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Example 56 with IntegerMap

use of games.strategy.util.IntegerMap in project triplea by triplea-game.

the class MoveDelegateTest method testCantMoveThroughConqueredNeutral.

@Test
public void testCantMoveThroughConqueredNeutral() {
    // take over neutral
    Route route = new Route();
    route.setStart(equatorialAfrica);
    route.add(westAfrica);
    IntegerMap<UnitType> map = new IntegerMap<>();
    map.put(armour, 1);
    String results = delegate.move(GameDataTestUtil.getUnits(map, route.getStart()), route);
    assertValid(results);
    // make sure we cant move through it by land
    route = new Route();
    route.setStart(equatorialAfrica);
    route.add(westAfrica);
    route.add(algeria);
    map = new IntegerMap<>();
    map.put(armour, 1);
    results = delegate.move(GameDataTestUtil.getUnits(map, route.getStart()), route);
    assertError(results);
    // make sure we can still move units to the territory
    route = new Route();
    route.setStart(equatorialAfrica);
    route.add(westAfrica);
    map = new IntegerMap<>();
    map.put(armour, 1);
    results = delegate.move(GameDataTestUtil.getUnits(map, route.getStart()), route);
    assertValid(results);
    // make sure air can though
    route = new Route();
    route.setStart(congoSeaZone);
    route.add(westAfricaSeaZone);
    route.add(westAfrica);
    route.add(equatorialAfrica);
    map = new IntegerMap<>();
    map.put(fighter, 3);
    results = delegate.move(GameDataTestUtil.getUnits(map, route.getStart()), route);
    assertValid(results);
}
Also used : IntegerMap(games.strategy.util.IntegerMap) UnitType(games.strategy.engine.data.UnitType) Route(games.strategy.engine.data.Route) Test(org.junit.jupiter.api.Test)

Example 57 with IntegerMap

use of games.strategy.util.IntegerMap in project triplea by triplea-game.

the class MoveDelegateTest method testOverrunNeutral.

@Test
public void testOverrunNeutral() {
    final IntegerMap<UnitType> map = new IntegerMap<>();
    map.put(armour, 2);
    final Route route = new Route();
    route.setStart(equatorialAfrica);
    route.add(westAfrica);
    assertEquals(4, equatorialAfrica.getUnits().size());
    assertEquals(0, westAfrica.getUnits().size());
    assertEquals(PlayerID.NULL_PLAYERID, westAfrica.getOwner());
    assertEquals(35, british.getResources().getQuantity(pus));
    final String results = delegate.move(GameDataTestUtil.getUnits(map, route.getStart()), route);
    assertValid(results);
    assertEquals(2, equatorialAfrica.getUnits().size());
    assertEquals(2, westAfrica.getUnits().size());
    assertEquals(westAfrica.getOwner(), british);
    assertEquals(32, british.getResources().getQuantity(pus));
}
Also used : IntegerMap(games.strategy.util.IntegerMap) UnitType(games.strategy.engine.data.UnitType) Route(games.strategy.engine.data.Route) Test(org.junit.jupiter.api.Test)

Example 58 with IntegerMap

use of games.strategy.util.IntegerMap in project triplea by triplea-game.

the class MoveDelegateTest method testNonCombatAttackNeutral.

@Test
public void testNonCombatAttackNeutral() {
    bridge.setStepName("britishNonCombatMove");
    delegate.setDelegateBridgeAndPlayer(bridge);
    delegate.start();
    final Route route = new Route();
    route.setStart(equatorialAfrica);
    route.add(westAfrica);
    final IntegerMap<UnitType> map = new IntegerMap<>();
    map.put(armour, 2);
    final String results = delegate.move(GameDataTestUtil.getUnits(map, route.getStart()), route);
    assertError(results);
}
Also used : IntegerMap(games.strategy.util.IntegerMap) UnitType(games.strategy.engine.data.UnitType) Route(games.strategy.engine.data.Route) Test(org.junit.jupiter.api.Test)

Example 59 with IntegerMap

use of games.strategy.util.IntegerMap in project triplea by triplea-game.

the class PurchaseDelegate method getRepairCosts.

private IntegerMap<Resource> getRepairCosts(final Map<Unit, IntegerMap<RepairRule>> repairRules, final PlayerID player) {
    final IntegerMap<Resource> costs = new IntegerMap<>();
    for (final IntegerMap<RepairRule> map : repairRules.values()) {
        for (final RepairRule rule : map.keySet()) {
            costs.addMultiple(rule.getCosts(), map.getInt(rule));
        }
    }
    final double discount = TechAbilityAttachment.getRepairDiscount(player, getData());
    if (discount != 1.0D) {
        costs.multiplyAllValuesBy(discount, 3);
    }
    return costs;
}
Also used : IntegerMap(games.strategy.util.IntegerMap) Resource(games.strategy.engine.data.Resource) RepairRule(games.strategy.engine.data.RepairRule)

Example 60 with IntegerMap

use of games.strategy.util.IntegerMap 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);
    }
}
Also used : IntegerMap(games.strategy.util.IntegerMap) PlayerID(games.strategy.engine.data.PlayerID) GameData(games.strategy.engine.data.GameData) Resource(games.strategy.engine.data.Resource) ArrayList(java.util.ArrayList) Change(games.strategy.engine.data.Change) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit) TripleAUnit(games.strategy.triplea.TripleAUnit) ITripleAPlayer(games.strategy.triplea.player.ITripleAPlayer) UnitAttachment(games.strategy.triplea.attachments.UnitAttachment) UnitType(games.strategy.engine.data.UnitType) HashSet(java.util.HashSet)

Aggregations

IntegerMap (games.strategy.util.IntegerMap)132 UnitType (games.strategy.engine.data.UnitType)87 Test (org.junit.jupiter.api.Test)73 Route (games.strategy.engine.data.Route)66 Unit (games.strategy.engine.data.Unit)53 Territory (games.strategy.engine.data.Territory)39 ArrayList (java.util.ArrayList)35 PlayerID (games.strategy.engine.data.PlayerID)26 TripleAUnit (games.strategy.triplea.TripleAUnit)24 HashMap (java.util.HashMap)23 HashSet (java.util.HashSet)19 Resource (games.strategy.engine.data.Resource)16 GameData (games.strategy.engine.data.GameData)15 ProductionRule (games.strategy.engine.data.ProductionRule)14 Collection (java.util.Collection)12 List (java.util.List)12 UnitAttachment (games.strategy.triplea.attachments.UnitAttachment)10 Set (java.util.Set)10 RepairRule (games.strategy.engine.data.RepairRule)9 NamedAttachable (games.strategy.engine.data.NamedAttachable)7