use of games.strategy.triplea.delegate.TechAdvance in project triplea by triplea-game.
the class TriggerAttachment method triggerAvailableTechChange.
public static void triggerAvailableTechChange(final Set<TriggerAttachment> satisfiedTriggers, final IDelegateBridge bridge, final String beforeOrAfter, final String stepName, final boolean useUses, final boolean testUses, final boolean testChance, final boolean testWhen) {
Collection<TriggerAttachment> trigs = CollectionUtils.getMatches(satisfiedTriggers, techAvailableMatch());
if (testWhen) {
trigs = CollectionUtils.getMatches(trigs, whenOrDefaultMatch(beforeOrAfter, stepName));
}
if (testUses) {
trigs = CollectionUtils.getMatches(trigs, availableUses);
}
for (final TriggerAttachment t : trigs) {
if (testChance && !t.testChance(bridge)) {
continue;
}
if (useUses) {
t.use(bridge);
}
for (final PlayerID player : t.getPlayers()) {
for (final String cat : t.getAvailableTech().keySet()) {
final TechnologyFrontier tf = player.getTechnologyFrontierList().getTechnologyFrontier(cat);
if (tf == null) {
throw new IllegalStateException("Triggers: tech category doesn't exist:" + cat + " for player:" + player);
}
for (final TechAdvance ta : t.getAvailableTech().get(cat).keySet()) {
if (t.getAvailableTech().get(cat).get(ta)) {
bridge.getHistoryWriter().startEvent(MyFormatter.attachmentNameToText(t.getName()) + ": " + player.getName() + " gains access to " + ta);
final Change change = ChangeFactory.addAvailableTech(tf, ta, player);
bridge.addChange(change);
} else {
bridge.getHistoryWriter().startEvent(MyFormatter.attachmentNameToText(t.getName()) + ": " + player.getName() + " loses access to " + ta);
final Change change = ChangeFactory.removeAvailableTech(tf, ta, player);
bridge.addChange(change);
}
}
}
}
}
}
use of games.strategy.triplea.delegate.TechAdvance in project triplea by triplea-game.
the class TriggerAttachment method setTech.
private void setTech(final String techs) throws GameParseException {
for (final String subString : techs.split(":")) {
TechAdvance ta = getData().getTechnologyFrontier().getAdvanceByProperty(subString);
if (ta == null) {
ta = getData().getTechnologyFrontier().getAdvanceByName(subString);
}
if (ta == null) {
throw new GameParseException("Technology not found :" + subString + thisErrorMsg());
}
m_tech.add(ta);
}
}
use of games.strategy.triplea.delegate.TechAdvance in project triplea by triplea-game.
the class TriggerAttachment method triggerTechChange.
public static void triggerTechChange(final Set<TriggerAttachment> satisfiedTriggers, final IDelegateBridge bridge, final String beforeOrAfter, final String stepName, final boolean useUses, final boolean testUses, final boolean testChance, final boolean testWhen) {
// final GameData data = aBridge.getData();
Collection<TriggerAttachment> trigs = CollectionUtils.getMatches(satisfiedTriggers, techMatch());
if (testWhen) {
trigs = CollectionUtils.getMatches(trigs, whenOrDefaultMatch(beforeOrAfter, stepName));
}
if (testUses) {
trigs = CollectionUtils.getMatches(trigs, availableUses);
}
for (final TriggerAttachment t : trigs) {
if (testChance && !t.testChance(bridge)) {
continue;
}
if (useUses) {
t.use(bridge);
}
for (final PlayerID player : t.getPlayers()) {
for (final TechAdvance ta : t.getTech()) {
if (ta.hasTech(TechAttachment.get(player))) {
continue;
}
bridge.getHistoryWriter().startEvent(MyFormatter.attachmentNameToText(t.getName()) + ": " + player.getName() + " activates " + ta);
TechTracker.addAdvance(player, bridge, ta);
}
}
}
}
use of games.strategy.triplea.delegate.TechAdvance in project triplea by triplea-game.
the class TechAbilityAttachment method setDefaultTechnologyAttachments.
/**
* Must be done only in GameParser, and only after we have already parsed ALL technologies, attachments, and game
* options/properties.
*/
@InternalDoNotExport
public static void setDefaultTechnologyAttachments(final GameData data) throws GameParseException {
// non-default tech are ignored.
for (final TechAdvance techAdvance : TechAdvance.getTechAdvances(data)) {
final TechAdvance ta;
if (techAdvance instanceof GenericTechAdvance) {
final TechAdvance adv = ((GenericTechAdvance) techAdvance).getAdvance();
if (adv != null) {
ta = adv;
} else {
continue;
}
} else {
ta = techAdvance;
}
final String propertyString = ta.getProperty();
TechAbilityAttachment taa = TechAbilityAttachment.get(ta);
if (taa == null) {
// perhaps just the easy ones, of air, land, and sea?
if (propertyString.equals(TechAdvance.TECH_PROPERTY_LONG_RANGE_AIRCRAFT)) {
taa = new TechAbilityAttachment(Constants.TECH_ABILITY_ATTACHMENT_NAME, ta, data);
ta.addAttachment(Constants.TECH_ABILITY_ATTACHMENT_NAME, taa);
final List<UnitType> allAir = CollectionUtils.getMatches(data.getUnitTypeList().getAllUnitTypes(), Matches.unitTypeIsAir());
for (final UnitType air : allAir) {
taa.setMovementBonus("2:" + air.getName());
}
} else if (propertyString.equals(TechAdvance.TECH_PROPERTY_AA_RADAR)) {
taa = new TechAbilityAttachment(Constants.TECH_ABILITY_ATTACHMENT_NAME, ta, data);
ta.addAttachment(Constants.TECH_ABILITY_ATTACHMENT_NAME, taa);
final List<UnitType> allAa = CollectionUtils.getMatches(data.getUnitTypeList().getAllUnitTypes(), Matches.unitTypeIsAaForAnything());
for (final UnitType aa : allAa) {
taa.setRadarBonus("1:" + aa.getName());
}
} else if (propertyString.equals(TechAdvance.TECH_PROPERTY_SUPER_SUBS)) {
taa = new TechAbilityAttachment(Constants.TECH_ABILITY_ATTACHMENT_NAME, ta, data);
ta.addAttachment(Constants.TECH_ABILITY_ATTACHMENT_NAME, taa);
final List<UnitType> allSubs = CollectionUtils.getMatches(data.getUnitTypeList().getAllUnitTypes(), Matches.unitTypeIsSub());
for (final UnitType sub : allSubs) {
taa.setAttackBonus("1:" + sub.getName());
}
} else if (propertyString.equals(TechAdvance.TECH_PROPERTY_JET_POWER)) {
taa = new TechAbilityAttachment(Constants.TECH_ABILITY_ATTACHMENT_NAME, ta, data);
ta.addAttachment(Constants.TECH_ABILITY_ATTACHMENT_NAME, taa);
final List<UnitType> allJets = CollectionUtils.getMatches(data.getUnitTypeList().getAllUnitTypes(), Matches.unitTypeIsAir().and(Matches.unitTypeIsStrategicBomber().negate()));
final boolean ww2v3TechModel = Properties.getWW2V3TechModel(data);
for (final UnitType jet : allJets) {
if (ww2v3TechModel) {
taa.setAttackBonus("1:" + jet.getName());
taa.setAirAttackBonus("1:" + jet.getName());
} else {
taa.setDefenseBonus("1:" + jet.getName());
taa.setAirDefenseBonus("1:" + jet.getName());
}
}
} else if (propertyString.equals(TechAdvance.TECH_PROPERTY_INCREASED_FACTORY_PRODUCTION)) {
taa = new TechAbilityAttachment(Constants.TECH_ABILITY_ATTACHMENT_NAME, ta, data);
ta.addAttachment(Constants.TECH_ABILITY_ATTACHMENT_NAME, taa);
final List<UnitType> allFactories = CollectionUtils.getMatches(data.getUnitTypeList().getAllUnitTypes(), Matches.unitTypeCanProduceUnits());
for (final UnitType factory : allFactories) {
taa.setProductionBonus("2:" + factory.getName());
taa.setMinimumTerritoryValueForProductionBonus("3");
// means a 50% discount, which is half price
taa.setRepairDiscount("50");
}
} else if (propertyString.equals(TechAdvance.TECH_PROPERTY_WAR_BONDS)) {
taa = new TechAbilityAttachment(Constants.TECH_ABILITY_ATTACHMENT_NAME, ta, data);
ta.addAttachment(Constants.TECH_ABILITY_ATTACHMENT_NAME, taa);
taa.setWarBondDiceSides(Integer.toString(data.getDiceSides()));
taa.setWarBondDiceNumber("1");
} else if (propertyString.equals(TechAdvance.TECH_PROPERTY_ROCKETS)) {
taa = new TechAbilityAttachment(Constants.TECH_ABILITY_ATTACHMENT_NAME, ta, data);
ta.addAttachment(Constants.TECH_ABILITY_ATTACHMENT_NAME, taa);
final List<UnitType> allRockets = CollectionUtils.getMatches(data.getUnitTypeList().getAllUnitTypes(), Matches.unitTypeIsRocket());
for (final UnitType rocket : allRockets) {
taa.setRocketDiceNumber("1:" + rocket.getName());
}
taa.setRocketDistance("3");
taa.setRocketNumberPerTerritory("1");
} else if (propertyString.equals(TechAdvance.TECH_PROPERTY_DESTROYER_BOMBARD)) {
taa = new TechAbilityAttachment(Constants.TECH_ABILITY_ATTACHMENT_NAME, ta, data);
ta.addAttachment(Constants.TECH_ABILITY_ATTACHMENT_NAME, taa);
final List<UnitType> allDestroyers = CollectionUtils.getMatches(data.getUnitTypeList().getAllUnitTypes(), Matches.unitTypeIsDestroyer());
for (final UnitType destroyer : allDestroyers) {
taa.setUnitAbilitiesGained(destroyer.getName() + ":" + ABILITY_CAN_BOMBARD);
}
} else if (propertyString.equals(TechAdvance.TECH_PROPERTY_HEAVY_BOMBER)) {
taa = new TechAbilityAttachment(Constants.TECH_ABILITY_ATTACHMENT_NAME, ta, data);
ta.addAttachment(Constants.TECH_ABILITY_ATTACHMENT_NAME, taa);
final List<UnitType> allBombers = CollectionUtils.getMatches(data.getUnitTypeList().getAllUnitTypes(), Matches.unitTypeIsStrategicBomber());
final int heavyBomberDiceRollsTotal = Properties.getHeavyBomberDiceRolls(data);
final boolean heavyBombersLhtr = Properties.getLhtrHeavyBombers(data);
for (final UnitType bomber : allBombers) {
// TODO: The bomber dice rolls get set when the xml is parsed.
// we subtract the base rolls to get the bonus
final int heavyBomberDiceRollsBonus = heavyBomberDiceRollsTotal - UnitAttachment.get(bomber).getAttackRolls(PlayerID.NULL_PLAYERID);
taa.setAttackRollsBonus(heavyBomberDiceRollsBonus + ":" + bomber.getName());
if (heavyBombersLhtr) {
// TODO: this all happens WHEN the xml is parsed. Which means if the user changes the game options, this
// does not get changed.
// (meaning, turning on LHTR bombers will not result in this bonus damage, etc. It would have to start on,
// in the xml.)
taa.setDefenseRollsBonus(heavyBomberDiceRollsBonus + ":" + bomber.getName());
// LHTR adds 1 to base roll
taa.setBombingBonus("1:" + bomber.getName());
}
}
}
// The following technologies should NOT have ability attachments for them:
// shipyards and industrialTechnology = because it is better to use a Trigger to change player's production
// improvedArtillerySupport = because it is already completely atomized and controlled through support
// attachments
// paratroopers = because it is already completely atomized and controlled through unit attachments + game
// options
// mechanizedInfantry = because it is already completely atomized and controlled through unit attachments
// IF one of the above named techs changes what it does in a future version of a&a, and the change is large
// enough or different
// enough that it cannot be done easily with a new game option,
// then it is better to create a new tech rather than change the old one, and give the new one a new name, like
// paratroopers2 or
// paratroopersAttack or Airborne_Forces, or some crap.
}
}
}
use of games.strategy.triplea.delegate.TechAdvance in project triplea by triplea-game.
the class TechAbilityAttachment method getAirborneTargettedByAa.
public static HashMap<String, HashSet<UnitType>> getAirborneTargettedByAa(final PlayerID player, final GameData data) {
final HashMap<String, HashSet<UnitType>> airborneTargettedByAa = new HashMap<>();
for (final TechAdvance ta : TechTracker.getCurrentTechAdvances(player, data)) {
final TechAbilityAttachment taa = TechAbilityAttachment.get(ta);
if (taa != null) {
final Map<String, Set<UnitType>> mapAa = taa.getAirborneTargettedByAa();
if (mapAa != null && !mapAa.isEmpty()) {
for (final Entry<String, Set<UnitType>> entry : mapAa.entrySet()) {
final HashSet<UnitType> current = airborneTargettedByAa.getOrDefault(entry.getKey(), new HashSet<>());
current.addAll(entry.getValue());
airborneTargettedByAa.put(entry.getKey(), current);
}
}
}
}
return airborneTargettedByAa;
}
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