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); } }
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); } }
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; }
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; }
/** * 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); }
/** * Subtract money from the players wallet * * @param paa the politicalactionattachment this the money is charged for. */ private void chargeForAction(final PoliticalActionAttachment paa) { final Resource PUs = getData().getResourceList().getResource(Constants.PUS); final int cost = paa.getCostPU(); if (cost > 0) { // don't notify user of spending money anymore // notifyMoney(paa, true); final String transcriptText = m_bridge.getPlayerID().getName() + " spend " + cost + " PU on Political Action: " + MyFormatter.attachmentNameToText(paa.getName()); m_bridge.getHistoryWriter().startEvent(transcriptText); final Change charge = ChangeFactory.changeResourcesChange(m_bridge.getPlayerID(), PUs, -cost); m_bridge.addChange(charge); } else { final String transcriptText = m_bridge.getPlayerID().getName() + " takes Political Action: " + MyFormatter.attachmentNameToText(paa.getName()); // we must start an event anyway m_bridge.getHistoryWriter().startEvent(transcriptText); } }
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; }
public static void chainAlliancesTogether(final IDelegateBridge aBridge) { final GameData data = aBridge.getData(); if (!games.strategy.triplea.Properties.getAlliancesCanChainTogether(data)) { return; } final Collection<RelationshipType> allTypes = data.getRelationshipTypeList().getAllRelationshipTypes(); RelationshipType alliedType = null; RelationshipType warType = null; for (final RelationshipType type : allTypes) { if (type.getRelationshipTypeAttachment().getIsDefaultWarPosition()) { warType = type; } else if (type.getRelationshipTypeAttachment().getAlliancesCanChainTogether()) { alliedType = type; } } if (alliedType == null) { return; } // first do alliances. then, do war (since we don't want to declare war on a potential ally). final Collection<PlayerID> players = data.getPlayerList().getPlayers(); for (final PlayerID p1 : players) { final HashSet<PlayerID> p1NewAllies = new HashSet<PlayerID>(); final Collection<PlayerID> p1AlliedWith = Match.getMatches(players, Matches.isAlliedAndAlliancesCanChainTogether(p1, data)); for (final PlayerID p2 : p1AlliedWith) { p1NewAllies.addAll( Match.getMatches(players, Matches.isAlliedAndAlliancesCanChainTogether(p2, data))); } p1NewAllies.removeAll(p1AlliedWith); p1NewAllies.remove(p1); for (final PlayerID p3 : p1NewAllies) { if (!data.getRelationshipTracker().getRelationshipType(p1, p3).equals(alliedType)) { final RelationshipType current = data.getRelationshipTracker().getRelationshipType(p1, p3); aBridge.addChange(ChangeFactory.relationshipChange(p1, p3, current, alliedType)); aBridge .getHistoryWriter() .addChildToEvent( p1.getName() + " and " + p3.getName() + " are joined together in an " + alliedType.getName() + " treaty"); MoveDelegate.getBattleTracker(data) .addRelationshipChangesThisTurn(p1, p3, current, alliedType); } } } // now war if (warType == null) { return; } for (final PlayerID p1 : players) { final HashSet<PlayerID> p1NewWar = new HashSet<PlayerID>(); final Collection<PlayerID> p1WarWith = Match.getMatches(players, Matches.isAtWar(p1, data)); final Collection<PlayerID> p1AlliedWith = Match.getMatches(players, Matches.isAlliedAndAlliancesCanChainTogether(p1, data)); for (final PlayerID p2 : p1AlliedWith) { p1NewWar.addAll(Match.getMatches(players, Matches.isAtWar(p2, data))); } p1NewWar.removeAll(p1WarWith); p1NewWar.remove(p1); for (final PlayerID p3 : p1NewWar) { if (!data.getRelationshipTracker().getRelationshipType(p1, p3).equals(warType)) { final RelationshipType current = data.getRelationshipTracker().getRelationshipType(p1, p3); aBridge.addChange(ChangeFactory.relationshipChange(p1, p3, current, warType)); aBridge .getHistoryWriter() .addChildToEvent( p1.getName() + " and " + p3.getName() + " declare " + warType.getName() + " on each other"); MoveDelegate.getBattleTracker(data) .addRelationshipChangesThisTurn(p1, p3, current, warType); } } } }
public static void addTo(final PlayerID t, final Collection<Unit> units, final GameData data) { new ChangePerformer(data).perform(ChangeFactory.addUnits(t, units)); }
public static void addTo(final Territory t, final Collection<Unit> units) { new ChangePerformer(t.getData()).perform(ChangeFactory.addUnits(t, units)); }
public static void removeFrom(final Territory t, final Collection<Unit> units) { new ChangePerformer(t.getData()).perform(ChangeFactory.removeUnits(t, units)); }
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; }
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()); }