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Example 11 with ProPlaceTerritory

use of games.strategy.triplea.ai.pro.data.ProPlaceTerritory in project triplea by triplea-game.

the class ProPurchaseAi method prioritizeLandTerritories.

private List<ProPlaceTerritory> prioritizeLandTerritories(final Map<Territory, ProPurchaseTerritory> purchaseTerritories) {
    ProLogger.info("Prioritize land territories to place");
    // Get all land place territories
    final List<ProPlaceTerritory> prioritizedLandTerritories = new ArrayList<>();
    for (final ProPurchaseTerritory ppt : purchaseTerritories.values()) {
        for (final ProPlaceTerritory placeTerritory : ppt.getCanPlaceTerritories()) {
            final Territory t = placeTerritory.getTerritory();
            if (!t.isWater() && placeTerritory.getStrategicValue() >= 1 && placeTerritory.isCanHold()) {
                final boolean hasEnemyNeighbors = !data.getMap().getNeighbors(t, ProMatches.territoryIsEnemyLand(player, data)).isEmpty();
                final Set<Territory> nearbyLandTerritories = data.getMap().getNeighbors(t, 9, ProMatches.territoryCanPotentiallyMoveLandUnits(player, data));
                final int numNearbyEnemyTerritories = CollectionUtils.countMatches(nearbyLandTerritories, Matches.isTerritoryOwnedBy(ProUtils.getPotentialEnemyPlayers(player)));
                final boolean hasLocalLandSuperiority = ProBattleUtils.territoryHasLocalLandSuperiority(t, ProBattleUtils.SHORT_RANGE, player);
                if (hasEnemyNeighbors || numNearbyEnemyTerritories >= 3 || !hasLocalLandSuperiority) {
                    prioritizedLandTerritories.add(placeTerritory);
                }
            }
        }
    }
    // Sort territories by value
    prioritizedLandTerritories.sort(Comparator.comparingDouble(ProPlaceTerritory::getStrategicValue));
    for (final ProPlaceTerritory placeTerritory : prioritizedLandTerritories) {
        ProLogger.debug(placeTerritory.toString() + " strategicValue=" + placeTerritory.getStrategicValue());
    }
    return prioritizedLandTerritories;
}
Also used : ProPlaceTerritory(games.strategy.triplea.ai.pro.data.ProPlaceTerritory) ProPurchaseTerritory(games.strategy.triplea.ai.pro.data.ProPurchaseTerritory) Territory(games.strategy.engine.data.Territory) ProPlaceTerritory(games.strategy.triplea.ai.pro.data.ProPlaceTerritory) ArrayList(java.util.ArrayList) ProPurchaseTerritory(games.strategy.triplea.ai.pro.data.ProPurchaseTerritory)

Example 12 with ProPlaceTerritory

use of games.strategy.triplea.ai.pro.data.ProPlaceTerritory in project triplea by triplea-game.

the class ProPurchaseAi method purchaseDefenders.

private void purchaseDefenders(final Map<Territory, ProPurchaseTerritory> purchaseTerritories, final List<ProPlaceTerritory> needToDefendTerritories, final List<ProPurchaseOption> defensePurchaseOptions, final List<ProPurchaseOption> airPurchaseOptions, final boolean isLand) {
    if (resourceTracker.isEmpty()) {
        return;
    }
    ProLogger.info("Purchase defenders with resources: " + resourceTracker + ", isLand=" + isLand);
    final ProOtherMoveOptions enemyAttackOptions = territoryManager.getEnemyAttackOptions();
    // Loop through prioritized territories and purchase defenders
    for (final ProPlaceTerritory placeTerritory : needToDefendTerritories) {
        final Territory t = placeTerritory.getTerritory();
        ProLogger.debug("Purchasing defenders for " + t.getName() + ", enemyAttackers=" + enemyAttackOptions.getMax(t).getMaxUnits() + ", amphibEnemyAttackers=" + enemyAttackOptions.getMax(t).getMaxAmphibUnits() + ", defenders=" + placeTerritory.getDefendingUnits());
        // Find local owned units
        final List<Unit> ownedLocalUnits = t.getUnits().getMatches(Matches.unitIsOwnedBy(player));
        int unusedCarrierCapacity = Math.min(0, ProTransportUtils.getUnusedCarrierCapacity(player, t, new ArrayList<>()));
        int unusedLocalCarrierCapacity = ProTransportUtils.getUnusedLocalCarrierCapacity(player, t, new ArrayList<>());
        ProLogger.trace(t + ", unusedCarrierCapacity=" + unusedCarrierCapacity + ", unusedLocalCarrierCapacity=" + unusedLocalCarrierCapacity);
        // Determine if need destroyer
        boolean needDestroyer = false;
        if (enemyAttackOptions.getMax(t).getMaxUnits().stream().anyMatch(Matches.unitIsSub()) && ownedLocalUnits.stream().noneMatch(Matches.unitIsDestroyer())) {
            needDestroyer = true;
        }
        // Find all purchase territories for place territory
        final List<Unit> unitsToPlace = new ArrayList<>();
        ProBattleResult finalResult = new ProBattleResult();
        final List<ProPurchaseTerritory> selectedPurchaseTerritories = getPurchaseTerritories(placeTerritory, purchaseTerritories);
        for (final ProPurchaseTerritory purchaseTerritory : selectedPurchaseTerritories) {
            // Check remaining production
            int remainingUnitProduction = purchaseTerritory.getRemainingUnitProduction();
            ProLogger.debug(purchaseTerritory.getTerritory() + ", remainingUnitProduction=" + remainingUnitProduction);
            if (remainingUnitProduction <= 0) {
                continue;
            }
            // Find defenders that can be produced in this territory
            final List<ProPurchaseOption> purchaseOptionsForTerritory = ProPurchaseUtils.findPurchaseOptionsForTerritory(player, defensePurchaseOptions, t, isBid);
            purchaseOptionsForTerritory.addAll(airPurchaseOptions);
            // Purchase necessary defenders
            while (true) {
                // Select purchase option
                ProPurchaseUtils.removeInvalidPurchaseOptions(player, startOfTurnData, purchaseOptionsForTerritory, resourceTracker, remainingUnitProduction, unitsToPlace, purchaseTerritories);
                final Map<ProPurchaseOption, Double> defenseEfficiencies = new HashMap<>();
                for (final ProPurchaseOption ppo : purchaseOptionsForTerritory) {
                    if (isLand) {
                        defenseEfficiencies.put(ppo, ppo.getDefenseEfficiency2(1, data, ownedLocalUnits, unitsToPlace));
                    } else {
                        defenseEfficiencies.put(ppo, ppo.getSeaDefenseEfficiency(data, ownedLocalUnits, unitsToPlace, needDestroyer, unusedCarrierCapacity, unusedLocalCarrierCapacity));
                    }
                }
                final Optional<ProPurchaseOption> optionalSelectedOption = ProPurchaseUtils.randomizePurchaseOption(defenseEfficiencies, "Defense");
                if (!optionalSelectedOption.isPresent()) {
                    break;
                }
                final ProPurchaseOption selectedOption = optionalSelectedOption.get();
                if (selectedOption.isDestroyer()) {
                    needDestroyer = false;
                }
                // Create new temp units
                resourceTracker.tempPurchase(selectedOption);
                remainingUnitProduction -= selectedOption.getQuantity();
                unitsToPlace.addAll(selectedOption.getUnitType().create(selectedOption.getQuantity(), player, true));
                if (selectedOption.isCarrier() || selectedOption.isAir()) {
                    unusedCarrierCapacity = ProTransportUtils.getUnusedCarrierCapacity(player, t, unitsToPlace);
                    unusedLocalCarrierCapacity = ProTransportUtils.getUnusedLocalCarrierCapacity(player, t, unitsToPlace);
                }
                ProLogger.trace("Selected unit=" + selectedOption.getUnitType().getName() + ", unusedCarrierCapacity=" + unusedCarrierCapacity + ", unusedLocalCarrierCapacity=" + unusedLocalCarrierCapacity);
                // Find current battle result
                final Set<Unit> enemyAttackingUnits = new HashSet<>(enemyAttackOptions.getMax(t).getMaxUnits());
                enemyAttackingUnits.addAll(enemyAttackOptions.getMax(t).getMaxAmphibUnits());
                final List<Unit> defenders = new ArrayList<>(placeTerritory.getDefendingUnits());
                defenders.addAll(unitsToPlace);
                finalResult = calc.calculateBattleResults(t, new ArrayList<>(enemyAttackingUnits), defenders, enemyAttackOptions.getMax(t).getMaxBombardUnits());
                // Break if it can be held
                if ((!t.equals(ProData.myCapital) && !finalResult.isHasLandUnitRemaining() && finalResult.getTuvSwing() <= 0) || (t.equals(ProData.myCapital) && finalResult.getWinPercentage() < (100 - ProData.winPercentage) && finalResult.getTuvSwing() <= 0)) {
                    break;
                }
            }
        }
        // Check to see if its worth trying to defend the territory
        final boolean hasLocalSuperiority = ProBattleUtils.territoryHasLocalLandSuperiority(t, ProBattleUtils.SHORT_RANGE, player, purchaseTerritories);
        if (!finalResult.isHasLandUnitRemaining() || (finalResult.getTuvSwing() - resourceTracker.getTempPUs(data) / 2) < placeTerritory.getMinBattleResult().getTuvSwing() || t.equals(ProData.myCapital) || (!t.isWater() && hasLocalSuperiority)) {
            resourceTracker.confirmTempPurchases();
            ProLogger.trace(t + ", placedUnits=" + unitsToPlace + ", TUVSwing=" + finalResult.getTuvSwing() + ", hasLandUnitRemaining=" + finalResult.isHasLandUnitRemaining() + ", hasLocalSuperiority=" + hasLocalSuperiority);
            addUnitsToPlaceTerritory(placeTerritory, unitsToPlace, purchaseTerritories);
        } else {
            resourceTracker.clearTempPurchases();
            setCantHoldPlaceTerritory(placeTerritory, purchaseTerritories);
            ProLogger.trace(t + ", unable to defend with placedUnits=" + unitsToPlace + ", TUVSwing=" + finalResult.getTuvSwing() + ", minTUVSwing=" + placeTerritory.getMinBattleResult().getTuvSwing());
        }
    }
}
Also used : ProPlaceTerritory(games.strategy.triplea.ai.pro.data.ProPlaceTerritory) ProPurchaseTerritory(games.strategy.triplea.ai.pro.data.ProPurchaseTerritory) Territory(games.strategy.engine.data.Territory) HashMap(java.util.HashMap) ArrayList(java.util.ArrayList) ProPurchaseTerritory(games.strategy.triplea.ai.pro.data.ProPurchaseTerritory) ProBattleResult(games.strategy.triplea.ai.pro.data.ProBattleResult) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit) ProPlaceTerritory(games.strategy.triplea.ai.pro.data.ProPlaceTerritory) ProPurchaseOption(games.strategy.triplea.ai.pro.data.ProPurchaseOption) ProOtherMoveOptions(games.strategy.triplea.ai.pro.data.ProOtherMoveOptions) HashSet(java.util.HashSet)

Example 13 with ProPlaceTerritory

use of games.strategy.triplea.ai.pro.data.ProPlaceTerritory in project triplea by triplea-game.

the class ProPurchaseAi method purchaseFactory.

private void purchaseFactory(final Map<Territory, ProPurchaseTerritory> factoryPurchaseTerritories, final Map<Territory, ProPurchaseTerritory> purchaseTerritories, final List<ProPlaceTerritory> prioritizedLandTerritories, final ProPurchaseOptionMap purchaseOptions, final boolean hasExtraPUs) {
    if (resourceTracker.isEmpty()) {
        return;
    }
    ProLogger.info("Purchase factory with resources: " + resourceTracker + ", hasExtraPUs=" + hasExtraPUs);
    final ProOtherMoveOptions enemyAttackOptions = territoryManager.getEnemyAttackOptions();
    // Only try to purchase a factory if all production was used in prioritized land territories
    for (final ProPlaceTerritory placeTerritory : prioritizedLandTerritories) {
        for (final Territory t : purchaseTerritories.keySet()) {
            if (placeTerritory.getTerritory().equals(t) && purchaseTerritories.get(t).getRemainingUnitProduction() > 0) {
                ProLogger.debug("Not purchasing a factory since remaining land production in " + t);
                return;
            }
        }
    }
    // Find all owned land territories that weren't conquered and don't already have a factory
    final List<Territory> possibleFactoryTerritories = CollectionUtils.getMatches(data.getMap().getTerritories(), ProMatches.territoryHasNoInfraFactoryAndIsNotConqueredOwnedLand(player, data));
    possibleFactoryTerritories.removeAll(factoryPurchaseTerritories.keySet());
    final Set<Territory> purchaseFactoryTerritories = new HashSet<>();
    final List<Territory> territoriesThatCantBeHeld = new ArrayList<>();
    for (final Territory t : possibleFactoryTerritories) {
        // Only consider territories with production of at least 3 unless there are still remaining PUs
        final int production = TerritoryAttachment.get(t).getProduction();
        if ((production < 3 && !hasExtraPUs) || production < 2) {
            continue;
        }
        // Check if no enemy attackers and that it wasn't conquered this turn
        if (enemyAttackOptions.getMax(t) == null) {
            purchaseFactoryTerritories.add(t);
            ProLogger.trace("Possible factory since no enemy attackers: " + t.getName());
        } else {
            // Find current battle result
            final List<Unit> defenders = t.getUnits().getMatches(Matches.isUnitAllied(player, data));
            final Set<Unit> enemyAttackingUnits = new HashSet<>(enemyAttackOptions.getMax(t).getMaxUnits());
            enemyAttackingUnits.addAll(enemyAttackOptions.getMax(t).getMaxAmphibUnits());
            final ProBattleResult result = calc.estimateDefendBattleResults(t, new ArrayList<>(enemyAttackingUnits), defenders, enemyAttackOptions.getMax(t).getMaxBombardUnits());
            // Check if it can't be held or if it can then that it wasn't conquered this turn
            if (result.isHasLandUnitRemaining() || result.getTuvSwing() > 0) {
                territoriesThatCantBeHeld.add(t);
                ProLogger.trace("Can't hold territory: " + t.getName() + ", hasLandUnitRemaining=" + result.isHasLandUnitRemaining() + ", TUVSwing=" + result.getTuvSwing() + ", enemyAttackers=" + enemyAttackingUnits.size() + ", myDefenders=" + defenders.size());
            } else {
                purchaseFactoryTerritories.add(t);
                ProLogger.trace("Possible factory: " + t.getName() + ", hasLandUnitRemaining=" + result.isHasLandUnitRemaining() + ", TUVSwing=" + result.getTuvSwing() + ", enemyAttackers=" + enemyAttackingUnits.size() + ", myDefenders=" + defenders.size());
            }
        }
    }
    ProLogger.debug("Possible factory territories: " + purchaseFactoryTerritories);
    // Remove any territories that don't have local land superiority
    if (!hasExtraPUs) {
        purchaseFactoryTerritories.removeIf(t -> !ProBattleUtils.territoryHasLocalLandSuperiority(t, ProBattleUtils.MEDIUM_RANGE, player, purchaseTerritories));
        ProLogger.debug("Possible factory territories that have land superiority: " + purchaseFactoryTerritories);
    }
    // Find strategic value for each territory
    final Map<Territory, Double> territoryValueMap = ProTerritoryValueUtils.findTerritoryValues(player, territoriesThatCantBeHeld, new ArrayList<>());
    double maxValue = 0.0;
    Territory maxTerritory = null;
    for (final Territory t : purchaseFactoryTerritories) {
        final int production = TerritoryAttachment.get(t).getProduction();
        final double value = territoryValueMap.get(t) * production + 0.1 * production;
        final boolean isAdjacentToSea = Matches.territoryHasNeighborMatching(data, Matches.territoryIsWater()).test(t);
        final Set<Territory> nearbyLandTerritories = data.getMap().getNeighbors(t, 9, ProMatches.territoryCanMoveLandUnits(player, data, false));
        final int numNearbyEnemyTerritories = CollectionUtils.countMatches(nearbyLandTerritories, Matches.isTerritoryEnemy(player, data));
        ProLogger.trace(t + ", strategic value=" + territoryValueMap.get(t) + ", value=" + value + ", numNearbyEnemyTerritories=" + numNearbyEnemyTerritories);
        if (value > maxValue && ((numNearbyEnemyTerritories >= 4 && territoryValueMap.get(t) >= 1) || (isAdjacentToSea && hasExtraPUs))) {
            maxValue = value;
            maxTerritory = t;
        }
    }
    ProLogger.debug("Try to purchase factory for territory: " + maxTerritory);
    // Determine whether to purchase factory
    if (maxTerritory != null) {
        // Find most expensive placed land unit to consider removing for a factory
        ProPurchaseOption maxPlacedOption = null;
        ProPlaceTerritory maxPlacedTerritory = null;
        Unit maxPlacedUnit = null;
        for (final ProPlaceTerritory placeTerritory : prioritizedLandTerritories) {
            for (final Unit u : placeTerritory.getPlaceUnits()) {
                for (final ProPurchaseOption ppo : purchaseOptions.getLandOptions()) {
                    if (u.getType().equals(ppo.getUnitType()) && ppo.getQuantity() == 1 && (maxPlacedOption == null || ppo.getCost() >= maxPlacedOption.getCost())) {
                        maxPlacedOption = ppo;
                        maxPlacedTerritory = placeTerritory;
                        maxPlacedUnit = u;
                    }
                }
            }
        }
        // Determine units that can be produced in this territory
        final List<ProPurchaseOption> purchaseOptionsForTerritory = ProPurchaseUtils.findPurchaseOptionsForTerritory(player, purchaseOptions.getFactoryOptions(), maxTerritory, isBid);
        resourceTracker.removeTempPurchase(maxPlacedOption);
        ProPurchaseUtils.removeInvalidPurchaseOptions(player, startOfTurnData, purchaseOptionsForTerritory, resourceTracker, 1, new ArrayList<>(), purchaseTerritories);
        resourceTracker.clearTempPurchases();
        // Determine most expensive factory option (currently doesn't buy mobile factories)
        ProPurchaseOption bestFactoryOption = null;
        double maxFactoryEfficiency = 0;
        for (final ProPurchaseOption ppo : purchaseOptionsForTerritory) {
            if (ppo.getMovement() == 0 && ppo.getCost() > maxFactoryEfficiency) {
                bestFactoryOption = ppo;
                maxFactoryEfficiency = ppo.getCost();
            }
        }
        // Check if there are enough PUs to buy a factory
        if (bestFactoryOption != null) {
            ProLogger.debug("Best factory unit: " + bestFactoryOption.getUnitType().getName());
            final ProPurchaseTerritory factoryPurchaseTerritory = new ProPurchaseTerritory(maxTerritory, data, player, 0);
            factoryPurchaseTerritories.put(maxTerritory, factoryPurchaseTerritory);
            for (final ProPlaceTerritory ppt : factoryPurchaseTerritory.getCanPlaceTerritories()) {
                if (ppt.getTerritory().equals(maxTerritory)) {
                    final List<Unit> factory = bestFactoryOption.getUnitType().create(bestFactoryOption.getQuantity(), player, true);
                    ppt.getPlaceUnits().addAll(factory);
                    if (resourceTracker.hasEnough(bestFactoryOption)) {
                        resourceTracker.purchase(bestFactoryOption);
                        ProLogger.debug(maxTerritory + ", placedFactory=" + factory);
                    } else {
                        resourceTracker.purchase(bestFactoryOption);
                        resourceTracker.removePurchase(maxPlacedOption);
                        maxPlacedTerritory.getPlaceUnits().remove(maxPlacedUnit);
                        ProLogger.debug(maxTerritory + ", placedFactory=" + factory + ", removedUnit=" + maxPlacedUnit);
                    }
                }
            }
        }
    }
}
Also used : ProPlaceTerritory(games.strategy.triplea.ai.pro.data.ProPlaceTerritory) ProPurchaseTerritory(games.strategy.triplea.ai.pro.data.ProPurchaseTerritory) Territory(games.strategy.engine.data.Territory) ArrayList(java.util.ArrayList) ProPurchaseTerritory(games.strategy.triplea.ai.pro.data.ProPurchaseTerritory) ProBattleResult(games.strategy.triplea.ai.pro.data.ProBattleResult) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit) ProPlaceTerritory(games.strategy.triplea.ai.pro.data.ProPlaceTerritory) ProPurchaseOption(games.strategy.triplea.ai.pro.data.ProPurchaseOption) ProOtherMoveOptions(games.strategy.triplea.ai.pro.data.ProOtherMoveOptions) HashSet(java.util.HashSet)

Example 14 with ProPlaceTerritory

use of games.strategy.triplea.ai.pro.data.ProPlaceTerritory in project triplea by triplea-game.

the class ProPurchaseAi method prioritizeSeaTerritories.

private List<ProPlaceTerritory> prioritizeSeaTerritories(final Map<Territory, ProPurchaseTerritory> purchaseTerritories) {
    ProLogger.info("Prioritize sea territories");
    final ProOtherMoveOptions enemyAttackOptions = territoryManager.getEnemyAttackOptions();
    // Determine which sea territories can be placed in
    final Set<ProPlaceTerritory> seaPlaceTerritories = new HashSet<>();
    for (final ProPurchaseTerritory ppt : purchaseTerritories.values()) {
        for (final ProPlaceTerritory placeTerritory : ppt.getCanPlaceTerritories()) {
            final Territory t = placeTerritory.getTerritory();
            if (t.isWater() && placeTerritory.getStrategicValue() > 0 && placeTerritory.isCanHold()) {
                seaPlaceTerritories.add(placeTerritory);
            }
        }
    }
    // Calculate value of territory
    ProLogger.debug("Determine sea place value:");
    for (final ProPlaceTerritory placeTerritory : seaPlaceTerritories) {
        final Territory t = placeTerritory.getTerritory();
        // Find number of local naval units
        final List<Unit> units = new ArrayList<>(placeTerritory.getDefendingUnits());
        units.addAll(ProPurchaseUtils.getPlaceUnits(t, purchaseTerritories));
        final List<Unit> myUnits = CollectionUtils.getMatches(units, Matches.unitIsOwnedBy(player));
        final int numMyTransports = CollectionUtils.countMatches(myUnits, Matches.unitIsTransport());
        final int numSeaDefenders = CollectionUtils.countMatches(units, Matches.unitIsNotTransport());
        // Determine needed defense strength
        int needDefenders = 0;
        if (enemyAttackOptions.getMax(t) != null) {
            final double strengthDifference = ProBattleUtils.estimateStrengthDifference(t, enemyAttackOptions.getMax(t).getMaxUnits(), units);
            if (strengthDifference > 50) {
                needDefenders = 1;
            }
        }
        final boolean hasLocalNavalSuperiority = ProBattleUtils.territoryHasLocalNavalSuperiority(t, player, null, new ArrayList<>());
        if (!hasLocalNavalSuperiority) {
            needDefenders = 1;
        }
        // Calculate sea value for prioritization
        final double territoryValue = placeTerritory.getStrategicValue() * (1 + numMyTransports + 0.1 * numSeaDefenders) / (1 + 3 * needDefenders);
        ProLogger.debug(t + ", value=" + territoryValue + ", strategicValue=" + placeTerritory.getStrategicValue() + ", numMyTransports=" + numMyTransports + ", numSeaDefenders=" + numSeaDefenders + ", needDefenders=" + needDefenders);
        placeTerritory.setStrategicValue(territoryValue);
    }
    // Sort territories by value
    final List<ProPlaceTerritory> sortedTerritories = new ArrayList<>(seaPlaceTerritories);
    sortedTerritories.sort(Comparator.comparingDouble(ProPlaceTerritory::getStrategicValue));
    ProLogger.debug("Sorted sea territories:");
    for (final ProPlaceTerritory placeTerritory : sortedTerritories) {
        ProLogger.debug(placeTerritory.toString() + " value=" + placeTerritory.getStrategicValue());
    }
    return sortedTerritories;
}
Also used : ProPlaceTerritory(games.strategy.triplea.ai.pro.data.ProPlaceTerritory) ProPurchaseTerritory(games.strategy.triplea.ai.pro.data.ProPurchaseTerritory) Territory(games.strategy.engine.data.Territory) ArrayList(java.util.ArrayList) ProPurchaseTerritory(games.strategy.triplea.ai.pro.data.ProPurchaseTerritory) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit) ProPlaceTerritory(games.strategy.triplea.ai.pro.data.ProPlaceTerritory) ProOtherMoveOptions(games.strategy.triplea.ai.pro.data.ProOtherMoveOptions) HashSet(java.util.HashSet)

Example 15 with ProPlaceTerritory

use of games.strategy.triplea.ai.pro.data.ProPlaceTerritory in project triplea by triplea-game.

the class ProPurchaseAi method placeLandUnits.

private void placeLandUnits(final List<ProPlaceTerritory> prioritizedLandTerritories, final IAbstractPlaceDelegate placeDelegate, final boolean isConstruction) {
    ProLogger.info("Place land with isConstruction=" + isConstruction + ", units=" + player.getUnits().getUnits());
    Predicate<Unit> unitMatch = Matches.unitIsNotConstruction();
    if (isConstruction) {
        unitMatch = Matches.unitIsConstruction();
    }
    // Loop through prioritized territories and place land units
    for (final ProPlaceTerritory placeTerritory : prioritizedLandTerritories) {
        final Territory t = placeTerritory.getTerritory();
        ProLogger.debug("Checking land place for " + t.getName());
        // Check if any units can be placed
        final PlaceableUnits placeableUnits = placeDelegate.getPlaceableUnits(player.getUnits().getMatches(unitMatch), t);
        if (placeableUnits.isError()) {
            ProLogger.trace(t + " can't place units with error: " + placeableUnits.getErrorMessage());
            continue;
        }
        // Find remaining unit production
        int remainingUnitProduction = placeableUnits.getMaxUnits();
        if (remainingUnitProduction == -1) {
            remainingUnitProduction = Integer.MAX_VALUE;
        }
        ProLogger.trace(t + ", remainingUnitProduction=" + remainingUnitProduction);
        // Place as many units as possible
        final List<Unit> unitsThatCanBePlaced = new ArrayList<>(placeableUnits.getUnits());
        final int landPlaceCount = Math.min(remainingUnitProduction, unitsThatCanBePlaced.size());
        final List<Unit> unitsToPlace = unitsThatCanBePlaced.subList(0, landPlaceCount);
        ProLogger.trace(t + ", placedUnits=" + unitsToPlace);
        doPlace(t, unitsToPlace, placeDelegate);
    }
}
Also used : ProPlaceTerritory(games.strategy.triplea.ai.pro.data.ProPlaceTerritory) ProPurchaseTerritory(games.strategy.triplea.ai.pro.data.ProPurchaseTerritory) Territory(games.strategy.engine.data.Territory) PlaceableUnits(games.strategy.triplea.delegate.dataObjects.PlaceableUnits) ProPlaceTerritory(games.strategy.triplea.ai.pro.data.ProPlaceTerritory) ArrayList(java.util.ArrayList) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit)

Aggregations

ProPlaceTerritory (games.strategy.triplea.ai.pro.data.ProPlaceTerritory)21 ProPurchaseTerritory (games.strategy.triplea.ai.pro.data.ProPurchaseTerritory)21 Territory (games.strategy.engine.data.Territory)20 Unit (games.strategy.engine.data.Unit)18 TripleAUnit (games.strategy.triplea.TripleAUnit)17 ArrayList (java.util.ArrayList)16 ProPurchaseOption (games.strategy.triplea.ai.pro.data.ProPurchaseOption)10 HashSet (java.util.HashSet)10 ProOtherMoveOptions (games.strategy.triplea.ai.pro.data.ProOtherMoveOptions)9 ProBattleResult (games.strategy.triplea.ai.pro.data.ProBattleResult)7 HashMap (java.util.HashMap)7 ProPurchaseOptionMap (games.strategy.triplea.ai.pro.data.ProPurchaseOptionMap)4 ProTerritoryManager (games.strategy.triplea.ai.pro.data.ProTerritoryManager)4 PlaceableUnits (games.strategy.triplea.delegate.dataObjects.PlaceableUnits)4 GameData (games.strategy.engine.data.GameData)3 ProductionRule (games.strategy.engine.data.ProductionRule)3 Route (games.strategy.engine.data.Route)3 ProResourceTracker (games.strategy.triplea.ai.pro.data.ProResourceTracker)3 TerritoryAttachment (games.strategy.triplea.attachments.TerritoryAttachment)3 PlayerID (games.strategy.engine.data.PlayerID)2