Ejemplo n.º 1
0
  private static void getNeutralOutOfWarWithAllies(
      final PoliticalActionAttachment paa, final PlayerID player, final IDelegateBridge aBridge) {
    final GameData data = aBridge.getData();
    if (!games.strategy.triplea.Properties.getAlliancesCanChainTogether(data)) {
      return;
    }

    final Collection<PlayerID> players = data.getPlayerList().getPlayers();
    final Collection<PlayerID> p1AlliedWith =
        Match.getMatches(players, Matches.isAlliedAndAlliancesCanChainTogether(player, data));
    final CompositeChange change = new CompositeChange();
    for (final String relationshipChangeString : paa.getRelationshipChange()) {
      final String[] relationshipChange = relationshipChangeString.split(":");
      final PlayerID p1 = data.getPlayerList().getPlayerID(relationshipChange[0]);
      final PlayerID p2 = data.getPlayerList().getPlayerID(relationshipChange[1]);
      if (!(p1.equals(player) || p2.equals(player))) {
        continue;
      }
      final PlayerID pOther = (p1.equals(player) ? p2 : p1);
      final RelationshipType currentType =
          data.getRelationshipTracker().getRelationshipType(p1, p2);
      final RelationshipType newType =
          data.getRelationshipTypeList().getRelationshipType(relationshipChange[2]);
      if (Matches.RelationshipTypeIsAtWar.match(currentType)
          && Matches.RelationshipTypeIsAtWar.invert().match(newType)) {
        final Collection<PlayerID> pOtherAlliedWith =
            Match.getMatches(players, Matches.isAlliedAndAlliancesCanChainTogether(pOther, data));
        if (!pOtherAlliedWith.contains(pOther)) {
          pOtherAlliedWith.add(pOther);
        }
        if (!p1AlliedWith.contains(player)) {
          p1AlliedWith.add(player);
        }
        for (final PlayerID p3 : p1AlliedWith) {
          for (final PlayerID p4 : pOtherAlliedWith) {
            final RelationshipType currentOther =
                data.getRelationshipTracker().getRelationshipType(p3, p4);
            if (!currentOther.equals(newType)
                && Matches.RelationshipTypeIsAtWar.match(currentOther)) {
              change.add(ChangeFactory.relationshipChange(p3, p4, currentOther, newType));
              aBridge
                  .getHistoryWriter()
                  .addChildToEvent(
                      p3.getName()
                          + " and "
                          + p4.getName()
                          + " sign a "
                          + newType.getName()
                          + " treaty");
              MoveDelegate.getBattleTracker(data)
                  .addRelationshipChangesThisTurn(p3, p4, currentOther, newType);
            }
          }
        }
      }
    }
    if (!change.isEmpty()) {
      aBridge.addChange(change);
    }
  }
Ejemplo n.º 2
0
 public static void givesBackOriginalTerritories(final IDelegateBridge aBridge) {
   final GameData data = aBridge.getData();
   final CompositeChange change = new CompositeChange();
   final Collection<PlayerID> players = data.getPlayerList().getPlayers();
   for (final PlayerID p1 : players) {
     for (final PlayerID p2 : players) {
       if (!data.getRelationshipTracker().givesBackOriginalTerritories(p1, p2)) {
         continue;
       }
       for (final Territory t : data.getMap().getTerritoriesOwnedBy(p1)) {
         final PlayerID original = OriginalOwnerTracker.getOriginalOwner(t);
         if (original == null) {
           continue;
         }
         if (original.equals(p2)) {
           change.add(ChangeFactory.changeOwner(t, original));
         }
       }
     }
   }
   if (!change.isEmpty()) {
     aBridge.getHistoryWriter().startEvent("Giving back territories to original owners");
     aBridge.addChange(change);
   }
 }
Ejemplo n.º 3
0
 /**
  * Changes all relationships
  *
  * @param paa the political action to change the relationships for
  */
 private void changeRelationships(final PoliticalActionAttachment paa) {
   getMyselfOutOfAlliance(paa, m_player, m_bridge);
   getNeutralOutOfWarWithAllies(paa, m_player, m_bridge);
   final CompositeChange change = new CompositeChange();
   for (final String relationshipChange : paa.getRelationshipChange()) {
     final String[] s = relationshipChange.split(":");
     final PlayerID player1 = getData().getPlayerList().getPlayerID(s[0]);
     final PlayerID player2 = getData().getPlayerList().getPlayerID(s[1]);
     final RelationshipType oldRelation =
         getData().getRelationshipTracker().getRelationshipType(player1, player2);
     final RelationshipType newRelation =
         getData().getRelationshipTypeList().getRelationshipType(s[2]);
     if (oldRelation.equals(newRelation)) {
       continue;
     }
     change.add(ChangeFactory.relationshipChange(player1, player2, oldRelation, newRelation));
     m_bridge
         .getHistoryWriter()
         .addChildToEvent(
             m_bridge.getPlayerID().getName()
                 + " succeeds on action: "
                 + MyFormatter.attachmentNameToText(paa.getName())
                 + ": Changing Relationship for "
                 + player1.getName()
                 + " and "
                 + player2.getName()
                 + " from "
                 + oldRelation.getName()
                 + " to "
                 + newRelation.getName());
     MoveDelegate.getBattleTracker(getData())
         .addRelationshipChangesThisTurn(player1, player2, oldRelation, newRelation);
     /*
      * creation of new battles is handled at the beginning of the battle delegate, in
      * "setupUnitsInSameTerritoryBattles", not here.
      * if (Matches.RelationshipTypeIsAtWar.match(newRelation))
      * TriggerAttachment.triggerMustFightBattle(player1, player2, m_bridge);
      */
   }
   if (!change.isEmpty()) {
     m_bridge.addChange(change);
   }
   chainAlliancesTogether(m_bridge);
 }
Ejemplo n.º 4
0
 public static Change loadTransportChange(final TripleAUnit transport, final Unit unit) {
   assertTransport(transport);
   final CompositeChange change = new CompositeChange();
   // clear the loaded by
   change.add(ChangeFactory.unitPropertyChange(unit, transport, TripleAUnit.TRANSPORTED_BY));
   final Collection<Unit> newCarrying = new ArrayList<Unit>(transport.getTransporting());
   if (newCarrying.contains(unit)) {
     throw new IllegalStateException("Already carrying, transport:" + transport + " unt:" + unit);
   }
   newCarrying.add(unit);
   change.add(ChangeFactory.unitPropertyChange(unit, Boolean.TRUE, TripleAUnit.LOADED_THIS_TURN));
   change.add(ChangeFactory.unitPropertyChange(transport, true, TripleAUnit.LOADED_THIS_TURN));
   // If the transport was in combat, flag it as being loaded AFTER combat
   if (transport.getWasInCombat()) {
     change.add(
         ChangeFactory.unitPropertyChange(transport, true, TripleAUnit.LOADED_AFTER_COMBAT));
   }
   return change;
 }
Ejemplo n.º 5
0
 public static Change unloadAirTransportChange(
     final TripleAUnit unit,
     final Territory territory,
     final PlayerID id,
     final boolean dependentBattle) {
   final CompositeChange change = new CompositeChange();
   final TripleAUnit transport = (TripleAUnit) transportedBy(unit);
   if (transport == null) {
     return change;
   }
   assertTransport(transport);
   if (!transport.getTransporting().contains(unit)) {
     throw new IllegalStateException(
         "Not being carried, unit:" + unit + " transport:" + transport);
   }
   final ArrayList<Unit> newUnloaded = new ArrayList<Unit>(transport.getUnloaded());
   newUnloaded.add(unit);
   change.add(ChangeFactory.unitPropertyChange(unit, territory, TripleAUnit.UNLOADED_TO));
   if (!GameStepPropertiesHelper.isNonCombatMove(unit.getData(), true)) {
     change.add(
         ChangeFactory.unitPropertyChange(unit, true, TripleAUnit.UNLOADED_IN_COMBAT_PHASE));
     // change.add(ChangeFactory.unitPropertyChange(unit, true, TripleAUnit.UNLOADED_AMPHIBIOUS));
     change.add(
         ChangeFactory.unitPropertyChange(transport, true, TripleAUnit.UNLOADED_IN_COMBAT_PHASE));
     // change.add(ChangeFactory.unitPropertyChange(transport, true,
     // TripleAUnit.UNLOADED_AMPHIBIOUS));
   }
   if (!dependentBattle) {
     // TODO: this is causing issues with Scrambling. if the units were unloaded, then scrambling
     // creates a battle, there is no longer any
     // way to have the units removed if those transports die.
     change.add(ChangeFactory.unitPropertyChange(unit, null, TripleAUnit.TRANSPORTED_BY));
   }
   // dependencies for battle calc and casualty selection include unloaded. therefore even if we
   // have unloaded this unit, it will die if
   // air transport dies IF we have the unloaded flat set. so don't set it.
   // TODO: fix this bullshit by re-writing entire transportation engine
   // change.add(ChangeFactory.unitPropertyChange(transport, newUnloaded, TripleAUnit.UNLOADED));
   return change;
 }
Ejemplo n.º 6
0
 public static Change unloadTransportChange(
     final TripleAUnit unit,
     final Territory territory,
     final PlayerID id,
     final boolean dependentBattle) {
   final CompositeChange change = new CompositeChange();
   final TripleAUnit transport = (TripleAUnit) transportedBy(unit);
   if (transport == null) {
     return change;
   }
   assertTransport(transport);
   if (!transport.getTransporting().contains(unit)) {
     throw new IllegalStateException(
         "Not being carried, unit:" + unit + " transport:" + transport);
   }
   final ArrayList<Unit> newUnloaded = new ArrayList<Unit>(transport.getUnloaded());
   newUnloaded.add(unit);
   change.add(ChangeFactory.unitPropertyChange(unit, territory, TripleAUnit.UNLOADED_TO));
   if (!GameStepPropertiesHelper.isNonCombatMove(unit.getData(), true)) {
     change.add(
         ChangeFactory.unitPropertyChange(unit, true, TripleAUnit.UNLOADED_IN_COMBAT_PHASE));
     change.add(ChangeFactory.unitPropertyChange(unit, true, TripleAUnit.UNLOADED_AMPHIBIOUS));
     change.add(
         ChangeFactory.unitPropertyChange(transport, true, TripleAUnit.UNLOADED_IN_COMBAT_PHASE));
     change.add(
         ChangeFactory.unitPropertyChange(transport, true, TripleAUnit.UNLOADED_AMPHIBIOUS));
   }
   if (!dependentBattle) {
     // TODO: this is causing issues with Scrambling. if the units were unloaded, then scrambling
     // creates a battle, there is no longer any
     // way to have the units removed if those transports die.
     change.add(ChangeFactory.unitPropertyChange(unit, null, TripleAUnit.TRANSPORTED_BY));
   }
   change.add(ChangeFactory.unitPropertyChange(transport, newUnloaded, TripleAUnit.UNLOADED));
   return change;
 }
Ejemplo n.º 7
0
 public static Change combatTransportChange(final TripleAUnit transport, final PlayerID id) {
   assertTransport(transport);
   final CompositeChange change = new CompositeChange();
   change.add(ChangeFactory.unitPropertyChange(transport, true, TripleAUnit.WAS_IN_COMBAT));
   return change;
 }