// If a transport has been in combat, it cannot load AND unload in non-combat public static boolean isTransportUnloadRestrictedInNonCombat(final Unit transport) { final TripleAUnit taUnit = (TripleAUnit) transport; if (GameStepPropertiesHelper.isNonCombatMove(transport.getData(), true) && taUnit.getWasInCombat() && taUnit.getWasLoadedAfterCombat()) { return true; } return false; }
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; }