use of games.strategy.triplea.player.ITripleAPlayer 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.player.ITripleAPlayer in project triplea by triplea-game.
the class StrategicBombingRaidBattle method notifyAaHits.
private void notifyAaHits(final IDelegateBridge bridge, final DiceRoll dice, final CasualtyDetails casualties, final String currentTypeAa) {
getDisplay(bridge).casualtyNotification(m_battleID, REMOVE_PREFIX + currentTypeAa + CASUALTIES_SUFFIX, dice, m_attacker, new ArrayList<>(casualties.getKilled()), new ArrayList<>(casualties.getDamaged()), Collections.emptyMap());
final Thread t = new Thread(() -> {
try {
final ITripleAPlayer defender = (ITripleAPlayer) bridge.getRemotePlayer(m_defender);
defender.confirmEnemyCasualties(m_battleID, "Press space to continue", m_attacker);
} catch (final Exception e) {
// ignore
}
}, "click to continue waiter");
t.start();
final ITripleAPlayer attacker = (ITripleAPlayer) bridge.getRemotePlayer(m_attacker);
attacker.confirmOwnCasualties(m_battleID, "Press space to continue");
bridge.leaveDelegateExecution();
Interruptibles.join(t);
bridge.enterDelegateExecution();
}
use of games.strategy.triplea.player.ITripleAPlayer in project triplea by triplea-game.
the class TechnologyDelegate method rollTech.
@Override
public TechResults rollTech(final int techRolls, final TechnologyFrontier techToRollFor, final int newTokens, final IntegerMap<PlayerID> whoPaysHowMuch) {
int rollCount = techRolls;
if (isWW2V3TechModel()) {
rollCount = newTokens;
}
final boolean canPay = checkEnoughMoney(rollCount, whoPaysHowMuch);
if (!canPay) {
return new TechResults("Not enough money to pay for that many tech rolls.");
}
chargeForTechRolls(rollCount, whoPaysHowMuch);
int currTokens = 0;
if (isWW2V3TechModel()) {
currTokens = player.getResources().getQuantity(Constants.TECH_TOKENS);
}
final GameData data = getData();
if (getAvailableTechs(player, data).isEmpty()) {
if (isWW2V3TechModel()) {
final Resource techTokens = data.getResourceList().getResource(Constants.TECH_TOKENS);
final String transcriptText = player.getName() + " No more available tech advances.";
bridge.getHistoryWriter().startEvent(transcriptText);
final Change removeTokens = ChangeFactory.changeResourcesChange(bridge.getPlayerId(), techTokens, -currTokens);
bridge.addChange(removeTokens);
}
return new TechResults("No more available tech advances.");
}
final String annotation = player.getName() + " rolling for tech.";
final int[] random;
int techHits;
int remainder = 0;
final int diceSides = data.getDiceSides();
if (BaseEditDelegate.getEditMode(data)) {
final ITripleAPlayer tripleaPlayer = getRemotePlayer();
random = tripleaPlayer.selectFixedDice(techRolls, diceSides, true, annotation, diceSides);
techHits = getTechHits(random);
} else if (isLowLuckTechOnly()) {
techHits = techRolls / diceSides;
remainder = techRolls % diceSides;
if (remainder > 0) {
random = bridge.getRandom(diceSides, 1, player, DiceType.TECH, annotation);
if (random[0] + 1 <= remainder) {
techHits++;
}
} else {
random = bridge.getRandom(diceSides, 1, player, DiceType.TECH, annotation);
remainder = diceSides;
}
} else {
random = bridge.getRandom(diceSides, techRolls, player, DiceType.TECH, annotation);
techHits = getTechHits(random);
}
final boolean isRevisedModel = isWW2V2() || (isSelectableTechRoll() && !isWW2V3TechModel());
final String directedTechInfo = isRevisedModel ? " for " + techToRollFor.getTechs().get(0) : "";
final DiceRoll renderDice = (isLowLuckTechOnly() ? new DiceRoll(random, techHits, remainder, false) : new DiceRoll(random, techHits, diceSides - 1, true));
bridge.getHistoryWriter().startEvent(player.getName() + (random.length > 1 ? " roll " : " rolls : ") + MyFormatter.asDice(random) + directedTechInfo + " and gets " + techHits + " " + MyFormatter.pluralize("hit", techHits), renderDice);
if (isWW2V3TechModel() && (techHits > 0 || Properties.getRemoveAllTechTokensAtEndOfTurn(data))) {
techCategory = techToRollFor;
// remove all the tokens
final Resource techTokens = data.getResourceList().getResource(Constants.TECH_TOKENS);
final String transcriptText = player.getName() + " removing all Technology Tokens after " + (techHits > 0 ? "successful" : "unsuccessful") + " research.";
bridge.getHistoryWriter().startEvent(transcriptText);
final Change removeTokens = ChangeFactory.changeResourcesChange(bridge.getPlayerId(), techTokens, -currTokens);
bridge.addChange(removeTokens);
}
final Collection<TechAdvance> advances;
if (isRevisedModel) {
if (techHits > 0) {
advances = Collections.singletonList(techToRollFor.getTechs().get(0));
} else {
advances = Collections.emptyList();
}
} else {
advances = getTechAdvances(techHits);
}
// Put in techs so they can be activated later.
techs.put(player, advances);
final List<String> advancesAsString = new ArrayList<>();
int count = advances.size();
final StringBuilder text = new StringBuilder();
for (final TechAdvance advance : advances) {
text.append(advance.getName());
count--;
advancesAsString.add(advance.getName());
if (count > 1) {
text.append(", ");
}
if (count == 1) {
text.append(" and ");
}
}
final String transcriptText = player.getName() + " discover " + text;
if (advances.size() > 0) {
bridge.getHistoryWriter().startEvent(transcriptText);
// play a sound
getSoundChannel().playSoundForAll(SoundPath.CLIP_TECHNOLOGY_SUCCESSFUL, player);
} else {
getSoundChannel().playSoundForAll(SoundPath.CLIP_TECHNOLOGY_FAILURE, player);
}
return new TechResults(random, remainder, techHits, advancesAsString, player);
}
use of games.strategy.triplea.player.ITripleAPlayer in project triplea by triplea-game.
the class TechnologyDelegate method getTechAdvances.
private Collection<TechAdvance> getTechAdvances(int hits) {
final List<TechAdvance> available;
if (hits > 0 && isWW2V3TechModel()) {
available = getAvailableAdvancesForCategory(techCategory);
hits = 1;
} else {
available = getAvailableAdvances();
}
if (available.isEmpty()) {
return Collections.emptyList();
}
if (hits >= available.size()) {
return available;
}
if (hits == 0) {
return Collections.emptyList();
}
final Collection<TechAdvance> newAdvances = new ArrayList<>(hits);
final String annotation = player.getName() + " rolling to see what tech advances are aquired";
final int[] random;
if (isSelectableTechRoll() || BaseEditDelegate.getEditMode(getData())) {
final ITripleAPlayer tripleaPlayer = getRemotePlayer();
random = tripleaPlayer.selectFixedDice(hits, 0, true, annotation, available.size());
} else {
random = new int[hits];
final List<Integer> rolled = new ArrayList<>();
// hits guaranteed to be less than available at this point.
for (int i = 0; i < hits; i++) {
int roll = bridge.getRandom(available.size() - i, null, DiceType.ENGINE, annotation);
for (final int r : rolled) {
if (roll >= r) {
roll++;
}
}
random[i] = roll;
rolled.add(roll);
}
}
final List<Integer> rolled = new ArrayList<>();
for (final int element : random) {
// check in case of dice chooser.
if (!rolled.contains(element) && element < available.size()) {
newAdvances.add(available.get(element));
rolled.add(element);
}
}
bridge.getHistoryWriter().startEvent("Rolls to resolve tech hits:" + MyFormatter.asDice(random));
return newAdvances;
}
use of games.strategy.triplea.player.ITripleAPlayer in project triplea by triplea-game.
the class AbstractEndTurnDelegate method showEndTurnReport.
protected void showEndTurnReport(final String endTurnReport) {
if (endTurnReport != null && endTurnReport.trim().length() > 6 && !player.isAi()) {
final ITripleAPlayer currentPlayer = getRemotePlayer(player);
final String playerName = player.getName();
currentPlayer.reportMessage("<html><b style=\"font-size:120%\" >" + END_TURN_REPORT_STRING + playerName + "</b><br /><br />" + endTurnReport + "</html>", END_TURN_REPORT_STRING + playerName);
}
}
Aggregations