コード例 #1
0
 @Override
 public void attemptAction(final PoliticalActionAttachment paa) {
   if (!games.strategy.triplea.Properties.getUsePolitics(getData())) {
     notifyPoliticsTurnedOff();
     return;
   }
   if (paa.canPerform(getTestedConditions())) {
     if (checkEnoughMoney(paa)) { // See if the player has got enough money to pay for the action
       // Charge for attempting the action
       chargeForAction(paa);
       // take one of the uses this round
       paa.useAttempt(getBridge());
       if (actionRollSucceeds(paa)) { // See if the action is successful
         if (actionIsAccepted(paa)) {
           // change the relationships
           changeRelationships(paa);
           // notify the players
           notifySuccess(paa);
         } else {
           // notify the players of the failed attempt
           notifyFailure(paa);
         }
       } else {
         // notify the players of the failed attempt
         notifyFailure(paa);
       }
     } else {
       // notify the player he hasn't got enough money;
       notifyMoney(paa, false);
     }
   } else {
     // notify the player the action isn't valid anymore (shouldn't happen)
     notifyNoValidAction(paa);
   }
 }
コード例 #2
0
 /**
  * Let all players involved in this action know the action has failed.
  *
  * @param paa the political action attachment that just failed.
  */
 private void notifyFailure(final PoliticalActionAttachment paa) {
   getSoundChannel().playSoundForAll(SoundPath.CLIP_POLITICAL_ACTION_FAILURE, m_player);
   final String transcriptText =
       m_bridge.getPlayerID().getName()
           + " fails on action: "
           + MyFormatter.attachmentNameToText(paa.getName());
   m_bridge.getHistoryWriter().addChildToEvent(transcriptText);
   sendNotification(PoliticsText.getInstance().getNotificationFailure(paa.getText()));
   notifyOtherPlayers(paa, PoliticsText.getInstance().getNotificationFailureOthers(paa.getText()));
 }
コード例 #3
0
 /**
  * Let the player know he is being charged for money or that he hasn't got enough money
  *
  * @param paa the actionattachment the player is notified about
  * @param enough is this a notification about enough or not enough money.
  */
 private void notifyMoney(final PoliticalActionAttachment paa, final boolean enough) {
   if (enough) {
     sendNotification("Charging " + paa.getCostPU() + " PU's to perform this action");
   } else {
     sendNotification(
         "You don't have ennough money, you need "
             + paa.getCostPU()
             + " PU's to perform this action");
   }
 }
コード例 #4
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);
    }
  }
コード例 #5
0
 public HashMap<ICondition, Boolean> getTestedConditions() {
   final HashSet<ICondition> allConditionsNeeded =
       RulesAttachment.getAllConditionsRecursive(
           new HashSet<ICondition>(
               PoliticalActionAttachment.getPoliticalActionAttachments(m_player)),
           null);
   return RulesAttachment.testAllConditionsRecursive(allConditionsNeeded, null, m_bridge);
 }
コード例 #6
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);
 }
コード例 #7
0
 @Override
 public Collection<PoliticalActionAttachment> getValidActions() {
   final GameData data = m_bridge.getData();
   final HashMap<ICondition, Boolean> testedConditions;
   data.acquireReadLock();
   try {
     testedConditions = getTestedConditions();
   } finally {
     data.releaseReadLock();
   }
   return PoliticalActionAttachment.getValidActions(m_player, testedConditions, data);
 }
コード例 #8
0
 /**
  * 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);
   }
 }
コード例 #9
0
 /**
  * @param paa the action to check if it succeeds
  * @return true if the action succeeds, usually because the die-roll succeeded.
  */
 private boolean actionRollSucceeds(final PoliticalActionAttachment paa) {
   final int hitTarget = paa.getChanceToHit();
   final int diceSides = paa.getChanceDiceSides();
   if (diceSides <= 0 || hitTarget >= diceSides) {
     paa.changeChanceDecrementOrIncrementOnSuccessOrFailure(m_bridge, true, true);
     return true;
   } else if (hitTarget <= 0) {
     paa.changeChanceDecrementOrIncrementOnSuccessOrFailure(m_bridge, false, true);
     return false;
   }
   final int rollResult =
       m_bridge.getRandom(
               diceSides,
               m_player,
               DiceType.NONCOMBAT,
               "Attempting the Political Action: "
                   + MyFormatter.attachmentNameToText(paa.getName()))
           + 1;
   final boolean success = rollResult <= hitTarget;
   final String notificationMessage =
       "rolling ("
           + hitTarget
           + " out of "
           + diceSides
           + ") result: "
           + rollResult
           + " = "
           + (success ? "Success!" : "Failure!");
   m_bridge
       .getHistoryWriter()
       .addChildToEvent(
           MyFormatter.attachmentNameToText(paa.getName()) + " : " + notificationMessage);
   paa.changeChanceDecrementOrIncrementOnSuccessOrFailure(m_bridge, success, true);
   sendNotification(notificationMessage);
   return success;
 }
コード例 #10
0
 /**
  * Reset the attempts-counter for this action, so next round the player can try again for a number
  * of attempts.
  */
 private void resetAttempts() {
   for (final PoliticalActionAttachment paa :
       PoliticalActionAttachment.getPoliticalActionAttachments(m_player)) {
     paa.resetAttempts(getBridge());
   }
 }
コード例 #11
0
 /**
  * Let all players involved in this action know the action was successful
  *
  * @param paa the political action attachment that just succeeded.
  */
 private void notifySuccess(final PoliticalActionAttachment paa) {
   getSoundChannel().playSoundForAll(SoundPath.CLIP_POLITICAL_ACTION_SUCCESSFUL, m_player);
   sendNotification(PoliticsText.getInstance().getNotificationSucccess(paa.getText()));
   notifyOtherPlayers(paa, PoliticsText.getInstance().getNotificationSuccessOthers(paa.getText()));
 }
コード例 #12
0
 /**
  * @param paa The Political Action the player should be charged for
  * @return false if the player can't afford the action
  */
 private boolean checkEnoughMoney(final PoliticalActionAttachment paa) {
   final Resource PUs = getData().getResourceList().getResource(Constants.PUS);
   final int cost = paa.getCostPU();
   final int has = m_bridge.getPlayerID().getResources().getQuantity(PUs);
   return has >= cost;
 }
コード例 #13
0
 /**
  * Get a list of players that should accept this action and then ask each player if it accepts
  * this action.
  *
  * @param paa the politicalActionAttachment that should be accepted
  */
 private boolean actionIsAccepted(final PoliticalActionAttachment paa) {
   final GameData data = getData();
   final CompositeMatchOr<PoliticalActionAttachment> intoAlliedChainOrIntoOrOutOfWar =
       new CompositeMatchOr<PoliticalActionAttachment>(
           Matches.politicalActionIsRelationshipChangeOf(
               null,
               Matches.RelationshipTypeIsAlliedAndAlliancesCanChainTogether.invert(),
               Matches.RelationshipTypeIsAlliedAndAlliancesCanChainTogether,
               data),
           Matches.politicalActionIsRelationshipChangeOf(
               null,
               Matches.RelationshipTypeIsAtWar.invert(),
               Matches.RelationshipTypeIsAtWar,
               data),
           Matches.politicalActionIsRelationshipChangeOf(
               null,
               Matches.RelationshipTypeIsAtWar,
               Matches.RelationshipTypeIsAtWar.invert(),
               data));
   if (!games.strategy.triplea.Properties.getAlliancesCanChainTogether(data)
       || !intoAlliedChainOrIntoOrOutOfWar.match(paa)) {
     for (final PlayerID player : paa.getActionAccept()) {
       if (!(getRemotePlayer(player))
           .acceptAction(
               m_player, PoliticsText.getInstance().getAcceptanceQuestion(paa.getText()), true)) {
         return false;
       }
     }
   } else {
     // if alliances chain together, then our allies must have a say in anyone becoming a new
     // ally/enemy
     final LinkedHashSet<PlayerID> playersWhoNeedToAccept = new LinkedHashSet<PlayerID>();
     playersWhoNeedToAccept.addAll(paa.getActionAccept());
     playersWhoNeedToAccept.addAll(
         Match.getMatches(
             data.getPlayerList().getPlayers(),
             Matches.isAlliedAndAlliancesCanChainTogether(m_player, data)));
     for (final PlayerID player : paa.getActionAccept()) {
       playersWhoNeedToAccept.addAll(
           Match.getMatches(
               data.getPlayerList().getPlayers(),
               Matches.isAlliedAndAlliancesCanChainTogether(player, data)));
     }
     final HashSet<PlayerID> alliesWhoMustAccept = playersWhoNeedToAccept;
     alliesWhoMustAccept.removeAll(paa.getActionAccept());
     for (final PlayerID player : playersWhoNeedToAccept) {
       String actionText = PoliticsText.getInstance().getAcceptanceQuestion(paa.getText());
       if (actionText.equals("NONE")) {
         actionText =
             m_player.getName()
                 + " wants to take the following action: "
                 + MyFormatter.attachmentNameToText(paa.getName())
                 + " \r\n Do you approve?";
       } else {
         actionText =
             m_player.getName()
                 + " wants to take the following action: "
                 + MyFormatter.attachmentNameToText(paa.getName())
                 + ".  Do you approve? \r\n\r\n "
                 + m_player.getName()
                 + " will ask "
                 + MyFormatter.defaultNamedToTextList(paa.getActionAccept())
                 + ", the following question: \r\n "
                 + actionText;
       }
       if (!(getRemotePlayer(player)).acceptAction(m_player, actionText, true)) {
         return false;
       }
     }
     for (final PlayerID player : paa.getActionAccept()) {
       if (!(getRemotePlayer(player))
           .acceptAction(
               m_player, PoliticsText.getInstance().getAcceptanceQuestion(paa.getText()), true)) {
         return false;
       }
     }
   }
   return true;
 }