Exemple #1
0
 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;
 }
Exemple #2
0
 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());
 }