// In some versions, a transport can never unload into // multiple territories in a given turn. // In WW2V1 a transport can unload to multiple territories in // non-combat phase, provided they are both adjacent to the sea zone. public static boolean isTransportUnloadRestrictedToAnotherTerritory( final Unit transport, final Territory territory) { final Collection<Unit> unloaded = ((TripleAUnit) transport).getUnloaded(); if (unloaded.isEmpty()) { return false; } // See if transport has unloaded anywhere yet final GameData data = transport.getData(); for (final Unit u : unloaded) { final TripleAUnit taUnit = (TripleAUnit) u; if (isWW2V2(data) || isTransportUnloadRestricted(data)) { // cannot unload to two different territories if (!taUnit.getUnloadedTo().equals(territory)) { return true; } } else { // cannot unload to two different territories in combat phase if (!GameStepPropertiesHelper.isNonCombatMove(transport.getData(), true) && !taUnit.getUnloadedTo().equals(territory)) { return true; } } } return false; }
/** * @param units a HashMap in the form RepairRule -> number of units assumes that each repair rule * has 1 result, which is simply the number of units */ public void setUnitsFromRepairRuleMap( final HashMap<Unit, IntegerMap<RepairRule>> units, final PlayerID player, final GameData data) { removeAll(); final Set<Unit> entries = units.keySet(); for (final Unit unit : entries) { final IntegerMap<RepairRule> rules = units.get(unit); final TreeSet<RepairRule> repairRules = new TreeSet<RepairRule>(repairRuleComparator); repairRules.addAll(rules.keySet()); for (final RepairRule repairRule : repairRules) { final int quantity = rules.getInt(repairRule); if (games.strategy.triplea.Properties.getDamageFromBombingDoneToUnitsInsteadOfTerritories( data)) { // check to see if the repair rule matches the damaged unit if (unit.getType().equals((repairRule.getResults().keySet().iterator().next()))) addUnits( player, data, quantity, unit.getType(), Matches.UnitHasTakenSomeBombingUnitDamage.match(unit), Matches.UnitIsDisabled.match(unit)); } } } }
private void renderUnits(final GridBagConstraints mainConstraints, final Collection<Unit> units) { final JPanel panel = new JPanel(); panel.setLayout(new BoxLayout(panel, BoxLayout.Y_AXIS)); for (final Unit u : units) { final JLabel label = new JLabel( new ImageIcon( m_mapPanel.getUnitImageFactory().getImage(u.getType(), u.getOwner(), m_data))); label.setToolTipText(u.getType().getName()); panel.add(label); } add(panel, mainConstraints); }
public static int getAvailableCapacity(final Unit unit) { final UnitAttachment ua = UnitAttachment.get(unit.getType()); // Check if there are transports available, also check for destroyer capacity (Tokyo Express) if (ua.getTransportCapacity() == -1 || (unit.getData().getProperties().get(Constants.PACIFIC_THEATER, false) && ua.getIsDestroyer() && !unit.getOwner().getName().equals("Japanese"))) { return 0; } final int capacity = ua.getTransportCapacity(); final int used = getCost(transporting(unit)); final int unloaded = getCost(unloaded(unit)); return capacity - used - unloaded; }
public State(final Collection<Territory> territories) { m_depth = 0; m_move = null; m_playerPerformingMove = m_opponent; m_otherPlayer = getPlayerID(); squareOwner = new HashMap<Integer, PlayerID>(m_xDimension * m_yDimension); for (final Territory t : territories) { squareOwner.put((t.getX() * m_xDimension + t.getY()), t.getOwner()); if (!t.getUnits().isEmpty()) { final Unit unit = (Unit) t.getUnits().getUnits().toArray()[0]; if (unit.getType().getName().equals("king")) { m_kingX = t.getX(); m_kingY = t.getY(); } } } }
// If a transport has been in combat, it cannot load AND unload in non-combat public static boolean isTransportUnloadRestrictedInNonCombat(final Unit transport) { final TripleAUnit taUnit = (TripleAUnit) transport; if (GameStepPropertiesHelper.isNonCombatMove(transport.getData(), true) && taUnit.getWasInCombat() && taUnit.getWasLoadedAfterCombat()) { return true; } return false; }
public static boolean hasTransportUnloadedInPreviousPhase(final Unit transport) { final Collection<Unit> unloaded = ((TripleAUnit) transport).getUnloaded(); // See if transport has unloaded anywhere yet for (final Unit u : unloaded) { final TripleAUnit taUnit = (TripleAUnit) u; // cannot unload in two different phases if (GameStepPropertiesHelper.isNonCombatMove(transport.getData(), true) && taUnit.getWasUnloadedInCombatPhase()) { return true; } } return false; }
private static void assertTransport(final Unit u) { if (UnitAttachment.get(u.getType()).getTransportCapacity() == -1) { throw new IllegalStateException("Not a transport:" + u); } }
private 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( new CompositeMatchAnd<Unit>( Matches.enemyUnit(player, data), Matches.unitIsBeingTransported().invert())); final Collection<Unit> enemyTargetsTotal = Match.getMatches( enemyUnits, Matches.UnitIsAtMaxDamageOrNotCanBeDamaged(attackedTerritory).invert()); final Collection<Unit> targets = new ArrayList<Unit>(); final Collection<Unit> rockets; // attackFrom could be null if WW2V1 if (attackFrom == null) rockets = null; else rockets = new ArrayList<Unit>( Match.getMatches(attackFrom.getUnits().getUnits(), rocketMatch(player, data))); final int numberOfAttacks = (rockets == null ? 1 : Math.min( TechAbilityAttachment.getRocketNumberPerTerritory(player, data), TechAbilityAttachment.getRocketDiceNumber(rockets, data))); if (numberOfAttacks <= 0) return; final String transcript; 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<UnitType>(); 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 = Match.getMatches(enemyTargetsTotal, Matches.unitIsOfTypes(legalTargetsForTheseRockets)); if (enemyTargets.isEmpty()) return; // TODO: this sucks 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 = !games.strategy.triplea.Properties.getUseBombingMaxDiceSidesAndBonus(data) || rockets == null; int cost = 0; if (!games.strategy.triplea.Properties.getLL_DAMAGE_ONLY(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) { cost += r + 1; // we are zero based } 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(); int bonus = ua.getBombingBonus(); // both could be -1, meaning they were not set. if they were not set, then we use default // dice sides for the map, and zero for the bonus. if (maxDice < 0) maxDice = diceSides; if (bonus < 0) bonus = 0; // 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 = rolls[i] + highestBonus; rolls[i] = r; cost += r + 1; // we are zero based } 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; cost += r + 1; // we are zero based } 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(); // both could be -1, meaning they were not set. if they were not set, then we use default // dice sides for the map, and zero for the bonus. if (maxDice < 0 || doNotUseBombingBonus) maxDice = diceSides; if (bonus < 0 || doNotUseBombingBonus) bonus = 0; // now, regardless of whether they were set or not, we have to apply "low luck" to them, // meaning in this case that we reduce the 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 = rolls[i] + highestBonus; rolls[i] = r; cost += r + 1; // we are zero based } 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<Unit>(); 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.getPU_Multiplier(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<Unit>(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 (Match.someMatch(targets, Matches.UnitCanDieFromReachingMaxDamage)) { final List<Unit> unitsCanDie = Match.getMatches(targets, Matches.UnitCanDieFromReachingMaxDamage); unitsCanDie.retainAll( Match.getMatches( unitsCanDie, Matches.UnitIsAtMaxDamageOrNotCanBeDamaged(attackedTerritory))); if (!unitsCanDie.isEmpty()) { // targets.removeAll(unitsCanDie); 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.getName()); }