/** * 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())); }
/** * @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; }
/** * 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); } }
/** * 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); }
/** * 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<>( 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<>(); 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; }
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()); }