use of games.strategy.triplea.util.UnitCategory in project triplea by triplea-game.
the class BattleCalculator method categorizeLowLuckAirUnits.
/**
* http://triplea.sourceforge.net/mywiki/Forum#nabble-td4658925%7Ca4658925
* returns two lists, the first list is the air units that can be evenly divided into groups of 3 or 6 (depending on
* radar)
* the second list is all the air units that do not fit in the first list
*/
private static Tuple<List<List<Unit>>, List<Unit>> categorizeLowLuckAirUnits(final Collection<Unit> units, final int groupSize) {
final Collection<UnitCategory> categorizedAir = UnitSeperator.categorize(units, null, false, true);
final List<List<Unit>> groupsOfSize = new ArrayList<>();
final List<Unit> toRoll = new ArrayList<>();
for (final UnitCategory uc : categorizedAir) {
final int remainder = uc.getUnits().size() % groupSize;
final int splitPosition = uc.getUnits().size() - remainder;
final List<Unit> group = new ArrayList<>(uc.getUnits().subList(0, splitPosition));
if (!group.isEmpty()) {
for (int i = 0; i < splitPosition; i += groupSize) {
final List<Unit> miniGroup = new ArrayList<>(uc.getUnits().subList(i, i + groupSize));
if (!miniGroup.isEmpty()) {
groupsOfSize.add(miniGroup);
}
}
}
toRoll.addAll(uc.getUnits().subList(splitPosition, uc.getUnits().size()));
}
return Tuple.of(groupsOfSize, toRoll);
}
use of games.strategy.triplea.util.UnitCategory in project triplea by triplea-game.
the class MoveValidator method validateTransport.
private static MoveValidationResult validateTransport(final boolean isNonCombat, final GameData data, final List<UndoableMove> undoableMoves, final Collection<Unit> units, final Route route, final PlayerID player, final Collection<Unit> transportsToLoad, final MoveValidationResult result) {
final boolean isEditMode = getEditMode(data);
if (!units.isEmpty() && units.stream().allMatch(Matches.unitIsAir())) {
return result;
}
if (!route.hasWater()) {
return result;
}
// If there are non-sea transports return
final boolean seaOrNoTransportsPresent = transportsToLoad.isEmpty() || transportsToLoad.stream().anyMatch(Matches.unitIsSea().and(Matches.unitCanTransport()));
if (!seaOrNoTransportsPresent) {
return result;
}
final Territory routeEnd = route.getEnd();
final Territory routeStart = route.getStart();
// if unloading make sure length of route is only 1
if (!isEditMode && route.isUnload()) {
if (route.hasMoreThenOneStep()) {
return result.setErrorReturnResult("Unloading units must stop where they are unloaded");
}
for (final Unit unit : TransportTracker.getUnitsLoadedOnAlliedTransportsThisTurn(units)) {
result.addDisallowedUnit(CANNOT_LOAD_AND_UNLOAD_AN_ALLIED_TRANSPORT_IN_THE_SAME_ROUND, unit);
}
final Collection<Unit> transports = TransportUtils.mapTransports(route, units, null).values();
final boolean isScramblingOrKamikazeAttacksEnabled = Properties.getScrambleRulesInEffect(data) || Properties.getUseKamikazeSuicideAttacks(data);
final boolean submarinesPreventUnescortedAmphibAssaults = Properties.getSubmarinesPreventUnescortedAmphibiousAssaults(data);
final Predicate<Unit> enemySubmarineMatch = Matches.unitIsEnemyOf(data, player).and(Matches.unitIsSub());
final Predicate<Unit> ownedSeaNonTransportMatch = Matches.unitIsOwnedBy(player).and(Matches.unitIsSea()).and(Matches.unitIsNotTransportButCouldBeCombatTransport());
for (final Unit transport : transports) {
if (!isNonCombat && route.numberOfStepsIncludingStart() == 2) {
if (Matches.territoryHasEnemyUnits(player, data).test(routeEnd) || Matches.isTerritoryEnemyAndNotUnownedWater(player, data).test(routeEnd)) {
// this is an amphibious assault
if (submarinesPreventUnescortedAmphibAssaults && !Matches.territoryHasUnitsThatMatch(ownedSeaNonTransportMatch).test(routeStart) && Matches.territoryHasUnitsThatMatch(enemySubmarineMatch).test(routeStart)) {
// stops our unloading for amphibious assault
for (final Unit unit : TransportTracker.transporting(transport)) {
result.addDisallowedUnit(ENEMY_SUBMARINE_PREVENTING_UNESCORTED_AMPHIBIOUS_ASSAULT_LANDING, unit);
}
}
} else if (!AbstractMoveDelegate.getBattleTracker(data).wasConquered(routeEnd)) {
// this is an unload to a friendly territory
if (isScramblingOrKamikazeAttacksEnabled || !Matches.territoryIsEmptyOfCombatUnits(data, player).test(routeStart)) {
// TODO: should we use the battle tracker for this instead?
for (final Unit unit : TransportTracker.transporting(transport)) {
result.addDisallowedUnit(TRANSPORT_MAY_NOT_UNLOAD_TO_FRIENDLY_TERRITORIES_UNTIL_AFTER_COMBAT_IS_RESOLVED, unit);
}
}
}
}
// in which they perform their actions. check whether transport has already unloaded
if (TransportTracker.hasTransportUnloadedInPreviousPhase(transport)) {
for (final Unit unit : TransportTracker.transporting(transport)) {
result.addDisallowedUnit(TRANSPORT_HAS_ALREADY_UNLOADED_UNITS_IN_A_PREVIOUS_PHASE, unit);
}
// check whether transport is restricted to another territory
} else if (TransportTracker.isTransportUnloadRestrictedToAnotherTerritory(transport, route.getEnd())) {
final Territory alreadyUnloadedTo = getTerritoryTransportHasUnloadedTo(undoableMoves, transport);
for (final Unit unit : TransportTracker.transporting(transport)) {
result.addDisallowedUnit(TRANSPORT_HAS_ALREADY_UNLOADED_UNITS_TO + alreadyUnloadedTo.getName(), unit);
}
// Check if the transport has already loaded after being in combat
} else if (TransportTracker.isTransportUnloadRestrictedInNonCombat(transport)) {
for (final Unit unit : TransportTracker.transporting(transport)) {
result.addDisallowedUnit(TRANSPORT_CANNOT_LOAD_AND_UNLOAD_AFTER_COMBAT, unit);
}
}
}
}
// if we are land make sure no water in route except for transport situations
final Collection<Unit> land = CollectionUtils.getMatches(units, Matches.unitIsLand());
final Collection<Unit> landAndAir = CollectionUtils.getMatches(units, Matches.unitIsLand().or(Matches.unitIsAir()));
// make sure we can be transported
final Predicate<Unit> cantBeTransported = Matches.unitCanBeTransported().negate();
for (final Unit unit : CollectionUtils.getMatches(land, cantBeTransported)) {
result.addDisallowedUnit("Not all units can be transported", unit);
}
// make sure that the only the first or last territory is land don't want situation where they go sea land sea
if (!isEditMode && route.hasLand() && !(route.getStart().isWater() || route.getEnd().isWater())) {
// carried by the air and that the air has enough capacity
if (nonParatroopersPresent(player, landAndAir)) {
return result.setErrorReturnResult("Invalid move, only start or end can be land when route has water.");
}
}
// TODO handle this
if (!isEditMode && !route.getEnd().isWater() && !route.getStart().isWater() && nonParatroopersPresent(player, landAndAir)) {
return result.setErrorReturnResult("Must stop units at a transport on route");
}
if (route.getEnd().isWater() && route.getStart().isWater()) {
// make sure units and transports stick together
for (final Unit unit : units) {
final UnitAttachment ua = UnitAttachment.get(unit.getType());
// make sure transports dont leave their units behind
if (ua.getTransportCapacity() != -1) {
final Collection<Unit> holding = TransportTracker.transporting(unit);
if (!units.containsAll(holding)) {
result.addDisallowedUnit("Transports cannot leave their units", unit);
}
}
// make sure units dont leave their transports behind
if (ua.getTransportCost() != -1) {
final Unit transport = TransportTracker.transportedBy(unit);
if (transport != null && !units.contains(transport)) {
result.addDisallowedUnit("Unit must stay with its transport while moving", unit);
}
}
}
}
if (route.isLoad()) {
if (!isEditMode && !route.hasExactlyOneStep() && nonParatroopersPresent(player, landAndAir)) {
return result.setErrorReturnResult("Units cannot move before loading onto transports");
}
final Predicate<Unit> enemyNonSubmerged = Matches.enemyUnit(player, data).and(Matches.unitIsSubmerged().negate());
if (!Properties.getUnitsCanLoadInHostileSeaZones(data) && route.getEnd().getUnits().anyMatch(enemyNonSubmerged) && nonParatroopersPresent(player, landAndAir) && !onlyIgnoredUnitsOnPath(route, player, data, false) && !AbstractMoveDelegate.getBattleTracker(data).didAllThesePlayersJustGoToWarThisTurn(player, route.getEnd().getUnits().getUnits(), data)) {
return result.setErrorReturnResult("Cannot load when enemy sea units are present");
}
final Map<Unit, Unit> unitsToTransports = TransportUtils.mapTransports(route, land, transportsToLoad);
if (!isEditMode) {
for (final Unit baseUnit : land) {
final TripleAUnit unit = (TripleAUnit) baseUnit;
if (Matches.unitHasMoved().test(unit)) {
result.addDisallowedUnit("Units cannot move before loading onto transports", unit);
}
final Unit transport = unitsToTransports.get(unit);
if (transport == null) {
continue;
}
if (TransportTracker.hasTransportUnloadedInPreviousPhase(transport)) {
result.addDisallowedUnit(TRANSPORT_HAS_ALREADY_UNLOADED_UNITS_IN_A_PREVIOUS_PHASE, unit);
} else if (TransportTracker.isTransportUnloadRestrictedToAnotherTerritory(transport, route.getEnd())) {
Territory alreadyUnloadedTo = getTerritoryTransportHasUnloadedTo(undoableMoves, transport);
for (final Unit transportToLoad : transportsToLoad) {
final TripleAUnit trn = (TripleAUnit) transportToLoad;
if (!TransportTracker.isTransportUnloadRestrictedToAnotherTerritory(trn, route.getEnd())) {
final UnitAttachment ua = UnitAttachment.get(unit.getType());
if (TransportTracker.getAvailableCapacity(trn) >= ua.getTransportCost()) {
alreadyUnloadedTo = null;
break;
}
}
}
if (alreadyUnloadedTo != null) {
result.addDisallowedUnit(TRANSPORT_HAS_ALREADY_UNLOADED_UNITS_TO + alreadyUnloadedTo.getName(), unit);
}
}
}
}
if (!unitsToTransports.keySet().containsAll(land)) {
// some units didn't get mapped to a transport
final Collection<UnitCategory> unitsToLoadCategories = UnitSeperator.categorize(land);
if (unitsToTransports.size() == 0 || unitsToLoadCategories.size() == 1) {
// set all unmapped units as disallowed if there are no transports or only one unit category
for (final Unit unit : land) {
if (unitsToTransports.containsKey(unit)) {
continue;
}
final UnitAttachment ua = UnitAttachment.get(unit.getType());
if (ua.getTransportCost() != -1) {
result.addDisallowedUnit("Not enough transports", unit);
}
}
} else {
// set all units as unresolved if there is at least one transport and mixed unit categories
for (final Unit unit : land) {
final UnitAttachment ua = UnitAttachment.get(unit.getType());
if (ua.getTransportCost() != -1) {
result.addUnresolvedUnit("Not enough transports", unit);
}
}
}
}
}
return result;
}
use of games.strategy.triplea.util.UnitCategory in project triplea by triplea-game.
the class MapPanel method paint.
@Override
public void paint(final Graphics g) {
final Graphics2D g2d = (Graphics2D) g;
super.paint(g2d);
g2d.clip(new Rectangle2D.Double(0, 0, (getImageWidth() * scale), (getImageHeight() * scale)));
int x = model.getX();
int y = model.getY();
final List<Tile> images = new ArrayList<>();
final List<Tile> undrawnTiles = new ArrayList<>();
final Stopwatch stopWatch = new Stopwatch(Logger.getLogger(MapPanel.class.getName()), Level.FINER, "Paint");
// make sure we use the same data for the entire paint
final GameData data = gameData;
// if the map fits on screen, dont draw any overlap
final boolean fitAxisX = !mapWidthFitsOnScreen() && uiContext.getMapData().scrollWrapX();
final boolean fitAxisY = !mapHeightFitsOnScreen() && uiContext.getMapData().scrollWrapY();
if (fitAxisX || fitAxisY) {
if (fitAxisX && x + (int) getScaledWidth() > model.getMaxWidth()) {
x -= model.getMaxWidth();
}
if (fitAxisY && y + (int) getScaledHeight() > model.getMaxHeight()) {
y -= model.getMaxHeight();
}
// handle wrapping off the screen
if (fitAxisX && x < 0) {
if (fitAxisY && y < 0) {
final Rectangle2D.Double leftUpperBounds = new Rectangle2D.Double(model.getMaxWidth() + x, model.getMaxHeight() + y, -x, -y);
drawTiles(g2d, images, data, leftUpperBounds, undrawnTiles);
}
final Rectangle2D.Double leftBounds = new Rectangle2D.Double(model.getMaxWidth() + x, y, -x, getScaledHeight());
drawTiles(g2d, images, data, leftBounds, undrawnTiles);
}
if (fitAxisY && y < 0) {
final Rectangle2D.Double upperBounds = new Rectangle2D.Double(x, model.getMaxHeight() + y, getScaledWidth(), -y);
drawTiles(g2d, images, data, upperBounds, undrawnTiles);
}
}
// handle non overlap
final Rectangle2D.Double mainBounds = new Rectangle2D.Double(x, y, getScaledWidth(), getScaledHeight());
drawTiles(g2d, images, data, mainBounds, undrawnTiles);
if (routeDescription != null && mouseShadowImage != null && routeDescription.getEnd() != null) {
final AffineTransform t = new AffineTransform();
t.translate(scale * normalizeX(routeDescription.getEnd().getX() - getXOffset()), scale * normalizeY(routeDescription.getEnd().getY() - getYOffset()));
t.translate(mouseShadowImage.getWidth() / -2, mouseShadowImage.getHeight() / -2);
t.scale(scale, scale);
g2d.drawImage(mouseShadowImage, t, this);
}
if (routeDescription != null) {
routeDrawer.drawRoute(g2d, routeDescription, movementLeftForCurrentUnits, movementFuelCost, uiContext.getResourceImageFactory());
}
// used to keep strong references to what is on the screen so it wont be garbage collected
// other references to the images are weak references
this.images.clear();
this.images.addAll(images);
if (highlightedUnits != null) {
for (final Entry<Territory, List<Unit>> entry : highlightedUnits.entrySet()) {
final Set<UnitCategory> categories = UnitSeperator.categorize(entry.getValue());
for (final UnitCategory category : categories) {
final List<Unit> territoryUnitsOfSameCategory = category.getUnits();
if (territoryUnitsOfSameCategory.isEmpty()) {
continue;
}
final Rectangle r = tileManager.getUnitRect(territoryUnitsOfSameCategory, gameData);
if (r == null) {
continue;
}
final Optional<Image> image = uiContext.getUnitImageFactory().getHighlightImage(category.getType(), category.getOwner(), category.hasDamageOrBombingUnitDamage(), category.getDisabled());
if (image.isPresent()) {
final AffineTransform t = new AffineTransform();
t.translate(normalizeX(r.getX() - getXOffset()) * scale, normalizeY(r.getY() - getYOffset()) * scale);
t.scale(scale, scale);
g2d.drawImage(image.get(), t, this);
}
}
}
}
// draw the tiles nearest us first
// then draw farther away
updateUndrawnTiles(undrawnTiles, 30, true);
updateUndrawnTiles(undrawnTiles, 257, true);
// when we are this far away, dont force the tiles to stay in memroy
updateUndrawnTiles(undrawnTiles, 513, false);
updateUndrawnTiles(undrawnTiles, 767, false);
clearPendingDrawOperations();
undrawnTiles.forEach(tile -> pendingDrawOperations.add(Tuple.of(tile, data)));
stopWatch.done();
}
use of games.strategy.triplea.util.UnitCategory in project triplea by triplea-game.
the class UnitChooser method createDefaultSelectionsMap.
private static IntegerMap<UnitCategory> createDefaultSelectionsMap(final Collection<UnitCategory> categories) {
final IntegerMap<UnitCategory> defaultValues = new IntegerMap<>();
for (final UnitCategory category : categories) {
final int defaultValue = category.getUnits().size();
defaultValues.put(category, defaultValue);
}
return defaultValues;
}
use of games.strategy.triplea.util.UnitCategory in project triplea by triplea-game.
the class TileManagerTest method testGetSortedUnitCategories.
@Test
public void testGetSortedUnitCategories() throws Exception {
final GameData data = TestMapGameData.TWW.getGameData();
final Territory northernGermany = territory("Northern Germany", data);
northernGermany.getUnits().clear();
final List<Unit> units = new ArrayList<>();
final PlayerID italians = GameDataTestUtil.italy(data);
units.addAll(GameDataTestUtil.italianInfantry(data).create(1, italians));
units.addAll(GameDataTestUtil.italianFactory(data).create(1, italians));
units.addAll(GameDataTestUtil.truck(data).create(1, italians));
final PlayerID british = GameDataTestUtil.britain(data);
units.addAll(GameDataTestUtil.britishInfantry(data).create(1, british));
units.addAll(GameDataTestUtil.britishFactory(data).create(1, british));
units.addAll(GameDataTestUtil.truck(data).create(1, british));
final PlayerID germans = GameDataTestUtil.germany(data);
units.addAll(GameDataTestUtil.germanInfantry(data).create(1, germans));
units.addAll(GameDataTestUtil.germanFactory(data).create(1, germans));
units.addAll(GameDataTestUtil.truck(data).create(1, germans));
GameDataTestUtil.addTo(northernGermany, units);
final List<UnitCategory> categories = TileManager.getSortedUnitCategories(northernGermany, data);
final List<UnitCategory> expected = new ArrayList<>();
expected.add(createUnitCategory("germanFactory", germans, data));
expected.add(createUnitCategory("Truck", germans, data));
expected.add(createUnitCategory("germanInfantry", germans, data));
expected.add(createUnitCategory("italianFactory", italians, data));
expected.add(createUnitCategory("Truck", italians, data));
expected.add(createUnitCategory("italianInfantry", italians, data));
expected.add(createUnitCategory("britishFactory", british, data));
expected.add(createUnitCategory("Truck", british, data));
expected.add(createUnitCategory("britishInfantry", british, data));
assertEquals(expected, categories);
}
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