use of games.strategy.triplea.attachments.UnitAttachment in project triplea by triplea-game.
the class RevisedTest method testSubAdvance.
@Test
public void testSubAdvance() {
final UnitType sub = submarine(gameData);
final UnitAttachment attachment = UnitAttachment.get(sub);
final PlayerID japanese = japanese(gameData);
// before the advance, subs defend and attack at 2
assertEquals(2, attachment.getDefense(japanese));
assertEquals(2, attachment.getAttack(japanese));
final ITestDelegateBridge bridge = getDelegateBridge(japanese);
TechTracker.addAdvance(japanese, bridge, TechAdvance.findAdvance(TechAdvance.TECH_PROPERTY_SUPER_SUBS, gameData, japanese));
// after tech advance, this is now 3
assertEquals(2, attachment.getDefense(japanese));
assertEquals(3, attachment.getAttack(japanese));
}
use of games.strategy.triplea.attachments.UnitAttachment in project triplea by triplea-game.
the class LhtrTest method testSubDefenseBonus.
@Test
public void testSubDefenseBonus() {
final UnitType sub = GameDataTestUtil.submarine(gameData);
final UnitAttachment attachment = UnitAttachment.get(sub);
final PlayerID japanese = GameDataTestUtil.japanese(gameData);
// before the advance, subs defend and attack at 2
assertEquals(2, attachment.getDefense(japanese));
assertEquals(2, attachment.getAttack(japanese));
final ITestDelegateBridge bridge = getDelegateBridge(japanese);
TechTracker.addAdvance(japanese, bridge, TechAdvance.findAdvance(TechAdvance.TECH_PROPERTY_SUPER_SUBS, gameData, japanese));
// after tech advance, this is now 3
assertEquals(3, attachment.getDefense(japanese));
assertEquals(3, attachment.getAttack(japanese));
// make sure this only changes for the player with the tech
final PlayerID americans = GameDataTestUtil.americans(gameData);
assertEquals(2, attachment.getDefense(americans));
assertEquals(2, attachment.getAttack(americans));
}
use of games.strategy.triplea.attachments.UnitAttachment in project triplea by triplea-game.
the class RocketsFireHelper method fireRocket.
private static void fireRocket(final PlayerID player, final Territory attackedTerritory, final IDelegateBridge bridge, final Territory attackFrom) {
final GameData data = bridge.getData();
final PlayerID attacked = attackedTerritory.getOwner();
final Resource pus = data.getResourceList().getResource(Constants.PUS);
final boolean damageFromBombingDoneToUnits = isDamageFromBombingDoneToUnitsInsteadOfTerritories(data);
// unit damage vs territory damage
final Collection<Unit> enemyUnits = attackedTerritory.getUnits().getMatches(Matches.enemyUnit(player, data).and(Matches.unitIsBeingTransported().negate()));
final Collection<Unit> enemyTargetsTotal = CollectionUtils.getMatches(enemyUnits, Matches.unitIsAtMaxDamageOrNotCanBeDamaged(attackedTerritory).negate());
final Collection<Unit> rockets;
// attackFrom could be null if WW2V1
if (attackFrom == null) {
rockets = null;
} else {
rockets = new ArrayList<>(CollectionUtils.getMatches(attackFrom.getUnits().getUnits(), rocketMatch(player)));
}
final int numberOfAttacks = (rockets == null ? 1 : Math.min(TechAbilityAttachment.getRocketNumberPerTerritory(player, data), TechAbilityAttachment.getRocketDiceNumber(rockets, data)));
if (numberOfAttacks <= 0) {
return;
}
final Collection<Unit> targets = new ArrayList<>();
if (damageFromBombingDoneToUnits) {
// TODO: rockets needs to be completely redone to allow for multiple rockets to fire at different targets, etc
// etc.
final HashSet<UnitType> legalTargetsForTheseRockets = new HashSet<>();
if (rockets == null) {
legalTargetsForTheseRockets.addAll(data.getUnitTypeList().getAllUnitTypes());
} else {
// a hack for now, we let the rockets fire at anyone who could be targetted by any rocket
for (final Unit r : rockets) {
legalTargetsForTheseRockets.addAll(UnitAttachment.get(r.getType()).getBombingTargets(data));
}
}
final Collection<Unit> enemyTargets = CollectionUtils.getMatches(enemyTargetsTotal, Matches.unitIsOfTypes(legalTargetsForTheseRockets));
if (enemyTargets.isEmpty()) {
// TODO: this sucks
return;
}
Unit target = null;
if (enemyTargets.size() == 1) {
target = enemyTargets.iterator().next();
} else {
while (target == null) {
final ITripleAPlayer iplayer = (ITripleAPlayer) bridge.getRemotePlayer(player);
target = iplayer.whatShouldBomberBomb(attackedTerritory, enemyTargets, rockets);
}
}
if (target == null) {
throw new IllegalStateException("No Targets in " + attackedTerritory.getName());
}
targets.add(target);
}
final boolean doNotUseBombingBonus = !Properties.getUseBombingMaxDiceSidesAndBonus(data) || rockets == null;
int cost = 0;
final String transcript;
if (!Properties.getLowLuckDamageOnly(data)) {
if (doNotUseBombingBonus || rockets == null) {
// no low luck, and no bonus, so just roll based on the map's dice sides
final int[] rolls = bridge.getRandom(data.getDiceSides(), numberOfAttacks, player, DiceType.BOMBING, "Rocket fired by " + player.getName() + " at " + attacked.getName());
for (final int r : rolls) {
// we are zero based
cost += r + 1;
}
transcript = "Rockets " + (attackFrom == null ? "" : "in " + attackFrom.getName()) + " roll: " + MyFormatter.asDice(rolls);
} else {
// we must use bombing bonus
int highestMaxDice = 0;
int highestBonus = 0;
final int diceSides = data.getDiceSides();
for (final Unit u : rockets) {
final UnitAttachment ua = UnitAttachment.get(u.getType());
int maxDice = ua.getBombingMaxDieSides();
final int bonus = ua.getBombingBonus();
// map, and zero for the bonus.
if (maxDice < 0) {
maxDice = diceSides;
}
// we only roll once for rockets, so if there are other rockets here we just roll for the best rocket
if ((bonus + ((maxDice + 1) / 2)) > (highestBonus + ((highestMaxDice + 1) / 2))) {
highestMaxDice = maxDice;
highestBonus = bonus;
}
}
// now we roll, or don't if there is nothing to roll.
if (highestMaxDice > 0) {
final int[] rolls = bridge.getRandom(highestMaxDice, numberOfAttacks, player, DiceType.BOMBING, "Rocket fired by " + player.getName() + " at " + attacked.getName());
for (int i = 0; i < rolls.length; i++) {
final int r = Math.max(-1, rolls[i] + highestBonus);
rolls[i] = r;
// we are zero based
cost += r + 1;
}
transcript = "Rockets " + (attackFrom == null ? "" : "in " + attackFrom.getName()) + " roll: " + MyFormatter.asDice(rolls);
} else {
cost = highestBonus * numberOfAttacks;
transcript = "Rockets " + (attackFrom == null ? "" : "in " + attackFrom.getName()) + " do " + highestBonus + " damage for each rocket";
}
}
} else {
if (doNotUseBombingBonus || rockets == null) {
// no bonus, so just roll based on the map's dice sides, but modify for LL
final int maxDice = (data.getDiceSides() + 1) / 3;
final int bonus = (data.getDiceSides() + 1) / 3;
final int[] rolls = bridge.getRandom(maxDice, numberOfAttacks, player, DiceType.BOMBING, "Rocket fired by " + player.getName() + " at " + attacked.getName());
for (int i = 0; i < rolls.length; i++) {
final int r = rolls[i] + bonus;
rolls[i] = r;
// we are zero based
cost += r + 1;
}
transcript = "Rockets " + (attackFrom == null ? "" : "in " + attackFrom.getName()) + " roll: " + MyFormatter.asDice(rolls);
} else {
int highestMaxDice = 0;
int highestBonus = 0;
final int diceSides = data.getDiceSides();
for (final Unit u : rockets) {
final UnitAttachment ua = UnitAttachment.get(u.getType());
int maxDice = ua.getBombingMaxDieSides();
int bonus = ua.getBombingBonus();
// map, and zero for the bonus.
if (maxDice < 0 || doNotUseBombingBonus) {
maxDice = diceSides;
}
if (doNotUseBombingBonus) {
bonus = 0;
}
// luck by 2/3.
if (maxDice >= 5) {
bonus += (maxDice + 1) / 3;
maxDice = (maxDice + 1) / 3;
}
// we only roll once for rockets, so if there are other rockets here we just roll for the best rocket
if ((bonus + ((maxDice + 1) / 2)) > (highestBonus + ((highestMaxDice + 1) / 2))) {
highestMaxDice = maxDice;
highestBonus = bonus;
}
}
// now we roll, or don't if there is nothing to roll.
if (highestMaxDice > 0) {
final int[] rolls = bridge.getRandom(highestMaxDice, numberOfAttacks, player, DiceType.BOMBING, "Rocket fired by " + player.getName() + " at " + attacked.getName());
for (int i = 0; i < rolls.length; i++) {
final int r = Math.max(-1, rolls[i] + highestBonus);
rolls[i] = r;
// we are zero based
cost += r + 1;
}
transcript = "Rockets " + (attackFrom == null ? "" : "in " + attackFrom.getName()) + " roll: " + MyFormatter.asDice(rolls);
} else {
cost = highestBonus * numberOfAttacks;
transcript = "Rockets " + (attackFrom == null ? "" : "in " + attackFrom.getName()) + " do " + highestBonus + " damage for each rocket";
}
}
}
int territoryProduction = TerritoryAttachment.getProduction(attackedTerritory);
if (damageFromBombingDoneToUnits && !targets.isEmpty()) {
// we are doing damage to 'target', not to the territory
final Unit target = targets.iterator().next();
// UnitAttachment ua = UnitAttachment.get(target.getType());
final TripleAUnit taUnit = (TripleAUnit) target;
final int damageLimit = taUnit.getHowMuchMoreDamageCanThisUnitTake(target, attackedTerritory);
cost = Math.max(0, Math.min(cost, damageLimit));
final int totalDamage = taUnit.getUnitDamage() + cost;
// Record production lost
// DelegateFinder.moveDelegate(data).PUsLost(attackedTerritory, cost);
// apply the hits to the targets
final IntegerMap<Unit> damageMap = new IntegerMap<>();
damageMap.put(target, totalDamage);
bridge.addChange(ChangeFactory.bombingUnitDamage(damageMap));
// attackedTerritory.notifyChanged();
// in WW2V2, limit rocket attack cost to production value of factory.
} else if (isWW2V2(data) || isLimitRocketDamageToProduction(data)) {
// If we are limiting total PUs lost then take that into account
if (isPuCap(data) || isLimitRocketDamagePerTurn(data)) {
final int alreadyLost = DelegateFinder.moveDelegate(data).pusAlreadyLost(attackedTerritory);
territoryProduction -= alreadyLost;
territoryProduction = Math.max(0, territoryProduction);
}
if (cost > territoryProduction) {
cost = territoryProduction;
}
}
// Record the PUs lost
DelegateFinder.moveDelegate(data).pusLost(attackedTerritory, cost);
if (damageFromBombingDoneToUnits && !targets.isEmpty()) {
getRemote(bridge).reportMessage("Rocket attack in " + attackedTerritory.getName() + " does " + cost + " damage to " + targets.iterator().next(), "Rocket attack in " + attackedTerritory.getName() + " does " + cost + " damage to " + targets.iterator().next());
bridge.getHistoryWriter().startEvent("Rocket attack in " + attackedTerritory.getName() + " does " + cost + " damage to " + targets.iterator().next());
} else {
cost *= Properties.getPuMultiplier(data);
getRemote(bridge).reportMessage("Rocket attack in " + attackedTerritory.getName() + " costs:" + cost, "Rocket attack in " + attackedTerritory.getName() + " costs:" + cost);
// Trying to remove more PUs than the victim has is A Bad Thing[tm]
final int availForRemoval = attacked.getResources().getQuantity(pus);
if (cost > availForRemoval) {
cost = availForRemoval;
}
final String transcriptText = attacked.getName() + " lost " + cost + " PUs to rocket attack by " + player.getName();
bridge.getHistoryWriter().startEvent(transcriptText);
final Change rocketCharge = ChangeFactory.changeResourcesChange(attacked, pus, -cost);
bridge.addChange(rocketCharge);
}
bridge.getHistoryWriter().addChildToEvent(transcript, rockets == null ? null : new ArrayList<>(rockets));
// this is null in WW2V1
if (attackFrom != null) {
if (rockets != null && !rockets.isEmpty()) {
// TODO: only a certain number fired...
final Change change = ChangeFactory.markNoMovementChange(Collections.singleton(rockets.iterator().next()));
bridge.addChange(change);
} else {
throw new IllegalStateException("No rockets?" + attackFrom.getUnits().getUnits());
}
}
// kill any units that can die if they have reached max damage (veqryn)
if (targets.stream().anyMatch(Matches.unitCanDieFromReachingMaxDamage())) {
final List<Unit> unitsCanDie = CollectionUtils.getMatches(targets, Matches.unitCanDieFromReachingMaxDamage());
unitsCanDie.retainAll(CollectionUtils.getMatches(unitsCanDie, Matches.unitIsAtMaxDamageOrNotCanBeDamaged(attackedTerritory)));
if (!unitsCanDie.isEmpty()) {
final Change removeDead = ChangeFactory.removeUnits(attackedTerritory, unitsCanDie);
final String transcriptText = MyFormatter.unitsToText(unitsCanDie) + " lost in " + attackedTerritory.getName();
bridge.getHistoryWriter().addChildToEvent(transcriptText, unitsCanDie);
bridge.addChange(removeDead);
}
}
// play a sound
if (cost > 0) {
bridge.getSoundChannelBroadcaster().playSoundForAll(SoundPath.CLIP_BOMBING_ROCKET, player);
}
}
use of games.strategy.triplea.attachments.UnitAttachment in project triplea by triplea-game.
the class PlayerUnitsPanel method init.
/**
* Sets up components to an initial state.
*/
public void init(final PlayerID id, final List<Unit> units, final boolean land) {
isLand = land;
categories = new ArrayList<>(categorize(id, units));
categories.sort(Comparator.comparing(UnitCategory::getType, (ut1, ut2) -> {
final UnitAttachment u1 = UnitAttachment.get(ut1);
final UnitAttachment u2 = UnitAttachment.get(ut2);
// For land battles, sort by land, air, can't combat move (AA), bombarding
if (land) {
if (u1.getIsSea() != u2.getIsSea()) {
return u1.getIsSea() ? 1 : -1;
}
final boolean u1CanNotCombatMove = Matches.unitTypeCanNotMoveDuringCombatMove().test(ut1) || !Matches.unitTypeCanMove(id).test(ut1);
final boolean u2CanNotCombatMove = Matches.unitTypeCanNotMoveDuringCombatMove().test(ut2) || !Matches.unitTypeCanMove(id).test(ut2);
if (u1CanNotCombatMove != u2CanNotCombatMove) {
return u1CanNotCombatMove ? 1 : -1;
}
if (u1.getIsAir() != u2.getIsAir()) {
return u1.getIsAir() ? 1 : -1;
}
} else {
if (u1.getIsSea() != u2.getIsSea()) {
return u1.getIsSea() ? -1 : 1;
}
}
return u1.getName().compareTo(u2.getName());
}));
removeAll();
final Predicate<UnitType> predicate;
if (land) {
if (defender) {
predicate = Matches.unitTypeIsNotSea();
} else {
predicate = Matches.unitTypeIsNotSea().or(Matches.unitTypeCanBombard(id));
}
} else {
predicate = Matches.unitTypeIsSeaOrAir();
}
final IntegerMap<UnitType> costs;
try {
data.acquireReadLock();
costs = TuvUtils.getCostsForTuv(id, data);
} finally {
data.releaseReadLock();
}
for (final UnitCategory category : categories) {
if (predicate.test(category.getType())) {
final UnitPanel upanel = new UnitPanel(uiContext, category, costs);
upanel.addChangeListener(this::notifyListeners);
add(upanel);
}
}
// TODO: probably do not need to do this much revalidation.
invalidate();
validate();
revalidate();
getParent().invalidate();
}
use of games.strategy.triplea.attachments.UnitAttachment in project triplea by triplea-game.
the class TransportTracker method getAvailableCapacity.
public static int getAvailableCapacity(final Unit unit) {
final UnitAttachment ua = UnitAttachment.get(unit.getType());
// Check if there are transports available, also check for destroyer capacity (Tokyo Express)
if (ua.getTransportCapacity() == -1 || (unit.getData().getProperties().get(Constants.PACIFIC_THEATER, false) && ua.getIsDestroyer() && !unit.getOwner().getName().equals(Constants.PLAYER_NAME_JAPANESE))) {
return 0;
}
final int capacity = ua.getTransportCapacity();
final int used = getCost(transporting(unit));
final int unloaded = getCost(unloaded(unit));
return capacity - used - unloaded;
}
Aggregations