/** * Handle rockets. * * @param world the world object * @param p the player * @param esl all enemy vessels */ static void handleRockets(SpacewarWorld world, Player p, List<SpacewarStructure> esl) { List<SpacewarStructure> rocketTargets = world.enemiesOf(p); Collections.shuffle(rocketTargets); for (SpacewarStructure s : rocketTargets) { if (world.isFleeing(s)) { continue; } // do not fire rocket at tagged objects unless it is the last enemy if (esl.size() == 1 || (s.item == null || s.item.tag == null)) { int found = 0; if (s.type == StructureType.SHIP || s.type == StructureType.STATION) { Pair<SpacewarStructure, SpacewarWeaponPort> w = findReadyPort(world.structures(p), EnumSet.of(Mode.ROCKET, Mode.MULTI_ROCKET)); if (w != null) { world.attack(w.first, s, w.second.projectile.mode); found++; } } if (s.type == StructureType.SHIELD || s.type == StructureType.PROJECTOR) { Pair<SpacewarStructure, SpacewarWeaponPort> w = findReadyPort(world.structures(p), EnumSet.of(Mode.BOMB, Mode.VIRUS)); if (w != null) { world.attack(w.first, s, w.second.projectile.mode); found++; } } if (found == 0) { // don't bother with other targets, out of ammo break; } } } }
/** * Attack out-of-range ships with the remaining idles. * * @param world the world object * @param idles the list of idles * @return all enemies */ static List<SpacewarStructure> defaultAttackOutOfRange( SpacewarWorld world, List<SpacewarStructure> idles) { List<SpacewarStructure> esl = new ArrayList<>(); if (!idles.isEmpty()) { esl.addAll(world.enemiesOf(idles.get(0))); } if (!esl.isEmpty()) { List<SpacewarStructure> esl2 = U.newArrayList(esl); for (SpacewarStructure ship : idles) { if (ship.attack == null && ship.type == StructureType.SHIP && ship.canDirectFire()) { SpacewarStructure t = selectNewTarget(world, ship, esl); if (t != null) { esl.remove(t); if (esl.isEmpty()) { esl.addAll(esl2); } } } } } return esl; }