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Example 6 with Tuple

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

the class MustFightBattle method damagedChangeInto.

private void damagedChangeInto(final List<Unit> units, final IDelegateBridge bridge) {
    final List<Unit> damagedUnits = CollectionUtils.getMatches(units, Matches.unitWhenHitPointsDamagedChangesInto().and(Matches.unitHasTakenSomeDamage()));
    final CompositeChange changes = new CompositeChange();
    final List<Unit> unitsToRemove = new ArrayList<>();
    final List<Unit> unitsToAdd = new ArrayList<>();
    for (final Unit unit : damagedUnits) {
        final Map<Integer, Tuple<Boolean, UnitType>> map = UnitAttachment.get(unit.getType()).getWhenHitPointsDamagedChangesInto();
        if (map.containsKey(unit.getHits())) {
            final boolean translateAttributes = map.get(unit.getHits()).getFirst();
            final UnitType unitType = map.get(unit.getHits()).getSecond();
            final List<Unit> toAdd = unitType.create(1, unit.getOwner());
            if (translateAttributes) {
                final Change translate = TripleAUnit.translateAttributesToOtherUnits(unit, toAdd, m_battleSite);
                changes.add(translate);
            }
            unitsToRemove.add(unit);
            unitsToAdd.addAll(toAdd);
        }
    }
    if (!unitsToRemove.isEmpty()) {
        bridge.addChange(changes);
        remove(unitsToRemove, bridge, m_battleSite, null);
        final String transcriptText = MyFormatter.unitsToText(unitsToAdd) + " added in " + m_battleSite.getName();
        bridge.getHistoryWriter().addChildToEvent(transcriptText, new ArrayList<>(unitsToAdd));
        bridge.addChange(ChangeFactory.addUnits(m_battleSite, unitsToAdd));
        bridge.addChange(ChangeFactory.markNoMovementChange(unitsToAdd));
        units.addAll(unitsToAdd);
        getDisplay(bridge).changedUnitsNotification(m_battleID, unitsToRemove.get(0).getOwner(), unitsToRemove, unitsToAdd, null);
    }
}
Also used : UnitType(games.strategy.engine.data.UnitType) ArrayList(java.util.ArrayList) CompositeChange(games.strategy.engine.data.CompositeChange) Change(games.strategy.engine.data.Change) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit) CompositeChange(games.strategy.engine.data.CompositeChange) Tuple(games.strategy.util.Tuple)

Example 7 with Tuple

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

the class RandomStartDelegate method setupBoard.

private void setupBoard() {
    final GameData data = getData();
    final boolean randomTerritories = Properties.getTerritoriesAreAssignedRandomly(data);
    final Predicate<Territory> pickableTerritoryMatch = getTerritoryPickableMatch();
    final Predicate<PlayerID> playerCanPickMatch = getPlayerCanPickMatch();
    final List<Territory> allPickableTerritories = CollectionUtils.getMatches(data.getMap().getTerritories(), pickableTerritoryMatch);
    final List<PlayerID> playersCanPick = new ArrayList<>(CollectionUtils.getMatches(data.getPlayerList().getPlayers(), playerCanPickMatch));
    // we need a main event
    if (!playersCanPick.isEmpty()) {
        bridge.getHistoryWriter().startEvent("Assigning Territories");
    }
    // for random:
    final int[] hitRandom = (!randomTerritories ? new int[0] : bridge.getRandom(allPickableTerritories.size(), allPickableTerritories.size(), null, DiceType.ENGINE, "Picking random territories"));
    int i = 0;
    int pos = 0;
    // divvy up territories
    while (!allPickableTerritories.isEmpty() && !playersCanPick.isEmpty()) {
        if (currentPickingPlayer == null || !playersCanPick.contains(currentPickingPlayer)) {
            currentPickingPlayer = playersCanPick.get(0);
        }
        if (!Interruptibles.sleep(250)) {
            return;
        }
        Territory picked;
        if (randomTerritories) {
            pos += hitRandom[i];
            i++;
            final IntegerMap<UnitType> costs = TuvUtils.getCostsForTuv(currentPickingPlayer, data);
            final List<Unit> units = new ArrayList<>(currentPickingPlayer.getUnits().getUnits());
            units.sort(Comparator.comparingInt(unit -> costs.getInt(unit.getType())));
            final Set<Unit> unitsToPlace = new HashSet<>();
            unitsToPlace.add(units.get(0));
            picked = allPickableTerritories.get(pos % allPickableTerritories.size());
            final CompositeChange change = new CompositeChange();
            change.add(ChangeFactory.changeOwner(picked, currentPickingPlayer));
            final Collection<Unit> factoryAndInfrastructure = CollectionUtils.getMatches(unitsToPlace, Matches.unitIsInfrastructure());
            if (!factoryAndInfrastructure.isEmpty()) {
                change.add(OriginalOwnerTracker.addOriginalOwnerChange(factoryAndInfrastructure, currentPickingPlayer));
            }
            change.add(ChangeFactory.removeUnits(currentPickingPlayer, unitsToPlace));
            change.add(ChangeFactory.addUnits(picked, unitsToPlace));
            bridge.getHistoryWriter().addChildToEvent(currentPickingPlayer.getName() + " receives territory " + picked.getName() + " with units " + MyFormatter.unitsToTextNoOwner(unitsToPlace), picked);
            bridge.addChange(change);
        } else {
            Set<Unit> unitsToPlace;
            while (true) {
                final Tuple<Territory, Set<Unit>> pick = getRemotePlayer(currentPickingPlayer).pickTerritoryAndUnits(new ArrayList<>(allPickableTerritories), new ArrayList<>(currentPickingPlayer.getUnits().getUnits()), UNITS_PER_PICK);
                picked = pick.getFirst();
                unitsToPlace = pick.getSecond();
                if (!allPickableTerritories.contains(picked) || !currentPickingPlayer.getUnits().getUnits().containsAll(unitsToPlace) || unitsToPlace.size() > UNITS_PER_PICK || (unitsToPlace.size() < UNITS_PER_PICK && unitsToPlace.size() < currentPickingPlayer.getUnits().getUnits().size())) {
                    getRemotePlayer(currentPickingPlayer).reportMessage("Chosen territory or units invalid!", "Chosen territory or units invalid!");
                } else {
                    break;
                }
            }
            final CompositeChange change = new CompositeChange();
            change.add(ChangeFactory.changeOwner(picked, currentPickingPlayer));
            final Collection<Unit> factoryAndInfrastructure = CollectionUtils.getMatches(unitsToPlace, Matches.unitIsInfrastructure());
            if (!factoryAndInfrastructure.isEmpty()) {
                change.add(OriginalOwnerTracker.addOriginalOwnerChange(factoryAndInfrastructure, currentPickingPlayer));
            }
            change.add(ChangeFactory.removeUnits(currentPickingPlayer, unitsToPlace));
            change.add(ChangeFactory.addUnits(picked, unitsToPlace));
            bridge.getHistoryWriter().addChildToEvent(currentPickingPlayer.getName() + " picks territory " + picked.getName() + " and places in it " + MyFormatter.unitsToTextNoOwner(unitsToPlace), unitsToPlace);
            bridge.addChange(change);
        }
        allPickableTerritories.remove(picked);
        final PlayerID lastPlayer = currentPickingPlayer;
        currentPickingPlayer = getNextPlayer(playersCanPick, currentPickingPlayer);
        if (!playerCanPickMatch.test(lastPlayer)) {
            playersCanPick.remove(lastPlayer);
        }
        if (playersCanPick.isEmpty()) {
            currentPickingPlayer = null;
        }
    }
    // place any remaining units
    while (!playersCanPick.isEmpty()) {
        if (currentPickingPlayer == null || !playersCanPick.contains(currentPickingPlayer)) {
            currentPickingPlayer = playersCanPick.get(0);
        }
        final List<Territory> territoriesToPickFrom = data.getMap().getTerritoriesOwnedBy(currentPickingPlayer);
        Territory picked;
        Set<Unit> unitsToPlace;
        while (true) {
            final Tuple<Territory, Set<Unit>> pick = getRemotePlayer(currentPickingPlayer).pickTerritoryAndUnits(new ArrayList<>(territoriesToPickFrom), new ArrayList<>(currentPickingPlayer.getUnits().getUnits()), UNITS_PER_PICK);
            picked = pick.getFirst();
            unitsToPlace = pick.getSecond();
            if (!territoriesToPickFrom.contains(picked) || !currentPickingPlayer.getUnits().getUnits().containsAll(unitsToPlace) || unitsToPlace.size() > UNITS_PER_PICK || (unitsToPlace.size() < UNITS_PER_PICK && unitsToPlace.size() < currentPickingPlayer.getUnits().getUnits().size())) {
                getRemotePlayer(currentPickingPlayer).reportMessage("Chosen territory or units invalid!", "Chosen territory or units invalid!");
            } else {
                break;
            }
        }
        final CompositeChange change = new CompositeChange();
        final Collection<Unit> factoryAndInfrastructure = CollectionUtils.getMatches(unitsToPlace, Matches.unitIsInfrastructure());
        if (!factoryAndInfrastructure.isEmpty()) {
            change.add(OriginalOwnerTracker.addOriginalOwnerChange(factoryAndInfrastructure, currentPickingPlayer));
        }
        change.add(ChangeFactory.removeUnits(currentPickingPlayer, unitsToPlace));
        change.add(ChangeFactory.addUnits(picked, unitsToPlace));
        bridge.getHistoryWriter().addChildToEvent(currentPickingPlayer.getName() + " places " + MyFormatter.unitsToTextNoOwner(unitsToPlace) + " in territory " + picked.getName(), unitsToPlace);
        bridge.addChange(change);
        final PlayerID lastPlayer = currentPickingPlayer;
        currentPickingPlayer = getNextPlayer(playersCanPick, currentPickingPlayer);
        if (!playerCanPickMatch.test(lastPlayer)) {
            playersCanPick.remove(lastPlayer);
        }
        if (playersCanPick.isEmpty()) {
            currentPickingPlayer = null;
        }
    }
}
Also used : DiceType(games.strategy.engine.random.IRandomStats.DiceType) IRemote(games.strategy.engine.message.IRemote) Properties(games.strategy.triplea.Properties) TuvUtils(games.strategy.triplea.util.TuvUtils) ArrayList(java.util.ArrayList) HashSet(java.util.HashSet) UnitType(games.strategy.engine.data.UnitType) CompositeChange(games.strategy.engine.data.CompositeChange) CollectionUtils(games.strategy.util.CollectionUtils) IntegerMap(games.strategy.util.IntegerMap) Unit(games.strategy.engine.data.Unit) Interruptibles(games.strategy.util.Interruptibles) Predicate(java.util.function.Predicate) Collection(java.util.Collection) Set(java.util.Set) Territory(games.strategy.engine.data.Territory) Serializable(java.io.Serializable) GameData(games.strategy.engine.data.GameData) ChangeFactory(games.strategy.engine.data.changefactory.ChangeFactory) List(java.util.List) Tuple(games.strategy.util.Tuple) PlayerID(games.strategy.engine.data.PlayerID) MyFormatter(games.strategy.triplea.formatter.MyFormatter) MapSupport(games.strategy.triplea.MapSupport) Comparator(java.util.Comparator) PlayerID(games.strategy.engine.data.PlayerID) Territory(games.strategy.engine.data.Territory) GameData(games.strategy.engine.data.GameData) HashSet(java.util.HashSet) Set(java.util.Set) ArrayList(java.util.ArrayList) Unit(games.strategy.engine.data.Unit) UnitType(games.strategy.engine.data.UnitType) CompositeChange(games.strategy.engine.data.CompositeChange) HashSet(java.util.HashSet)

Example 8 with Tuple

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

the class OrderOfLossesInputPanel method getUnitListByOrderOfLoss.

/**
 * Returns units in the same ordering as the 'order of loss' string passed in.
 */
public static List<Unit> getUnitListByOrderOfLoss(final String ool, final Collection<Unit> units, final GameData data) {
    if (ool == null || ool.trim().length() == 0) {
        return null;
    }
    final String[] sections;
    if (ool.contains(OOL_SEPARATOR)) {
        sections = ool.trim().split(OOL_SEPARATOR_REGEX);
    } else {
        sections = new String[1];
        sections[0] = ool.trim();
    }
    final List<Tuple<Integer, UnitType>> map = new ArrayList<>();
    for (final String section : sections) {
        if (section.length() == 0) {
            continue;
        }
        final String[] amountThenType = section.split(OOL_AMOUNT_DESCRIPTOR_REGEX);
        final int amount = amountThenType[0].equals(OOL_ALL) ? Integer.MAX_VALUE : Integer.parseInt(amountThenType[0]);
        final UnitType type = data.getUnitTypeList().getUnitType(amountThenType[1]);
        map.add(Tuple.of(amount, type));
    }
    Collections.reverse(map);
    final Set<Unit> unitsLeft = new HashSet<>(units);
    final List<Unit> order = new ArrayList<>();
    for (final Tuple<Integer, UnitType> section : map) {
        final List<Unit> unitsOfType = CollectionUtils.getNMatches(unitsLeft, section.getFirst(), Matches.unitIsOfType(section.getSecond()));
        order.addAll(unitsOfType);
        unitsLeft.removeAll(unitsOfType);
    }
    Collections.reverse(order);
    return order;
}
Also used : ArrayList(java.util.ArrayList) Unit(games.strategy.engine.data.Unit) UnitType(games.strategy.engine.data.UnitType) Tuple(games.strategy.util.Tuple) HashSet(java.util.HashSet)

Example 9 with Tuple

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

the class BattleDelegate method doScrambling.

private void doScrambling() {
    // first, figure out all the territories where scrambling units could scramble to
    // then ask the defending player if they wish to scramble units there, and actually move the units there
    final GameData data = getData();
    if (!Properties.getScrambleRulesInEffect(data)) {
        return;
    }
    final boolean fromIslandOnly = Properties.getScrambleFromIslandOnly(data);
    final boolean toSeaOnly = Properties.getScrambleToSeaOnly(data);
    final boolean toAnyAmphibious = Properties.getScrambleToAnyAmphibiousAssault(data);
    final boolean toSbr = Properties.getCanScrambleIntoAirBattles(data);
    int maxScrambleDistance = 0;
    for (final UnitType unitType : data.getUnitTypeList()) {
        final UnitAttachment ua = UnitAttachment.get(unitType);
        if (ua.getCanScramble() && maxScrambleDistance < ua.getMaxScrambleDistance()) {
            maxScrambleDistance = ua.getMaxScrambleDistance();
        }
    }
    final Predicate<Unit> airbasesCanScramble = Matches.unitIsEnemyOf(data, player).and(Matches.unitIsAirBase()).and(Matches.unitIsNotDisabled()).and(Matches.unitIsBeingTransported().negate());
    final Predicate<Territory> canScramble = PredicateBuilder.of(Matches.territoryIsWater().or(Matches.isTerritoryEnemy(player, data))).and(Matches.territoryHasUnitsThatMatch(Matches.unitCanScramble().and(Matches.unitIsEnemyOf(data, player)).and(Matches.unitIsNotDisabled()))).and(Matches.territoryHasUnitsThatMatch(airbasesCanScramble)).andIf(fromIslandOnly, Matches.territoryIsIsland()).build();
    final Set<Territory> territoriesWithBattles = battleTracker.getPendingBattleSites().getNormalBattlesIncludingAirBattles();
    if (toSbr) {
        territoriesWithBattles.addAll(battleTracker.getPendingBattleSites().getStrategicBombingRaidsIncludingAirBattles());
    }
    final Set<Territory> territoriesWithBattlesWater = new HashSet<>(CollectionUtils.getMatches(territoriesWithBattles, Matches.territoryIsWater()));
    final Set<Territory> territoriesWithBattlesLand = new HashSet<>(CollectionUtils.getMatches(territoriesWithBattles, Matches.territoryIsLand()));
    final Map<Territory, Set<Territory>> scrambleTerrs = new HashMap<>();
    for (final Territory battleTerr : territoriesWithBattlesWater) {
        final Set<Territory> canScrambleFrom = new HashSet<>(CollectionUtils.getMatches(data.getMap().getNeighbors(battleTerr, maxScrambleDistance), canScramble));
        if (!canScrambleFrom.isEmpty()) {
            scrambleTerrs.put(battleTerr, canScrambleFrom);
        }
    }
    for (final Territory battleTerr : territoriesWithBattlesLand) {
        if (!toSeaOnly) {
            final Set<Territory> canScrambleFrom = new HashSet<>(CollectionUtils.getMatches(data.getMap().getNeighbors(battleTerr, maxScrambleDistance), canScramble));
            if (!canScrambleFrom.isEmpty()) {
                scrambleTerrs.put(battleTerr, canScrambleFrom);
            }
        }
        final IBattle battle = battleTracker.getPendingBattle(battleTerr, false, BattleType.NORMAL);
        // it.
        if (battle != null && battle.isAmphibious() && battle instanceof DependentBattle) {
            final Collection<Territory> amphibFromTerrs = ((DependentBattle) battle).getAmphibiousAttackTerritories();
            amphibFromTerrs.removeAll(territoriesWithBattlesWater);
            for (final Territory amphibFrom : amphibFromTerrs) {
                final Set<Territory> canScrambleFrom = scrambleTerrs.getOrDefault(amphibFrom, new HashSet<>());
                if (toAnyAmphibious) {
                    canScrambleFrom.addAll(CollectionUtils.getMatches(data.getMap().getNeighbors(amphibFrom, maxScrambleDistance), canScramble));
                } else if (canScramble.test(battleTerr)) {
                    canScrambleFrom.add(battleTerr);
                }
                if (!canScrambleFrom.isEmpty()) {
                    scrambleTerrs.put(amphibFrom, canScrambleFrom);
                }
            }
        }
    }
    // now scrambleTerrs is a list of places we can scramble from
    if (scrambleTerrs.isEmpty()) {
        return;
    }
    final Map<Tuple<Territory, PlayerID>, Collection<Map<Territory, Tuple<Collection<Unit>, Collection<Unit>>>>> scramblersByTerritoryPlayer = new HashMap<>();
    for (final Territory to : scrambleTerrs.keySet()) {
        // find who we should ask
        PlayerID defender = null;
        if (battleTracker.hasPendingBattle(to, false)) {
            defender = AbstractBattle.findDefender(to, player, data);
        }
        final Map<Territory, Tuple<Collection<Unit>, Collection<Unit>>> scramblers = new HashMap<>();
        for (final Territory from : scrambleTerrs.get(to)) {
            if (defender == null) {
                defender = AbstractBattle.findDefender(from, player, data);
            }
            // find how many is the max this territory can scramble
            final Collection<Unit> airbases = from.getUnits().getMatches(airbasesCanScramble);
            final int maxCanScramble = getMaxScrambleCount(airbases);
            final Route toBattleRoute = data.getMap().getRoute_IgnoreEnd(from, to, Matches.territoryIsNotImpassable());
            final Collection<Unit> canScrambleAir = from.getUnits().getMatches(Matches.unitIsEnemyOf(data, player).and(Matches.unitCanScramble()).and(Matches.unitIsNotDisabled()).and(Matches.unitWasScrambled().negate()).and(Matches.unitCanScrambleOnRouteDistance(toBattleRoute)));
            if (maxCanScramble > 0 && !canScrambleAir.isEmpty()) {
                scramblers.put(from, Tuple.of(airbases, canScrambleAir));
            }
        }
        if (defender == null || scramblers.isEmpty()) {
            continue;
        }
        final Tuple<Territory, PlayerID> terrPlayer = Tuple.of(to, defender);
        final Collection<Map<Territory, Tuple<Collection<Unit>, Collection<Unit>>>> tempScrambleList = scramblersByTerritoryPlayer.getOrDefault(terrPlayer, new ArrayList<>());
        tempScrambleList.add(scramblers);
        scramblersByTerritoryPlayer.put(terrPlayer, tempScrambleList);
    }
    // now scramble them
    for (final Tuple<Territory, PlayerID> terrPlayer : scramblersByTerritoryPlayer.keySet()) {
        final Territory to = terrPlayer.getFirst();
        final PlayerID defender = terrPlayer.getSecond();
        if (defender == null || defender.isNull()) {
            continue;
        }
        boolean scrambledHere = false;
        for (final Map<Territory, Tuple<Collection<Unit>, Collection<Unit>>> scramblers : scramblersByTerritoryPlayer.get(terrPlayer)) {
            // verify that we didn't already scramble any of these units
            final Iterator<Territory> territoryIter = scramblers.keySet().iterator();
            while (territoryIter.hasNext()) {
                final Territory t = territoryIter.next();
                scramblers.get(t).getSecond().retainAll(t.getUnits());
                if (scramblers.get(t).getSecond().isEmpty()) {
                    territoryIter.remove();
                }
            }
            if (scramblers.isEmpty()) {
                continue;
            }
            final Map<Territory, Collection<Unit>> toScramble = getRemotePlayer(defender).scrambleUnitsQuery(to, scramblers);
            if (toScramble == null) {
                continue;
            }
            // verify max allowed
            if (!scramblers.keySet().containsAll(toScramble.keySet())) {
                throw new IllegalStateException("Trying to scramble from illegal territory");
            }
            for (final Territory t : scramblers.keySet()) {
                if (toScramble.get(t) == null) {
                    continue;
                }
                if (toScramble.get(t).size() > getMaxScrambleCount(scramblers.get(t).getFirst())) {
                    throw new IllegalStateException("Trying to scramble " + toScramble.get(t).size() + " out of " + t.getName() + ", but max allowed is " + scramblers.get(t).getFirst());
                }
            }
            // Validate players have enough fuel to move there and back
            final Map<PlayerID, ResourceCollection> playerFuelCost = new HashMap<>();
            for (final Entry<Territory, Collection<Unit>> entry : toScramble.entrySet()) {
                final Map<PlayerID, ResourceCollection> map = Route.getScrambleFuelCostCharge(entry.getValue(), entry.getKey(), to, data);
                for (final Entry<PlayerID, ResourceCollection> playerAndCost : map.entrySet()) {
                    if (playerFuelCost.containsKey(playerAndCost.getKey())) {
                        playerFuelCost.get(playerAndCost.getKey()).add(playerAndCost.getValue());
                    } else {
                        playerFuelCost.put(playerAndCost.getKey(), playerAndCost.getValue());
                    }
                }
            }
            for (final Entry<PlayerID, ResourceCollection> playerAndCost : playerFuelCost.entrySet()) {
                if (!playerAndCost.getKey().getResources().has(playerAndCost.getValue().getResourcesCopy())) {
                    throw new IllegalStateException("Not enough fuel to scramble, player: " + playerAndCost.getKey() + ", needs: " + playerAndCost.getValue());
                }
            }
            final CompositeChange change = new CompositeChange();
            for (final Territory t : toScramble.keySet()) {
                final Collection<Unit> scrambling = toScramble.get(t);
                if (scrambling == null || scrambling.isEmpty()) {
                    continue;
                }
                int numberScrambled = scrambling.size();
                final Collection<Unit> airbases = t.getUnits().getMatches(airbasesCanScramble);
                final int maxCanScramble = getMaxScrambleCount(airbases);
                if (maxCanScramble != Integer.MAX_VALUE) {
                    // TODO: maybe sort from biggest to smallest first?
                    for (final Unit airbase : airbases) {
                        final int allowedScramble = ((TripleAUnit) airbase).getMaxScrambleCount();
                        if (allowedScramble > 0) {
                            final int newAllowed;
                            if (allowedScramble >= numberScrambled) {
                                newAllowed = allowedScramble - numberScrambled;
                                numberScrambled = 0;
                            } else {
                                newAllowed = 0;
                                numberScrambled -= allowedScramble;
                            }
                            change.add(ChangeFactory.unitPropertyChange(airbase, newAllowed, TripleAUnit.MAX_SCRAMBLE_COUNT));
                        }
                        if (numberScrambled <= 0) {
                            break;
                        }
                    }
                }
                for (final Unit u : scrambling) {
                    change.add(ChangeFactory.unitPropertyChange(u, t, TripleAUnit.ORIGINATED_FROM));
                    change.add(ChangeFactory.unitPropertyChange(u, true, TripleAUnit.WAS_SCRAMBLED));
                    change.add(Route.getFuelChanges(Collections.singleton(u), new Route(t, to), u.getOwner(), data));
                }
                // should we mark combat, or call setupUnitsInSameTerritoryBattles again?
                change.add(ChangeFactory.moveUnits(t, to, scrambling));
                bridge.getHistoryWriter().startEvent(defender.getName() + " scrambles " + scrambling.size() + " units out of " + t.getName() + " to defend against the attack in " + to.getName(), scrambling);
                scrambledHere = true;
            }
            if (!change.isEmpty()) {
                bridge.addChange(change);
            }
        }
        if (!scrambledHere) {
            continue;
        }
        // make sure the units join the battle, or create a new battle.
        final IBattle bombing = battleTracker.getPendingBattle(to, true, null);
        IBattle battle = battleTracker.getPendingBattle(to, false, BattleType.NORMAL);
        if (battle == null) {
            final List<Unit> attackingUnits = to.getUnits().getMatches(Matches.unitIsOwnedBy(player));
            if (bombing != null) {
                attackingUnits.removeAll(bombing.getAttackingUnits());
            }
            // into an air battle / air raid
            if (attackingUnits.isEmpty()) {
                continue;
            }
            bridge.getHistoryWriter().startEvent(defender.getName() + " scrambles to create a battle in territory " + to.getName());
            // TODO: the attacking sea units do not remember where they came from, so they cannot retreat anywhere. Need to
            // fix.
            battleTracker.addBattle(new RouteScripted(to), attackingUnits, player, bridge, null, null);
            battle = battleTracker.getPendingBattle(to, false, BattleType.NORMAL);
            if (battle instanceof MustFightBattle) {
                // this is an ugly mess of hacks, but will have to stay here till all transport related code is gutted and
                // refactored.
                final MustFightBattle mfb = (MustFightBattle) battle;
                final Collection<Territory> neighborsLand = data.getMap().getNeighbors(to, Matches.territoryIsLand());
                if (attackingUnits.stream().anyMatch(Matches.unitIsTransport())) {
                    // first, we have to reset the "transportedBy" setting for all the land units that were offloaded
                    final CompositeChange change1 = new CompositeChange();
                    mfb.reLoadTransports(attackingUnits, change1);
                    if (!change1.isEmpty()) {
                        bridge.addChange(change1);
                    }
                    // after that is applied, we have to make a map of all dependencies
                    final Map<Unit, Collection<Unit>> dependenciesForMfb = TransportTracker.transporting(attackingUnits, attackingUnits);
                    for (final Unit transport : CollectionUtils.getMatches(attackingUnits, Matches.unitIsTransport())) {
                        // BUT it must still hold all transports
                        if (!dependenciesForMfb.containsKey(transport)) {
                            dependenciesForMfb.put(transport, new ArrayList<>());
                        }
                    }
                    final Map<Territory, Map<Unit, Collection<Unit>>> dependencies = new HashMap<>();
                    dependencies.put(to, dependenciesForMfb);
                    for (final Territory t : neighborsLand) {
                        // All other maps, must hold only the transported units that in their territory
                        final Collection<Unit> allNeighborUnits = new ArrayList<>(CollectionUtils.getMatches(attackingUnits, Matches.unitIsTransport()));
                        allNeighborUnits.addAll(t.getUnits().getMatches(Matches.unitIsLandAndOwnedBy(player)));
                        final Map<Unit, Collection<Unit>> dependenciesForNeighbors = TransportTracker.transporting(CollectionUtils.getMatches(allNeighborUnits, Matches.unitIsTransport()), CollectionUtils.getMatches(allNeighborUnits, Matches.unitIsTransport().negate()));
                        dependencies.put(t, dependenciesForNeighbors);
                    }
                    mfb.addDependentUnits(dependencies.get(to));
                    for (final Territory territoryNeighborToNewBattle : neighborsLand) {
                        final IBattle battleInTerritoryNeighborToNewBattle = battleTracker.getPendingBattle(territoryNeighborToNewBattle, false, BattleType.NORMAL);
                        if (battleInTerritoryNeighborToNewBattle instanceof MustFightBattle) {
                            final MustFightBattle mfbattleInTerritoryNeighborToNewBattle = (MustFightBattle) battleInTerritoryNeighborToNewBattle;
                            mfbattleInTerritoryNeighborToNewBattle.addDependentUnits(dependencies.get(territoryNeighborToNewBattle));
                        } else if (battleInTerritoryNeighborToNewBattle instanceof NonFightingBattle) {
                            final NonFightingBattle nfbattleInTerritoryNeighborToNewBattle = (NonFightingBattle) battleInTerritoryNeighborToNewBattle;
                            nfbattleInTerritoryNeighborToNewBattle.addDependentUnits(dependencies.get(territoryNeighborToNewBattle));
                        }
                    }
                }
                if (attackingUnits.stream().anyMatch(Matches.unitIsAir().negate())) {
                    // TODO: for now, we will hack and say that the attackers came from Everywhere, and hope the user will
                    // choose the correct place
                    // to retreat to! (TODO: Fix this)
                    final Map<Territory, Collection<Unit>> attackingFromMap = new HashMap<>();
                    final Collection<Territory> neighbors = data.getMap().getNeighbors(to, (Matches.territoryIsLand().test(to) ? Matches.territoryIsLand() : Matches.territoryIsWater()));
                    // neighbors.removeAll(Matches.getMatches(neighbors, Matches.territoryHasEnemyUnits(player, data)));
                    for (final Territory t : neighbors) {
                        attackingFromMap.put(t, attackingUnits);
                    }
                    mfb.setAttackingFromAndMap(attackingFromMap);
                }
            }
        } else if (battle instanceof MustFightBattle) {
            ((MustFightBattle) battle).resetDefendingUnits(player, data);
        }
        // now make sure any amphibious battles that are dependent on this 'new' sea battle have their dependencies set.
        if (to.isWater()) {
            for (final Territory t : data.getMap().getNeighbors(to, Matches.territoryIsLand())) {
                final IBattle battleAmphib = battleTracker.getPendingBattle(t, false, BattleType.NORMAL);
                if (battleAmphib != null) {
                    if (!battleTracker.getDependentOn(battle).contains(battleAmphib)) {
                        battleTracker.addDependency(battleAmphib, battle);
                    }
                    if (battleAmphib instanceof MustFightBattle) {
                        // and we want to reset the defenders if the scrambling air has left that battle
                        ((MustFightBattle) battleAmphib).resetDefendingUnits(player, data);
                    }
                }
            }
        }
    }
}
Also used : PlayerID(games.strategy.engine.data.PlayerID) GameData(games.strategy.engine.data.GameData) HashSet(java.util.HashSet) Set(java.util.Set) HashMap(java.util.HashMap) ArrayList(java.util.ArrayList) TripleAUnit(games.strategy.triplea.TripleAUnit) Unit(games.strategy.engine.data.Unit) UnitAttachment(games.strategy.triplea.attachments.UnitAttachment) UnitType(games.strategy.engine.data.UnitType) CompositeChange(games.strategy.engine.data.CompositeChange) Route(games.strategy.engine.data.Route) HashSet(java.util.HashSet) Territory(games.strategy.engine.data.Territory) RouteScripted(games.strategy.engine.data.RouteScripted) TripleAUnit(games.strategy.triplea.TripleAUnit) Collection(java.util.Collection) ResourceCollection(games.strategy.engine.data.ResourceCollection) HashMap(java.util.HashMap) Map(java.util.Map) IntegerMap(games.strategy.util.IntegerMap) Tuple(games.strategy.util.Tuple) ResourceCollection(games.strategy.engine.data.ResourceCollection)

Example 10 with Tuple

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

the class UnitAttachment method getReceivesAbilityWhenWithMap.

private static IntegerMap<Tuple<String, String>> getReceivesAbilityWhenWithMap(final Collection<Unit> units, final String filterForAbility, final GameData data) {
    final IntegerMap<Tuple<String, String>> map = new IntegerMap<>();
    final Collection<UnitType> canReceive = getUnitTypesFromUnitList(CollectionUtils.getMatches(units, Matches.unitCanReceiveAbilityWhenWith()));
    for (final UnitType ut : canReceive) {
        final Collection<String> receives = UnitAttachment.get(ut).getReceivesAbilityWhenWith();
        for (final String receive : receives) {
            final String[] s = receive.split(":");
            if (filterForAbility != null && !filterForAbility.equals(s[0])) {
                continue;
            }
            map.put(Tuple.of(s[0], s[1]), CollectionUtils.countMatches(units, Matches.unitIsOfType(data.getUnitTypeList().getUnitType(s[1]))));
        }
    }
    return map;
}
Also used : IntegerMap(games.strategy.util.IntegerMap) UnitType(games.strategy.engine.data.UnitType) Tuple(games.strategy.util.Tuple)

Aggregations

Tuple (games.strategy.util.Tuple)24 ArrayList (java.util.ArrayList)20 Unit (games.strategy.engine.data.Unit)18 Territory (games.strategy.engine.data.Territory)11 HashSet (java.util.HashSet)11 UnitType (games.strategy.engine.data.UnitType)10 IntegerMap (games.strategy.util.IntegerMap)10 HashMap (java.util.HashMap)9 GameData (games.strategy.engine.data.GameData)8 PlayerID (games.strategy.engine.data.PlayerID)8 TripleAUnit (games.strategy.triplea.TripleAUnit)8 UnitAttachment (games.strategy.triplea.attachments.UnitAttachment)7 Collection (java.util.Collection)7 List (java.util.List)7 Set (java.util.Set)7 CompositeChange (games.strategy.engine.data.CompositeChange)6 Change (games.strategy.engine.data.Change)5 ProductionRule (games.strategy.engine.data.ProductionRule)4 ResourceCollection (games.strategy.engine.data.ResourceCollection)4 GridBagConstraints (java.awt.GridBagConstraints)4