use of soc.game.SOCBoard in project JSettlers2 by jdmonin.
the class SOCPlayerTracker method addOurNewRoadOrShip.
/**
* Add one of our roads or ships that has just been built.
* Look for new adjacent possible settlements.
* Calls {@link #expandRoadOrShip(SOCPossibleRoad, SOCPlayer, SOCPlayer, HashMap, int)}
* on newly possible adjacent roads or ships.
*
* @param road the road or ship
* @param trackers player trackers for the players
* @param expandLevel how far out we should expand roads/ships;
* passed to {@link #expandRoadOrShip(SOCPossibleRoad, SOCPlayer, SOCPlayer, HashMap, int)}
*/
private void addOurNewRoadOrShip(SOCRoad road, HashMap<Integer, SOCPlayerTracker> trackers, int expandLevel) {
// D.ebugPrintln("$$$ addOurNewRoad : "+road);
//
// see if the new road was a possible road
//
Iterator<SOCPossibleRoad> prIter = possibleRoads.values().iterator();
while (prIter.hasNext()) {
SOCPossibleRoad pr = prIter.next();
//
// reset all expanded flags for possible roads
//
pr.resetExpandedFlag();
if (pr.getCoordinates() == road.getCoordinates()) {
//
// if so, remove it
//
// D.ebugPrintln("$$$ removing "+Integer.toHexString(road.getCoordinates()));
possibleRoads.remove(Integer.valueOf(pr.getCoordinates()));
removeFromNecessaryRoads(pr);
break;
}
}
// D.ebugPrintln("$$$ checking for possible settlements");
//
// see if this road/ship adds any new possible settlements
//
// check adjacent nodes to road for potential settlements
//
final SOCBoard board = game.getBoard();
Collection<Integer> adjNodeEnum = board.getAdjacentNodesToEdge(road.getCoordinates());
for (Integer adjNode : adjNodeEnum) {
if (player.canPlaceSettlement(adjNode.intValue())) {
//
// see if possible settlement is already in the list
//
// D.ebugPrintln("$$$ seeing if "+Integer.toHexString(adjNode.intValue())+" is already in the list");
SOCPossibleSettlement posSet = possibleSettlements.get(adjNode);
if (posSet != null) {
//
// if so, clear necessary road list and remove from np lists
//
// D.ebugPrintln("$$$ found it");
removeFromNecessaryRoads(posSet);
posSet.getNecessaryRoads().clear();
posSet.setNumberOfNecessaryRoads(0);
} else {
//
// else, add new possible settlement
//
// D.ebugPrintln("$$$ adding new possible settlement at "+Integer.toHexString(adjNode.intValue()));
SOCPossibleSettlement newPosSet = new SOCPossibleSettlement(player, adjNode.intValue(), null);
newPosSet.setNumberOfNecessaryRoads(0);
possibleSettlements.put(adjNode, newPosSet);
updateSettlementConflicts(newPosSet, trackers);
}
}
}
// D.ebugPrintln("$$$ checking roads adjacent to "+Integer.toHexString(road.getCoordinates()));
//
// see if this road adds any new possible roads
//
ArrayList<SOCPossibleRoad> newPossibleRoads = new ArrayList<SOCPossibleRoad>();
ArrayList<SOCPossibleRoad> roadsToExpand = new ArrayList<SOCPossibleRoad>();
//
for (Integer adjEdge : board.getAdjacentEdgesToEdge(road.getCoordinates())) {
final int edge = adjEdge.intValue();
// D.ebugPrintln("$$$ edge "+Integer.toHexString(adjEdge.intValue())+" is legal:"+player.isPotentialRoad(adjEdge.intValue()));
//
// see if edge is a potential road
// or ship to continue this route
//
boolean edgeIsPotentialRoute = (road.isRoadNotShip()) ? player.isPotentialRoad(edge) : player.isPotentialShip(edge);
// If true, this edge transitions
// between ships <-> roads, at a
// coastal settlement
boolean edgeRequiresCoastalSettlement = false;
if ((!edgeIsPotentialRoute) && game.hasSeaBoard) {
// Determine if can transition ship <-> road
// at a coastal settlement
final int nodeBetween = ((SOCBoardLarge) board).getNodeBetweenAdjacentEdges(road.getCoordinates(), edge);
if (player.canPlaceSettlement(nodeBetween)) {
// check opposite type at transition
edgeIsPotentialRoute = (road.isRoadNotShip()) ? player.isPotentialShip(edge) : player.isPotentialRoad(edge);
if (edgeIsPotentialRoute)
edgeRequiresCoastalSettlement = true;
}
}
if (edgeIsPotentialRoute) {
//
// see if possible road is already in the list
//
SOCPossibleRoad pr = possibleRoads.get(adjEdge);
if (pr != null) {
// For now, can't differ along a coastal route.
if (edgeRequiresCoastalSettlement && (pr.isRoadNotShip() != road.isRoadNotShip())) {
// <--- road vs ship mismatch ---
continue;
}
// D.ebugPrintln("$$$ pr "+Integer.toHexString(pr.getCoordinates())+" already in list");
if (!pr.getNecessaryRoads().isEmpty()) {
// D.ebugPrintln("$$$ clearing nr list");
removeFromNecessaryRoads(pr);
pr.getNecessaryRoads().clear();
pr.setNumberOfNecessaryRoads(0);
}
roadsToExpand.add(pr);
pr.setExpandedFlag();
} else {
//
// else, add new possible road
//
// D.ebugPrintln("$$$ adding new pr at "+Integer.toHexString(adjEdge.intValue()));
SOCPossibleRoad newPR;
// for effort if requires settlement
final int roadsBetween;
boolean isRoad = road.isRoadNotShip();
if (edgeRequiresCoastalSettlement) {
isRoad = !isRoad;
// roughly account for effort & cost of new settlement
roadsBetween = 2;
} else {
roadsBetween = 0;
}
// use coastal road/ship type (isCoastalRoadAndShip) only if we can
// require a coastal settlement to switch from road-only or ship-only
final boolean isCoastal = edgeRequiresCoastalSettlement && player.isPotentialRoad(edge) && player.isPotentialShip(edge);
if (isRoad && !isCoastal) {
newPR = new SOCPossibleRoad(player, edge, null);
} else {
newPR = new SOCPossibleShip(player, edge, isCoastal, null);
System.err.println("L793: " + toString() + ": new PossibleShip(" + isCoastal + ") at 0x" + Integer.toHexString(edge));
}
// 0 unless requires settlement
newPR.setNumberOfNecessaryRoads(roadsBetween);
newPossibleRoads.add(newPR);
roadsToExpand.add(newPR);
newPR.setExpandedFlag();
}
}
}
//
for (SOCPossibleRoad newPR : newPossibleRoads) {
possibleRoads.put(Integer.valueOf(newPR.getCoordinates()), newPR);
}
//
// expand possible roads that we've touched or added
//
SOCPlayer dummy = new SOCPlayer(player);
for (SOCPossibleRoad expandPR : roadsToExpand) {
expandRoadOrShip(expandPR, player, dummy, trackers, expandLevel);
}
dummy.destroyPlayer();
//
if ((road instanceof SOCShip) && game.isGameOptionSet(SOCGameOption.K_SC_PIRI))
updateScenario_SC_PIRI_closestShipToFortress((SOCShip) road, true);
}
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