attachments.TerritoryAttachment) RelationshipTracker(games.strategy.engine.data.RelationshipTracker) CompositeChange(games.strategy.engine.data.CompositeChange) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit) TripleAUnit(games.strategy.triplea.TripleAUnit)

Example 28 with TripleAUnit

use of games.strategy.triplea.TripleAUnit in project triplea by triplea-game.

the class PurchaseDelegate method purchaseRepair.

@Override
public String purchaseRepair(final Map<Unit, IntegerMap<RepairRule>> repairRules) {
    final IntegerMap<Resource> costs = getRepairCosts(repairRules, player);
    if (!(canAfford(costs, player))) {
        return NOT_ENOUGH_RESOURCES;
    }
    if (!Properties.getDamageFromBombingDoneToUnitsInsteadOfTerritories(getData())) {
        return null;
    }
    // Get the map of the factories that were repaired and how much for each
    final IntegerMap<Unit> repairMap = getUnitRepairs(repairRules);
    if (repairMap.isEmpty()) {
        return null;
    }
    // remove first, since add logs PUs remaining
    final CompositeChange changes = new CompositeChange();
    final Set<Unit> repairUnits = new HashSet<>(repairMap.keySet());
    final IntegerMap<Unit> damageMap = new IntegerMap<>();
    for (final Unit u : repairUnits) {
        final int repairCount = repairMap.getInt(u);
        // Display appropriate damaged/repaired factory and factory damage totals
        if (repairCount > 0) {
            final TripleAUnit taUnit = (TripleAUnit) u;
            final int newDamageTotal = Math.max(0, taUnit.getUnitDamage() - repairCount);
            if (newDamageTotal != taUnit.getUnitDamage()) {
                damageMap.put(u, newDamageTotal);
            }
        }
    }
    if (!damageMap.isEmpty()) {
        changes.add(ChangeFactory.bombingUnitDamage(damageMap));
    }
    // add changes for spent resources
    final String remaining = removeFromPlayer(costs, changes);
    // add history event
    final String transcriptText;
    if (!damageMap.isEmpty()) {
        transcriptText = player.getName() + " repair damage of " + MyFormatter.integerUnitMapToString(repairMap, ", ", "x ", true) + "; " + remaining;
    } else {
        transcriptText = player.getName() + " repair nothing; " + remaining;
    }
    bridge.getHistoryWriter().startEvent(transcriptText, new HashSet<>(damageMap.keySet()));
    // commit changes
    if (!changes.isEmpty()) {
        bridge.addChange(changes);
    }
    return null;
}
Also used : IntegerMap(games.strategy.util.IntegerMap) Resource(games.strategy.engine.data.Resource) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit) CompositeChange(games.strategy.engine.data.CompositeChange) TripleAUnit(games.strategy.triplea.TripleAUnit) HashSet(java.util.HashSet)

Example 29 with TripleAUnit

use of games.strategy.triplea.TripleAUnit in project triplea by triplea-game.

the class InitializationDelegate method initTransportedLandUnits.

/**
 * Want to make sure that all units in the sea that can be transported are
 * marked as being transported by something.
 * We assume that all transportable units in the sea are in a transport, no
 * exceptions.
 */
private static void initTransportedLandUnits(final IDelegateBridge bridge) {
    final GameData data = bridge.getData();
    // check every territory
    boolean historyItemCreated = false;
    for (final Territory current : data.getMap().getTerritories()) {
        // only care about water
        if (!current.isWater()) {
            continue;
        }
        final Collection<Unit> units = current.getUnits().getUnits();
        if (units.size() == 0 || units.stream().noneMatch(Matches.unitIsLand())) {
            continue;
        }
        // map transports, try to fill
        final Collection<Unit> transports = CollectionUtils.getMatches(units, Matches.unitIsTransport());
        final Collection<Unit> land = CollectionUtils.getMatches(units, Matches.unitIsLand());
        for (final Unit toLoad : land) {
            final UnitAttachment ua = UnitAttachment.get(toLoad.getType());
            final int cost = ua.getTransportCost();
            if (cost == -1) {
                throw new IllegalStateException("Non transportable unit in sea");
            }
            // find the next transport that can hold it
            boolean found = false;
            for (final Unit transport : transports) {
                final int capacity = TransportTracker.getAvailableCapacity(transport);
                if (capacity >= cost) {
                    if (!historyItemCreated) {
                        bridge.getHistoryWriter().startEvent("Initializing Units in Transports");
                        historyItemCreated = true;
                    }
                    try {
                        bridge.addChange(TransportTracker.loadTransportChange((TripleAUnit) transport, toLoad));
                    } catch (final IllegalStateException e) {
                        System.err.println("You can only edit add transports+units after the initialization delegate of the game is finished.  " + "If this error came up and you have not used Edit Mode to add units + transports, then please " + "report this as a bug:  \r\n" + e.getMessage());
                    }
                    found = true;
                    break;
                }
            }
            if (!found) {
                throw new IllegalStateException("Cannot load all land units in sea transports. " + "Please make sure you have enough transports. " + "You may need to re-order the xml's placement of transports and land units, " + "as the engine will try to fill them in the order they are given.");
            }
        }
    }
}
Also used : UnitAttachment(games.strategy.triplea.attachments.UnitAttachment) Territory(games.strategy.engine.data.Territory) GameData(games.strategy.engine.data.GameData) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit) TripleAUnit(games.strategy.triplea.TripleAUnit)

Example 30 with TripleAUnit

use of games.strategy.triplea.TripleAUnit in project triplea by triplea-game.

the class BattleDelegate method doScrambling.

private void doScrambling() {
    // first, figure out all the territories where scrambling units could scramble to
    // then ask the defending player if they wish to scramble units there, and actually move the units there
    final GameData data = getData();
    if (!Properties.getScrambleRulesInEffect(data)) {
        return;
    }
    final boolean fromIslandOnly = Properties.getScrambleFromIslandOnly(data);
    final boolean toSeaOnly = Properties.getScrambleToSeaOnly(data);
    final boolean toAnyAmphibious = Properties.getScrambleToAnyAmphibiousAssault(data);
    final boolean toSbr = Properties.getCanScrambleIntoAirBattles(data);
    int maxScrambleDistance = 0;
    for (final UnitType unitType : data.getUnitTypeList()) {
        final UnitAttachment ua = UnitAttachment.get(unitType);
        if (ua.getCanScramble() && maxScrambleDistance < ua.getMaxScrambleDistance()) {
            maxScrambleDistance = ua.getMaxScrambleDistance();
        }
    }
    final Predicate<Unit> airbasesCanScramble = Matches.unitIsEnemyOf(data, player).and(Matches.unitIsAirBase()).and(Matches.unitIsNotDisabled()).and(Matches.unitIsBeingTransported().negate());
    final Predicate<Territory> canScramble = PredicateBuilder.of(Matches.territoryIsWater().or(Matches.isTerritoryEnemy(player, data))).and(Matches.territoryHasUnitsThatMatch(Matches.unitCanScramble().and(Matches.unitIsEnemyOf(data, player)).and(Matches.unitIsNotDisabled()))).and(Matches.territoryHasUnitsThatMatch(airbasesCanScramble)).andIf(fromIslandOnly, Matches.territoryIsIsland()).build();
    final Set<Territory> territoriesWithBattles = battleTracker.getPendingBattleSites().getNormalBattlesIncludingAirBattles();
    if (toSbr) {
        territoriesWithBattles.addAll(battleTracker.getPendingBattleSites().getStrategicBombingRaidsIncludingAirBattles());
    }
    final Set<Territory> territoriesWithBattlesWater = new HashSet<>(CollectionUtils.getMatches(territoriesWithBattles, Matches.territoryIsWater()));
    final Set<Territory> territoriesWithBattlesLand = new HashSet<>(CollectionUtils.getMatches(territoriesWithBattles, Matches.territoryIsLand()));
    final Map<Territory, Set<Territory>> scrambleTerrs = new HashMap<>();
    for (final Territory battleTerr : territoriesWithBattlesWater) {
        final Set<Territory> canScrambleFrom = new HashSet<>(CollectionUtils.getMatches(data.getMap().getNeighbors(battleTerr, maxScrambleDistance), canScramble));
        if (!canScrambleFrom.isEmpty()) {
            scrambleTerrs.put(battleTerr, canScrambleFrom);
        }
    }
    for (final Territory battleTerr : territoriesWithBattlesLand) {
        if (!toSeaOnly) {
            final Set<Territory> canScrambleFrom = new HashSet<>(CollectionUtils.getMatches(data.getMap().getNeighbors(battleTerr, maxScrambleDistance), canScramble));
            if (!canScrambleFrom.isEmpty()) {
                scrambleTerrs.put(battleTerr, canScrambleFrom);
            }
        }
        final IBattle battle = battleTracker.getPendingBattle(battleTerr, false, BattleType.NORMAL);
        // it.
        if (battle != null && battle.isAmphibious() && battle instanceof DependentBattle) {
            final Collection<Territory> amphibFromTerrs = ((DependentBattle) battle).getAmphibiousAttackTerritories();
            amphibFromTerrs.removeAll(territoriesWithBattlesWater);
            for (final Territory amphibFrom : amphibFromTerrs) {
                final Set<Territory> canScrambleFrom = scrambleTerrs.getOrDefault(amphibFrom, new HashSet<>());
                if (toAnyAmphibious) {
                    canScrambleFrom.addAll(CollectionUtils.getMatches(data.getMap().getNeighbors(amphibFrom, maxScrambleDistance), canScramble));
                } else if (canScramble.test(battleTerr)) {
                    canScrambleFrom.add(battleTerr);
                }
                if (!canScrambleFrom.isEmpty()) {
                    scrambleTerrs.put(amphibFrom, canScrambleFrom);
                }
            }
        }
    }
    // now scrambleTerrs is a list of places we can scramble from
    if (scrambleTerrs.isEmpty()) {
        return;
    }
    final Map<Tuple<Territory, PlayerID>, Collection<Map<Territory, Tuple<Collection<Unit>, Collection<Unit>>>>> scramblersByTerritoryPlayer = new HashMap<>();
    for (final Territory to : scrambleTerrs.keySet()) {
        // find who we should ask
        PlayerID defender = null;
        if (battleTracker.hasPendingBattle(to, false)) {
            defender = AbstractBattle.findDefender(to, player, data);
        }
        final Map<Territory, Tuple<Collection<Unit>, Collection<Unit>>> scramblers = new HashMap<>();
        for (final Territory from : scrambleTerrs.get(to)) {
            if (defender == null) {
                defender = AbstractBattle.findDefender(from, player, data);
            }
            // find how many is the max this territory can scramble
            final Collection<Unit> airbases = from.getUnits().getMatches(airbasesCanScramble);
            final int maxCanScramble = getMaxScrambleCount(airbases);
            final Route toBattleRoute = data.getMap().getRoute_IgnoreEnd(from, to, Matches.territoryIsNotImpassable());
            final Collection<Unit> canScrambleAir = from.getUnits().getMatches(Matches.unitIsEnemyOf(data, player).and(Matches.unitCanScramble()).and(Matches.unitIsNotDisabled()).and(Matches.unitWasScrambled().negate()).and(Matches.unitCanScrambleOnRouteDistance(toBattleRoute)));
            if (maxCanScramble > 0 && !canScrambleAir.isEmpty()) {
                scramblers.put(from, Tuple.of(airbases, canScrambleAir));
            }
        }
        if (defender == null || scramblers.isEmpty()) {
            continue;
        }
        final Tuple<Territory, PlayerID> terrPlayer = Tuple.of(to, defender);
        final Collection<Map<Territory, Tuple<Collection<Unit>, Collection<Unit>>>> tempScrambleList = scramblersByTerritoryPlayer.getOrDefault(terrPlayer, new ArrayList<>());
        tempScrambleList.add(scramblers);
        scramblersByTerritoryPlayer.put(terrPlayer, tempScrambleList);
    }
    // now scramble them
    for (final Tuple<Territory, PlayerID> terrPlayer : scramblersByTerritoryPlayer.keySet()) {
        final Territory to = terrPlayer.getFirst();
        final PlayerID defender = terrPlayer.getSecond();
        if (defender == null || defender.isNull()) {
            continue;
        }
        boolean scrambledHere = false;
        for (final Map<Territory, Tuple<Collection<Unit>, Collection<Unit>>> scramblers : scramblersByTerritoryPlayer.get(terrPlayer)) {
            // verify that we didn't already scramble any of these units
            final Iterator<Territory> territoryIter = scramblers.keySet().iterator();
            while (territoryIter.hasNext()) {
                final Territory t = territoryIter.next();
                scramblers.get(t).getSecond().retainAll(t.getUnits());
                if (scramblers.get(t).getSecond().isEmpty()) {
                    territoryIter.remove();
                }
            }
            if (scramblers.isEmpty()) {
                continue;
            }
            final Map<Territory, Collection<Unit>> toScramble = getRemotePlayer(defender).scrambleUnitsQuery(to, scramblers);
            if (toScramble == null) {
                continue;
            }
            // verify max allowed
            if (!scramblers.keySet().containsAll(toScramble.keySet())) {
                throw new IllegalStateException("Trying to scramble from illegal territory");
            }
            for (final Territory t : scramblers.keySet()) {
                if (toScramble.get(t) == null) {
                    continue;
                }
                if (toScramble.get(t).size() > getMaxScrambleCount(scramblers.get(t).getFirst())) {
                    throw new IllegalStateException("Trying to scramble " + toScramble.get(t).size() + " out of " + t.getName() + ", but max allowed is " + scramblers.get(t).getFirst());
                }
            }
            // Validate players have enough fuel to move there and back
            final Map<PlayerID, ResourceCollection> playerFuelCost = new HashMap<>();
            for (final Entry<Territory, Collection<Unit>> entry : toScramble.entrySet()) {
                final Map<PlayerID, ResourceCollection> map = Route.getScrambleFuelCostCharge(entry.getValue(), entry.getKey(), to, data);
                for (final Entry<PlayerID, ResourceCollection> playerAndCost : map.entrySet()) {
                    if (playerFuelCost.containsKey(playerAndCost.getKey())) {
                        playerFuelCost.get(playerAndCost.getKey()).add(playerAndCost.getValue());
                    } else {
                        playerFuelCost.put(playerAndCost.getKey(), playerAndCost.getValue());
                    }
                }
            }
            for (final Entry<PlayerID, ResourceCollection> playerAndCost : playerFuelCost.entrySet()) {
                if (!playerAndCost.getKey().getResources().has(playerAndCost.getValue().getResourcesCopy())) {
                    throw new IllegalStateException("Not enough fuel to scramble, player: " + playerAndCost.getKey() + ", needs: " + playerAndCost.getValue());
                }
            }
            final CompositeChange change = new CompositeChange();
            for (final Territory t : toScramble.keySet()) {
                final Collection<Unit> scrambling = toScramble.get(t);
                if (scrambling == null || scrambling.isEmpty()) {
                    continue;
                }
                int numberScrambled = scrambling.size();
                final Collection<Unit> airbases = t.getUnits().getMatches(airbasesCanScramble);
                final int maxCanScramble = getMaxScrambleCount(airbases);
                if (maxCanScramble != Integer.MAX_VALUE) {
                    // TODO: maybe sort from biggest to smallest first?
                    for (final Unit airbase : airbases) {
                        final int allowedScramble = ((TripleAUnit) airbase).getMaxScrambleCount();
                        if (allowedScramble > 0) {
                            final int newAllowed;
                            if (allowedScramble >= numberScrambled) {
                                newAllowed = allowedScramble - numberScrambled;
                                numberScrambled = 0;
                            } else {
                                newAllowed = 0;
                                numberScrambled -= allowedScramble;
                            }
                            change.add(ChangeFactory.unitPropertyChange(airbase, newAllowed, TripleAUnit.MAX_SCRAMBLE_COUNT));
                        }
                        if (numberScrambled <= 0) {
                            break;
                        }
                    }
                }
                for (final Unit u : scrambling) {
                    change.add(ChangeFactory.unitPropertyChange(u, t, TripleAUnit.ORIGINATED_FROM));
                    change.add(ChangeFactory.unitPropertyChange(u, true, TripleAUnit.WAS_SCRAMBLED));
                    change.add(Route.getFuelChanges(Collections.singleton(u), new Route(t, to), u.getOwner(), data));
                }
                // should we mark combat, or call setupUnitsInSameTerritoryBattles again?
                change.add(ChangeFactory.moveUnits(t, to, scrambling));
                bridge.getHistoryWriter().startEvent(defender.getName() + " scrambles " + scrambling.size() + " units out of " + t.getName() + " to defend against the attack in " + to.getName(), scrambling);
                scrambledHere = true;
            }
            if (!change.isEmpty()) {
                bridge.addChange(change);
            }
        }
        if (!scrambledHere) {
            continue;
        }
        // make sure the units join the battle, or create a new battle.
        final IBattle bombing = battleTracker.getPendingBattle(to, true, null);
        IBattle battle = battleTracker.getPendingBattle(to, false, BattleType.NORMAL);
        if (battle == null) {
            final List<Unit> attackingUnits = to.getUnits().getMatches(Matches.unitIsOwnedBy(player));
            if (bombing != null) {
                attackingUnits.removeAll(bombing.getAttackingUnits());
            }
            // into an air battle / air raid
            if (attackingUnits.isEmpty()) {
                continue;
            }
            bridge.getHistoryWriter().startEvent(defender.getName() + " scrambles to create a battle in territory " + to.getName());
            // TODO: the attacking sea units do not remember where they came from, so they cannot retreat anywhere. Need to
            // fix.
            battleTracker.addBattle(new RouteScripted(to), attackingUnits, player, bridge, null, null);
            battle = battleTracker.getPendingBattle(to, false, BattleType.NORMAL);
            if (battle instanceof MustFightBattle) {
                // this is an ugly mess of hacks, but will have to stay here till all transport related code is gutted and
                // refactored.
                final MustFightBattle mfb = (MustFightBattle) battle;
                final Collection<Territory> neighborsLand = data.getMap().getNeighbors(to, Matches.territoryIsLand());
                if (attackingUnits.stream().anyMatch(Matches.unitIsTransport())) {
                    // first, we have to reset the "transportedBy" setting for all the land units that were offloaded
                    final CompositeChange change1 = new CompositeChange();
                    mfb.reLoadTransports(attackingUnits, change1);
                    if (!change1.isEmpty()) {
                        bridge.addChange(change1);
                    }
                    // after that is applied, we have to make a map of all dependencies
                    final Map<Unit, Collection<Unit>> dependenciesForMfb = TransportTracker.transporting(attackingUnits, attackingUnits);
                    for (final Unit transport : CollectionUtils.getMatches(attackingUnits, Matches.unitIsTransport())) {
                        // BUT it must still hold all transports
                        if (!dependenciesForMfb.containsKey(transport)) {
                            dependenciesForMfb.put(transport, new ArrayList<>());
                        }
                    }
                    final Map<Territory, Map<Unit, Collection<Unit>>> dependencies = new HashMap<>();
                    dependencies.put(to, dependenciesForMfb);
                    for (final Territory t : neighborsLand) {
                        // All other maps, must hold only the transported units that in their territory
                        final Collection<Unit> allNeighborUnits = new ArrayList<>(CollectionUtils.getMatches(attackingUnits, Matches.unitIsTransport()));
                        allNeighborUnits.addAll(t.getUnits().getMatches(Matches.unitIsLandAndOwnedBy(player)));
                        final Map<Unit, Collection<Unit>> dependenciesForNeighbors = TransportTracker.transporting(CollectionUtils.getMatches(allNeighborUnits, Matches.unitIsTransport()), CollectionUtils.getMatches(allNeighborUnits, Matches.unitIsTransport().negate()));
                        dependencies.put(t, dependenciesForNeighbors);
                    }
                    mfb.addDependentUnits(dependencies.get(to));
                    for (final Territory territoryNeighborToNewBattle : neighborsLand) {
                        final IBattle battleInTerritoryNeighborToNewBattle = battleTracker.getPendingBattle(territoryNeighborToNewBattle, false, BattleType.NORMAL);
                        if (battleInTerritoryNeighborToNewBattle instanceof MustFightBattle) {
                            final MustFightBattle mfbattleInTerritoryNeighborToNewBattle = (MustFightBattle) battleInTerritoryNeighborToNewBattle;
                            mfbattleInTerritoryNeighborToNewBattle.addDependentUnits(dependencies.get(territoryNeighborToNewBattle));
                        } else if (battleInTerritoryNeighborToNewBattle instanceof NonFightingBattle) {
                            final NonFightingBattle nfbattleInTerritoryNeighborToNewBattle = (NonFightingBattle) battleInTerritoryNeighborToNewBattle;
                            nfbattleInTerritoryNeighborToNewBattle.addDependentUnits(dependencies.get(territoryNeighborToNewBattle));
                        }
                    }
                }
                if (attackingUnits.stream().anyMatch(Matches.unitIsAir().negate())) {
                    // TODO: for now, we will hack and say that the attackers came from Everywhere, and hope the user will
                    // choose the correct place
                    // to retreat to! (TODO: Fix this)
                    final Map<Territory, Collection<Unit>> attackingFromMap = new HashMap<>();
                    final Collection<Territory> neighbors = data.getMap().getNeighbors(to, (Matches.territoryIsLand().test(to) ? Matches.territoryIsLand() : Matches.territoryIsWater()));
                    // neighbors.removeAll(Matches.getMatches(neighbors, Matches.territoryHasEnemyUnits(player, data)));
                    for (final Territory t : neighbors) {
                        attackingFromMap.put(t, attackingUnits);
                    }
                    mfb.setAttackingFromAndMap(attackingFromMap);
                }
            }
        } else if (battle instanceof MustFightBattle) {
            ((MustFightBattle) battle).resetDefendingUnits(player, data);
        }
        // now make sure any amphibious battles that are dependent on this 'new' sea battle have their dependencies set.
        if (to.isWater()) {
            for (final Territory t : data.getMap().getNeighbors(to, Matches.territoryIsLand())) {
                final IBattle battleAmphib = battleTracker.getPendingBattle(t, false, BattleType.NORMAL);
                if (battleAmphib != null) {
                    if (!battleTracker.getDependentOn(battle).contains(battleAmphib)) {
                        battleTracker.addDependency(battleAmphib, battle);
                    }
                    if (battleAmphib instanceof MustFightBattle) {
                        // and we want to reset the defenders if the scrambling air has left that battle
                        ((MustFightBattle) battleAmphib).resetDefendingUnits(player, data);
                    }
                }
            }
        }
    }
}
Also used : PlayerID(games.strategy.engine.data.PlayerID) GameData(games.strategy.engine.data.GameData) HashSet(java.util.HashSet) Set(java.util.Set) HashMap(java.util.HashMap) ArrayList(java.util.ArrayList) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit) UnitAttachment(games.strategy.triplea.attachments.UnitAttachment) UnitType(games.strategy.engine.data.UnitType) CompositeChange(games.strategy.engine.data.CompositeChange) Route(games.strategy.engine.data.Route) HashSet(java.util.HashSet) Territory(games.strategy.engine.data.Territory) RouteScripted(games.strategy.engine.data.RouteScripted) TripleAUnit(games.strategy.triplea.TripleAUnit) Collection(java.util.Collection) ResourceCollection(games.strategy.engine.data.ResourceCollection) HashMap(java.util.HashMap) Map(java.util.Map) IntegerMap(games.strategy.util.IntegerMap) Tuple(games.strategy.util.Tuple) ResourceCollection(games.strategy.engine.data.ResourceCollection)

Aggregations

TripleAUnit (games.strategy.triplea.TripleAUnit)47 Unit (games.strategy.engine.data.Unit)42 Territory (games.strategy.engine.data.Territory)25 PlayerID (games.strategy.engine.data.PlayerID)19 UnitType (games.strategy.engine.data.UnitType)16 CompositeChange (games.strategy.engine.data.CompositeChange)15 Test (org.junit.jupiter.api.Test)14 Route (games.strategy.engine.data.Route)13 ITestDelegateBridge (games.strategy.engine.data.ITestDelegateBridge)12 ArrayList (java.util.ArrayList)11 GameData (games.strategy.engine.data.GameData)10 UnitAttachment (games.strategy.triplea.attachments.UnitAttachment)8 IntegerMap (games.strategy.util.IntegerMap)8 Change (games.strategy.engine.data.Change)7 RepairRule (games.strategy.engine.data.RepairRule)5 HashSet (java.util.HashSet)4 Resource (games.strategy.engine.data.Resource)3 Collection (java.util.Collection)3 HashMap (java.util.HashMap)3 ResourceCollection (games.strategy.engine.data.ResourceCollection)2