use of games.strategy.triplea.delegate.dataObjects.CasualtyList in project triplea by triplea-game.
the class BattleCalculator method selectCasualties.
/**
* @param battleId
* may be null if we are not in a battle (eg, if this is an aa fire due to moving).
*/
public static CasualtyDetails selectCasualties(final String step, final PlayerID player, final Collection<Unit> targetsToPickFrom, final Collection<Unit> friendlyUnits, final PlayerID enemyPlayer, final Collection<Unit> enemyUnits, final boolean amphibious, final Collection<Unit> amphibiousLandAttackers, final Territory battlesite, final Collection<TerritoryEffect> territoryEffects, final IDelegateBridge bridge, final String text, final DiceRoll dice, final boolean defending, final GUID battleId, final boolean headLess, final int extraHits, final boolean allowMultipleHitsPerUnit) {
if (targetsToPickFrom.isEmpty()) {
return new CasualtyDetails();
}
if (!friendlyUnits.containsAll(targetsToPickFrom)) {
throw new IllegalStateException("friendlyUnits should but does not contain all units from targetsToPickFrom");
}
final GameData data = bridge.getData();
final boolean isEditMode = BaseEditDelegate.getEditMode(data);
final ITripleAPlayer tripleaPlayer = player.isNull() ? new WeakAi(player.getName(), TripleA.WEAK_COMPUTER_PLAYER_TYPE) : (ITripleAPlayer) bridge.getRemotePlayer(player);
final Map<Unit, Collection<Unit>> dependents = headLess ? Collections.emptyMap() : getDependents(targetsToPickFrom);
if (isEditMode && !headLess) {
final CasualtyDetails editSelection = tripleaPlayer.selectCasualties(targetsToPickFrom, dependents, 0, text, dice, player, friendlyUnits, enemyPlayer, enemyUnits, amphibious, amphibiousLandAttackers, new CasualtyList(), battleId, battlesite, allowMultipleHitsPerUnit);
final List<Unit> killed = editSelection.getKilled();
// if partial retreat is possible, kill amphibious units first
if (isPartialAmphibiousRetreat(data)) {
killAmphibiousFirst(killed, targetsToPickFrom);
}
return editSelection;
}
if (dice.getHits() == 0) {
return new CasualtyDetails(Collections.emptyList(), Collections.emptyList(), true);
}
int hitsRemaining = dice.getHits();
if (isTransportCasualtiesRestricted(data)) {
hitsRemaining = extraHits;
}
if (!isEditMode && allTargetsOneTypeOneHitPoint(targetsToPickFrom, dependents)) {
final List<Unit> killed = new ArrayList<>();
final Iterator<Unit> iter = targetsToPickFrom.iterator();
for (int i = 0; i < hitsRemaining; i++) {
if (i >= targetsToPickFrom.size()) {
break;
}
killed.add(iter.next());
}
return new CasualtyDetails(killed, Collections.emptyList(), true);
}
// Create production cost map, Maybe should do this elsewhere, but in case prices change, we do it here.
final IntegerMap<UnitType> costs = TuvUtils.getCostsForTuv(player, data);
final Tuple<CasualtyList, List<Unit>> defaultCasualtiesAndSortedTargets = getDefaultCasualties(targetsToPickFrom, hitsRemaining, defending, player, enemyUnits, amphibious, amphibiousLandAttackers, battlesite, costs, territoryEffects, data, allowMultipleHitsPerUnit, true);
final CasualtyList defaultCasualties = defaultCasualtiesAndSortedTargets.getFirst();
final List<Unit> sortedTargetsToPickFrom = defaultCasualtiesAndSortedTargets.getSecond();
if (sortedTargetsToPickFrom.size() != targetsToPickFrom.size() || !targetsToPickFrom.containsAll(sortedTargetsToPickFrom) || !sortedTargetsToPickFrom.containsAll(targetsToPickFrom)) {
throw new IllegalStateException("sortedTargetsToPickFrom must contain the same units as targetsToPickFrom list");
}
final int totalHitpoints = (allowMultipleHitsPerUnit ? getTotalHitpointsLeft(sortedTargetsToPickFrom) : sortedTargetsToPickFrom.size());
final CasualtyDetails casualtySelection;
if (hitsRemaining >= totalHitpoints) {
casualtySelection = new CasualtyDetails(defaultCasualties, true);
} else {
casualtySelection = tripleaPlayer.selectCasualties(sortedTargetsToPickFrom, dependents, hitsRemaining, text, dice, player, friendlyUnits, enemyPlayer, enemyUnits, amphibious, amphibiousLandAttackers, defaultCasualties, battleId, battlesite, allowMultipleHitsPerUnit);
}
List<Unit> killed = casualtySelection.getKilled();
// if partial retreat is possible, kill amphibious units first
if (isPartialAmphibiousRetreat(data)) {
killed = killAmphibiousFirst(killed, sortedTargetsToPickFrom);
}
final List<Unit> damaged = casualtySelection.getDamaged();
int numhits = killed.size();
if (!allowMultipleHitsPerUnit) {
damaged.clear();
} else {
for (final Unit unit : killed) {
final UnitAttachment ua = UnitAttachment.get(unit.getType());
final int damageToUnit = Collections.frequency(damaged, unit);
// allowed damage
numhits += Math.max(0, Math.min(damageToUnit, (ua.getHitPoints() - (1 + unit.getHits()))));
// remove from damaged list, since they will die
damaged.removeIf(unit::equals);
}
}
// check right number
if (!isEditMode && !(numhits + damaged.size() == (hitsRemaining > totalHitpoints ? totalHitpoints : hitsRemaining))) {
tripleaPlayer.reportError("Wrong number of casualties selected");
if (headLess) {
System.err.println("Possible Infinite Loop: Wrong number of casualties selected: number of hits on units " + (numhits + damaged.size()) + " != number of hits to take " + (hitsRemaining > totalHitpoints ? totalHitpoints : hitsRemaining) + ", for " + casualtySelection.toString());
}
return selectCasualties(step, player, sortedTargetsToPickFrom, friendlyUnits, enemyPlayer, enemyUnits, amphibious, amphibiousLandAttackers, battlesite, territoryEffects, bridge, text, dice, defending, battleId, headLess, extraHits, allowMultipleHitsPerUnit);
}
// check we have enough of each type
if (!sortedTargetsToPickFrom.containsAll(killed) || !sortedTargetsToPickFrom.containsAll(damaged)) {
tripleaPlayer.reportError("Cannot remove enough units of those types");
if (headLess) {
System.err.println("Possible Infinite Loop: Cannot remove enough units of those types: targets " + MyFormatter.unitsToTextNoOwner(sortedTargetsToPickFrom) + ", for " + casualtySelection.toString());
}
return selectCasualties(step, player, sortedTargetsToPickFrom, friendlyUnits, enemyPlayer, enemyUnits, amphibious, amphibiousLandAttackers, battlesite, territoryEffects, bridge, text, dice, defending, battleId, headLess, extraHits, allowMultipleHitsPerUnit);
}
return casualtySelection;
}
use of games.strategy.triplea.delegate.dataObjects.CasualtyList in project triplea by triplea-game.
the class BattleCalculator method getDefaultCasualties.
/**
* A unit with two hitpoints will be listed twice if they will die. The first time they are listed it is as damaged.
* The second time they
* are listed, it is dead.
*/
private static Tuple<CasualtyList, List<Unit>> getDefaultCasualties(final Collection<Unit> targetsToPickFrom, final int hits, final boolean defending, final PlayerID player, final Collection<Unit> enemyUnits, final boolean amphibious, final Collection<Unit> amphibiousLandAttackers, final Territory battlesite, final IntegerMap<UnitType> costs, final Collection<TerritoryEffect> territoryEffects, final GameData data, final boolean allowMultipleHitsPerUnit, final boolean bonus) {
final CasualtyList defaultCasualtySelection = new CasualtyList();
// Sort units by power and cost in ascending order
final List<Unit> sorted = sortUnitsForCasualtiesWithSupport(targetsToPickFrom, defending, player, enemyUnits, amphibious, amphibiousLandAttackers, battlesite, costs, territoryEffects, data, bonus);
// Remove two hit bb's selecting them first for default casualties
int numSelectedCasualties = 0;
if (allowMultipleHitsPerUnit) {
for (final Unit unit : sorted) {
// Stop if we have already selected as many hits as there are targets
if (numSelectedCasualties >= hits) {
return Tuple.of(defaultCasualtySelection, sorted);
}
final UnitAttachment ua = UnitAttachment.get(unit.getType());
final int extraHitPoints = Math.min((hits - numSelectedCasualties), (ua.getHitPoints() - (1 + unit.getHits())));
for (int i = 0; i < extraHitPoints; i++) {
numSelectedCasualties++;
defaultCasualtySelection.addToDamaged(unit);
}
}
}
// Select units
for (final Unit unit : sorted) {
// Stop if we have already selected as many hits as there are targets
if (numSelectedCasualties >= hits) {
return Tuple.of(defaultCasualtySelection, sorted);
}
defaultCasualtySelection.addToKilled(unit);
numSelectedCasualties++;
}
return Tuple.of(defaultCasualtySelection, sorted);
}
use of games.strategy.triplea.delegate.dataObjects.CasualtyList in project triplea by triplea-game.
the class ProAi method selectCasualties.
@Override
public CasualtyDetails selectCasualties(final Collection<Unit> selectFrom, final Map<Unit, Collection<Unit>> dependents, final int count, final String message, final DiceRoll dice, final PlayerID hit, final Collection<Unit> friendlyUnits, final PlayerID enemyPlayer, final Collection<Unit> enemyUnits, final boolean amphibious, final Collection<Unit> amphibiousLandAttackers, final CasualtyList defaultCasualties, final GUID battleId, final Territory battlesite, final boolean allowMultipleHitsPerUnit) {
initializeData();
if (defaultCasualties.size() != count) {
throw new IllegalStateException("Select Casualties showing different numbers for number of hits to take vs total " + "size of default casualty selections");
}
if (defaultCasualties.getKilled().size() <= 0) {
return new CasualtyDetails(defaultCasualties, false);
}
// Consider unit cost
final CasualtyDetails myCasualties = new CasualtyDetails(false);
myCasualties.addToDamaged(defaultCasualties.getDamaged());
final List<Unit> selectFromSorted = new ArrayList<>(selectFrom);
if (enemyUnits.isEmpty()) {
selectFromSorted.sort(ProPurchaseUtils.getCostComparator());
} else {
// Get battle data
final GameData data = getGameData();
final PlayerID player = getPlayerId();
final BattleDelegate delegate = DelegateFinder.battleDelegate(data);
final IBattle battle = delegate.getBattleTracker().getPendingBattle(battleId);
// If defender and could lose battle then don't consider unit cost as just trying to survive
boolean needToCheck = true;
final boolean isAttacker = player.equals(battle.getAttacker());
if (!isAttacker) {
final List<Unit> attackers = (List<Unit>) battle.getAttackingUnits();
final List<Unit> defenders = (List<Unit>) battle.getDefendingUnits();
defenders.removeAll(defaultCasualties.getKilled());
final double strengthDifference = ProBattleUtils.estimateStrengthDifference(battlesite, attackers, defenders);
int minStrengthDifference = 60;
if (!Properties.getLowLuck(data)) {
minStrengthDifference = 55;
}
if (strengthDifference > minStrengthDifference) {
needToCheck = false;
}
}
// Use bubble sort to save expensive units
while (needToCheck) {
needToCheck = false;
for (int i = 0; i < selectFromSorted.size() - 1; i++) {
final Unit unit1 = selectFromSorted.get(i);
final Unit unit2 = selectFromSorted.get(i + 1);
final double unitCost1 = ProPurchaseUtils.getCost(unit1);
final double unitCost2 = ProPurchaseUtils.getCost(unit2);
if (unitCost1 > 1.5 * unitCost2) {
selectFromSorted.set(i, unit2);
selectFromSorted.set(i + 1, unit1);
needToCheck = true;
}
}
}
}
// Interleave carriers and planes
final List<Unit> interleavedTargetList = new ArrayList<>(ProTransportUtils.interleaveUnitsCarriersAndPlanes(selectFromSorted, 0));
for (int i = 0; i < defaultCasualties.getKilled().size(); ++i) {
myCasualties.addToKilled(interleavedTargetList.get(i));
}
if (count != myCasualties.size()) {
throw new IllegalStateException("AI chose wrong number of casualties");
}
return myCasualties;
}
use of games.strategy.triplea.delegate.dataObjects.CasualtyList in project triplea by triplea-game.
the class RevisedTest method setUp.
/**
* Sets up a GameData object for testing..
*/
@BeforeEach
public void setUp() throws Exception {
when(dummyPlayer.selectCasualties(any(), any(), anyInt(), any(), any(), any(), any(), any(), any(), anyBoolean(), any(), any(), any(), any(), anyBoolean())).thenAnswer(new Answer<CasualtyDetails>() {
@Override
public CasualtyDetails answer(final InvocationOnMock invocation) {
final CasualtyList defaultCasualties = invocation.getArgument(11);
if (defaultCasualties != null) {
return new CasualtyDetails(defaultCasualties.getKilled(), defaultCasualties.getDamaged(), true);
}
return null;
}
});
gameData = TestMapGameData.REVISED.getGameData();
}
use of games.strategy.triplea.delegate.dataObjects.CasualtyList in project triplea by triplea-game.
the class WW2V3Year41Test method setUp.
@BeforeEach
public void setUp() throws Exception {
when(dummyPlayer.selectCasualties(any(), any(), anyInt(), any(), any(), any(), any(), any(), any(), anyBoolean(), any(), any(), any(), any(), anyBoolean())).thenAnswer(new Answer<CasualtyDetails>() {
@Override
public CasualtyDetails answer(final InvocationOnMock invocation) {
final CasualtyList defaultCasualties = invocation.getArgument(11);
if (defaultCasualties != null) {
return new CasualtyDetails(defaultCasualties.getKilled(), defaultCasualties.getDamaged(), true);
}
return null;
}
});
gameData = TestMapGameData.WW2V3_1941.getGameData();
}
Aggregations