use of games.strategy.triplea.delegate.remote.IPurchaseDelegate in project triplea by triplea-game.
the class ProPurchaseAi method bid.
/**
* Default settings for bidding:
* 1) Limit one bid unit in a territory or sea zone (until set in all territories then 2, etc).
* 2) The nation placing a unit in a territory or sea zone must have started with a unit in said territory or sea zone
* prior to placing the bid.
*/
Map<Territory, ProPurchaseTerritory> bid(final int pus, final IPurchaseDelegate purchaseDelegate, final GameData startOfTurnData) {
// Current data fields
data = ProData.getData();
this.startOfTurnData = startOfTurnData;
player = ProData.getPlayer();
resourceTracker = new ProResourceTracker(pus, data);
territoryManager = new ProTerritoryManager(calc);
isBid = true;
final ProPurchaseOptionMap purchaseOptions = ProData.purchaseOptions;
ProLogger.info("Starting bid phase with resources: " + resourceTracker);
if (!player.getUnits().getUnits().isEmpty()) {
ProLogger.info("Starting bid phase with unplaced units=" + player.getUnits().getUnits());
}
// Find all purchase/place territories
final Map<Territory, ProPurchaseTerritory> purchaseTerritories = ProPurchaseUtils.findBidTerritories(player);
int previousNumUnits = 0;
while (true) {
// Determine max enemy attack units and current allied defenders
territoryManager.populateEnemyAttackOptions(new ArrayList<>(), new ArrayList<>(purchaseTerritories.keySet()));
findDefendersInPlaceTerritories(purchaseTerritories);
// Prioritize land territories that need defended and purchase additional defenders
final List<ProPlaceTerritory> needToDefendLandTerritories = prioritizeTerritoriesToDefend(purchaseTerritories, true);
purchaseDefenders(purchaseTerritories, needToDefendLandTerritories, purchaseOptions.getLandFodderOptions(), purchaseOptions.getAirOptions(), true);
// Find strategic value for each territory
ProLogger.info("Find strategic value for place territories");
final Map<Territory, Double> territoryValueMap = ProTerritoryValueUtils.findTerritoryValues(player, new ArrayList<>(), new ArrayList<>());
for (final ProPurchaseTerritory t : purchaseTerritories.values()) {
for (final ProPlaceTerritory ppt : t.getCanPlaceTerritories()) {
ppt.setStrategicValue(territoryValueMap.get(ppt.getTerritory()));
ProLogger.debug(ppt.getTerritory() + ", strategicValue=" + territoryValueMap.get(ppt.getTerritory()));
}
}
// Prioritize land place options purchase AA then land units
final List<ProPlaceTerritory> prioritizedLandTerritories = prioritizeLandTerritories(purchaseTerritories);
purchaseAaUnits(purchaseTerritories, prioritizedLandTerritories, purchaseOptions.getAaOptions());
purchaseLandUnits(purchaseTerritories, prioritizedLandTerritories, purchaseOptions, territoryValueMap);
// Prioritize sea territories that need defended and purchase additional defenders
final List<ProPlaceTerritory> needToDefendSeaTerritories = prioritizeTerritoriesToDefend(purchaseTerritories, false);
purchaseDefenders(purchaseTerritories, needToDefendSeaTerritories, purchaseOptions.getSeaDefenseOptions(), purchaseOptions.getAirOptions(), false);
// Prioritize sea place options and purchase units
final List<ProPlaceTerritory> prioritizedSeaTerritories = prioritizeSeaTerritories(purchaseTerritories);
purchaseSeaAndAmphibUnits(purchaseTerritories, prioritizedSeaTerritories, territoryValueMap, purchaseOptions);
// Try to use any remaining PUs on high value units
purchaseUnitsWithRemainingProduction(purchaseTerritories, purchaseOptions.getLandOptions(), purchaseOptions.getAirOptions());
upgradeUnitsWithRemainingPUs(purchaseTerritories, purchaseOptions);
// Check if no remaining PUs or no unit built this iteration
final int numUnits = purchaseTerritories.values().stream().map(ProPurchaseTerritory::getCanPlaceTerritories).map(t -> t.get(0)).map(ProPlaceTerritory::getPlaceUnits).mapToInt(List::size).sum();
if (resourceTracker.isEmpty() || numUnits == previousNumUnits) {
break;
}
previousNumUnits = numUnits;
ProPurchaseUtils.incrementUnitProductionForBidTerritories(purchaseTerritories);
}
// Determine final count of each production rule
final IntegerMap<ProductionRule> purchaseMap = populateProductionRuleMap(purchaseTerritories, purchaseOptions);
// Purchase units
ProMetricUtils.collectPurchaseStats(purchaseMap);
final String error = purchaseDelegate.purchase(purchaseMap);
if (error != null) {
ProLogger.warn("Purchase error: " + error);
}
return purchaseTerritories;
}
use of games.strategy.triplea.delegate.remote.IPurchaseDelegate in project triplea by triplea-game.
the class TripleAPlayer method purchase.
private void purchase(final boolean bid) {
if (getPlayerBridge().isGameOver()) {
return;
}
final PlayerID id = getPlayerId();
// play a sound for this phase
if (!bid && !soundPlayedAlreadyPurchase) {
ClipPlayer.play(SoundPath.CLIP_PHASE_PURCHASE, id);
soundPlayedAlreadyPurchase = true;
}
// Check if any factories need to be repaired
if (id.getRepairFrontier() != null && id.getRepairFrontier().getRules() != null && !id.getRepairFrontier().getRules().isEmpty()) {
final GameData data = getGameData();
if (isDamageFromBombingDoneToUnitsInsteadOfTerritories(data)) {
final Predicate<Unit> myDamaged = Matches.unitIsOwnedBy(id).and(Matches.unitHasTakenSomeBombingUnitDamage());
final Collection<Unit> damagedUnits = new ArrayList<>();
for (final Territory t : data.getMap().getTerritories()) {
damagedUnits.addAll(CollectionUtils.getMatches(t.getUnits().getUnits(), myDamaged));
}
if (damagedUnits.size() > 0) {
final HashMap<Unit, IntegerMap<RepairRule>> repair = ui.getRepair(id, bid, GameStepPropertiesHelper.getRepairPlayers(data, id));
if (repair != null) {
final IPurchaseDelegate purchaseDel;
try {
purchaseDel = (IPurchaseDelegate) getPlayerBridge().getRemoteDelegate();
} catch (final ClassCastException e) {
final String errorContext = "PlayerBridge step name: " + getPlayerBridge().getStepName() + ", Remote class name: " + getPlayerBridge().getRemoteDelegate().getClass();
// for some reason the client is not seeing or getting these errors, so print to err too
System.err.println(errorContext);
ClientLogger.logQuietly(errorContext, e);
throw new IllegalStateException(errorContext, e);
}
final String error = purchaseDel.purchaseRepair(repair);
if (error != null) {
ui.notifyError(error);
// dont give up, keep going
purchase(bid);
}
}
}
}
}
final IntegerMap<ProductionRule> prod = ui.getProduction(id, bid);
if (prod == null) {
return;
}
final IPurchaseDelegate purchaseDel;
try {
purchaseDel = (IPurchaseDelegate) getPlayerBridge().getRemoteDelegate();
} catch (final ClassCastException e) {
final String errorContext = "PlayerBridge step name: " + getPlayerBridge().getStepName() + ", Remote class name: " + getPlayerBridge().getRemoteDelegate().getClass();
// for some reason the client is not seeing or getting these errors, so print to err too
System.err.println(errorContext);
ClientLogger.logQuietly(errorContext, e);
throw new IllegalStateException(errorContext, e);
}
final String purchaseError = purchaseDel.purchase(prod);
if (purchaseError != null) {
ui.notifyError(purchaseError);
// dont give up, keep going
purchase(bid);
}
}
use of games.strategy.triplea.delegate.remote.IPurchaseDelegate in project triplea by triplea-game.
the class AbstractAi method start.
@Override
public final void start(final String name) {
super.start(name);
final PlayerID id = getPlayerId();
if (name.endsWith("Bid")) {
final IPurchaseDelegate purchaseDelegate = (IPurchaseDelegate) getPlayerBridge().getRemoteDelegate();
final String propertyName = id.getName() + " bid";
final int bidAmount = getGameData().getProperties().get(propertyName, 0);
purchase(true, bidAmount, purchaseDelegate, getGameData(), id);
} else if (name.endsWith("Purchase")) {
final IPurchaseDelegate purchaseDelegate = (IPurchaseDelegate) getPlayerBridge().getRemoteDelegate();
final Resource pus = getGameData().getResourceList().getResource(Constants.PUS);
final int leftToSpend = id.getResources().getQuantity(pus);
purchase(false, leftToSpend, purchaseDelegate, getGameData(), id);
} else if (name.endsWith("Tech")) {
final ITechDelegate techDelegate = (ITechDelegate) getPlayerBridge().getRemoteDelegate();
tech(techDelegate, getGameData(), id);
} else if (name.endsWith("Move")) {
final IMoveDelegate moveDel = (IMoveDelegate) getPlayerBridge().getRemoteDelegate();
if (name.endsWith("AirborneCombatMove")) {
// do nothing
} else {
move(name.endsWith("NonCombatMove"), moveDel, getGameData(), id);
}
} else if (name.endsWith("Battle")) {
battle((IBattleDelegate) getPlayerBridge().getRemoteDelegate(), getGameData(), id);
} else if (name.endsWith("Politics")) {
politicalActions();
} else if (name.endsWith("Place")) {
final IAbstractPlaceDelegate placeDel = (IAbstractPlaceDelegate) getPlayerBridge().getRemoteDelegate();
place(name.contains("Bid"), placeDel, getGameData(), id);
} else if (name.endsWith("EndTurn")) {
endTurn((IAbstractForumPosterDelegate) getPlayerBridge().getRemoteDelegate(), getGameData(), id);
}
}
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