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; }
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 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; }