use of games.strategy.triplea.ai.pro.data.ProPurchaseOption in project triplea by triplea-game.
the class ProPurchaseUtils method findMaxPurchaseDefenders.
public static List<Unit> findMaxPurchaseDefenders(final PlayerID player, final Territory t, final List<ProPurchaseOption> landPurchaseOptions) {
ProLogger.info("Find max purchase defenders for " + t.getName());
final GameData data = ProData.getData();
// Determine most cost efficient defender that can be produced in this territory
final Resource pus = data.getResourceList().getResource(Constants.PUS);
final int pusRemaining = player.getResources().getQuantity(pus);
final List<ProPurchaseOption> purchaseOptionsForTerritory = findPurchaseOptionsForTerritory(player, landPurchaseOptions, t, false);
ProPurchaseOption bestDefenseOption = null;
double maxDefenseEfficiency = 0;
for (final ProPurchaseOption ppo : purchaseOptionsForTerritory) {
if (ppo.getDefenseEfficiency() > maxDefenseEfficiency && ppo.getCost() <= pusRemaining) {
bestDefenseOption = ppo;
maxDefenseEfficiency = ppo.getDefenseEfficiency();
}
}
// Determine number of defenders I can purchase
final List<Unit> placeUnits = new ArrayList<>();
if (bestDefenseOption != null) {
ProLogger.debug("Best defense option: " + bestDefenseOption.getUnitType().getName());
int remainingUnitProduction = getUnitProduction(t, data, player);
int pusSpent = 0;
while (bestDefenseOption.getCost() <= (pusRemaining - pusSpent) && remainingUnitProduction >= bestDefenseOption.getQuantity()) {
// If out of PUs or production then break
// Create new temp defenders
pusSpent += bestDefenseOption.getCost();
remainingUnitProduction -= bestDefenseOption.getQuantity();
placeUnits.addAll(bestDefenseOption.getUnitType().create(bestDefenseOption.getQuantity(), player, true));
}
ProLogger.debug("Potential purchased defenders: " + placeUnits);
}
return placeUnits;
}
use of games.strategy.triplea.ai.pro.data.ProPurchaseOption in project triplea by triplea-game.
the class ProPurchaseUtils method removeInvalidPurchaseOptions.
public static List<ProPurchaseOption> removeInvalidPurchaseOptions(final PlayerID player, final GameData data, final List<ProPurchaseOption> purchaseOptions, final ProResourceTracker resourceTracker, final int remainingUnitProduction, final List<Unit> unitsToPlace, final Map<Territory, ProPurchaseTerritory> purchaseTerritories) {
for (final Iterator<ProPurchaseOption> it = purchaseOptions.iterator(); it.hasNext(); ) {
final ProPurchaseOption purchaseOption = it.next();
// Check PU cost and production
if (!resourceTracker.hasEnough(purchaseOption) || purchaseOption.getQuantity() > remainingUnitProduction) {
it.remove();
continue;
}
// Check max unit limits (-1 is unlimited)
final int maxBuilt = purchaseOption.getMaxBuiltPerPlayer();
final UnitType type = purchaseOption.getUnitType();
if (maxBuilt == 0) {
it.remove();
} else if (maxBuilt > 0) {
// Find number of unit type that are already built and about to be placed
int currentlyBuilt = 0;
final Predicate<Unit> unitTypeOwnedBy = Matches.unitIsOfType(type).and(Matches.unitIsOwnedBy(player));
final List<Territory> allTerritories = data.getMap().getTerritories();
for (final Territory t : allTerritories) {
currentlyBuilt += t.getUnits().countMatches(unitTypeOwnedBy);
}
currentlyBuilt += CollectionUtils.countMatches(unitsToPlace, unitTypeOwnedBy);
for (final ProPurchaseTerritory t : purchaseTerritories.values()) {
for (final ProPlaceTerritory placeTerritory : t.getCanPlaceTerritories()) {
currentlyBuilt += CollectionUtils.countMatches(placeTerritory.getPlaceUnits(), unitTypeOwnedBy);
}
}
final int allowedBuild = maxBuilt - currentlyBuilt;
if (allowedBuild - purchaseOption.getQuantity() < 0) {
it.remove();
}
}
}
return purchaseOptions;
}
use of games.strategy.triplea.ai.pro.data.ProPurchaseOption 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());
}
}
}
use of games.strategy.triplea.ai.pro.data.ProPurchaseOption 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);
}
}
}
}
}
}
use of games.strategy.triplea.ai.pro.data.ProPurchaseOption in project triplea by triplea-game.
the class ProPurchaseAi method purchaseUnitsWithRemainingProduction.
private void purchaseUnitsWithRemainingProduction(final Map<Territory, ProPurchaseTerritory> purchaseTerritories, final List<ProPurchaseOption> landPurchaseOptions, final List<ProPurchaseOption> airPurchaseOptions) {
if (resourceTracker.isEmpty()) {
return;
}
ProLogger.info("Purchase units in territories with remaining production with resources: " + resourceTracker);
// Get all safe/unsafe land place territories with remaining production
final List<ProPlaceTerritory> prioritizedLandTerritories = new ArrayList<>();
final List<ProPlaceTerritory> prioritizedCantHoldLandTerritories = new ArrayList<>();
for (final ProPurchaseTerritory ppt : purchaseTerritories.values()) {
for (final ProPlaceTerritory placeTerritory : ppt.getCanPlaceTerritories()) {
final Territory t = placeTerritory.getTerritory();
if (!t.isWater() && placeTerritory.isCanHold() && purchaseTerritories.get(t).getRemainingUnitProduction() > 0) {
prioritizedLandTerritories.add(placeTerritory);
} else if (!t.isWater() && purchaseTerritories.get(t).getRemainingUnitProduction() > 0) {
prioritizedCantHoldLandTerritories.add(placeTerritory);
}
}
}
// Sort territories by value
prioritizedLandTerritories.sort(Comparator.comparingDouble(ProPlaceTerritory::getStrategicValue));
ProLogger.debug("Sorted land territories with remaining production: " + prioritizedLandTerritories);
// Loop through territories and purchase long range attack units
for (final ProPlaceTerritory placeTerritory : prioritizedLandTerritories) {
final Territory t = placeTerritory.getTerritory();
ProLogger.debug("Checking territory: " + t);
// Determine units that can be produced in this territory
final List<ProPurchaseOption> airAndLandPurchaseOptions = new ArrayList<>(airPurchaseOptions);
airAndLandPurchaseOptions.addAll(landPurchaseOptions);
final List<ProPurchaseOption> purchaseOptionsForTerritory = ProPurchaseUtils.findPurchaseOptionsForTerritory(player, airAndLandPurchaseOptions, t, isBid);
// Purchase long range attack units for any remaining production
int remainingUnitProduction = purchaseTerritories.get(t).getRemainingUnitProduction();
while (true) {
// Remove options that cost too much PUs or production
ProPurchaseUtils.removeInvalidPurchaseOptions(player, startOfTurnData, purchaseOptionsForTerritory, resourceTracker, remainingUnitProduction, new ArrayList<>(), purchaseTerritories);
if (purchaseOptionsForTerritory.isEmpty()) {
break;
}
// Determine best long range attack option (prefer air units)
ProPurchaseOption bestAttackOption = null;
double maxAttackEfficiency = 0;
for (final ProPurchaseOption ppo : purchaseOptionsForTerritory) {
double attackEfficiency = ppo.getAttackEfficiency() * ppo.getMovement() / ppo.getQuantity();
if (ppo.isAir()) {
attackEfficiency *= 10;
}
if (attackEfficiency > maxAttackEfficiency) {
bestAttackOption = ppo;
maxAttackEfficiency = attackEfficiency;
}
}
if (bestAttackOption == null) {
break;
}
// Purchase unit
resourceTracker.purchase(bestAttackOption);
remainingUnitProduction -= bestAttackOption.getQuantity();
final List<Unit> newUnit = bestAttackOption.getUnitType().create(bestAttackOption.getQuantity(), player, true);
placeTerritory.getPlaceUnits().addAll(newUnit);
ProLogger.trace(t + ", addedUnit=" + newUnit);
}
}
// Sort territories by value
prioritizedCantHoldLandTerritories.sort(Comparator.comparingDouble(ProPlaceTerritory::getDefenseValue));
ProLogger.debug("Sorted can't hold land territories with remaining production: " + prioritizedCantHoldLandTerritories);
// Loop through territories and purchase defense units
for (final ProPlaceTerritory placeTerritory : prioritizedCantHoldLandTerritories) {
final Territory t = placeTerritory.getTerritory();
ProLogger.debug("Checking territory: " + t);
// Find local owned units
final List<Unit> ownedLocalUnits = t.getUnits().getMatches(Matches.unitIsOwnedBy(player));
// Determine units that can be produced in this territory
final List<ProPurchaseOption> airAndLandPurchaseOptions = new ArrayList<>(airPurchaseOptions);
airAndLandPurchaseOptions.addAll(landPurchaseOptions);
final List<ProPurchaseOption> purchaseOptionsForTerritory = ProPurchaseUtils.findPurchaseOptionsForTerritory(player, airAndLandPurchaseOptions, t, isBid);
// Purchase defense units for any remaining production
int remainingUnitProduction = purchaseTerritories.get(t).getRemainingUnitProduction();
while (true) {
// Select purchase option
ProPurchaseUtils.removeInvalidPurchaseOptions(player, startOfTurnData, purchaseOptionsForTerritory, resourceTracker, remainingUnitProduction, new ArrayList<>(), purchaseTerritories);
final Map<ProPurchaseOption, Double> defenseEfficiencies = new HashMap<>();
for (final ProPurchaseOption ppo : purchaseOptionsForTerritory) {
defenseEfficiencies.put(ppo, Math.pow(ppo.getCost(), 2) * ppo.getDefenseEfficiency2(1, data, ownedLocalUnits, placeTerritory.getPlaceUnits()));
}
final Optional<ProPurchaseOption> optionalSelectedOption = ProPurchaseUtils.randomizePurchaseOption(defenseEfficiencies, "Defense");
if (!optionalSelectedOption.isPresent()) {
break;
}
final ProPurchaseOption selectedOption = optionalSelectedOption.get();
// Purchase unit
resourceTracker.purchase(selectedOption);
remainingUnitProduction -= selectedOption.getQuantity();
final List<Unit> newUnit = selectedOption.getUnitType().create(selectedOption.getQuantity(), player, true);
placeTerritory.getPlaceUnits().addAll(newUnit);
ProLogger.trace(t + ", addedUnit=" + newUnit);
}
}
}
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