package games.strategy.triplea;
import games.strategy.engine.data.GameData;
/**
* Provides typed access to the properties of GameData.
*/
public class Properties implements Constants {
// These should always default to false, if boolean, and if not should default to whatever is the "default" behavior
// of TripleA.
// If you want something to default to "true", when change the wording of the constant to make it a negative of
// itself, then default to
// false. (ex: "Do not do something", false; instead of "Do something", true;)
public static int getNeutralCharge(final GameData data) {
return data.getProperties().get(NEUTRAL_CHARGE_PROPERTY, 0);
}
public static int getFactoriesPerCountry(final GameData data) {
return data.getProperties().get(FACTORIES_PER_COUNTRY_PROPERTY, 1);
}
public static boolean getTwoHitBattleships(final GameData data) {
return data.getProperties().get(TWO_HIT_BATTLESHIP_PROPERTY, false);
}
public static boolean getWW2V2(final GameData data) {
return data.getProperties().get(WW2V2, false);
}
public static boolean getPartialAmphibiousRetreat(final GameData data) {
return data.getProperties().get(PARTIAL_AMPHIBIOUS_RETREAT, false);
}
public static boolean getTotalVictory(final GameData data) {
return data.getProperties().get(TOTAL_VICTORY, false);
}
public static boolean getHonorableSurrender(final GameData data) {
return data.getProperties().get(HONORABLE_SURRENDER, false);
}
public static boolean getProjectionOfPower(final GameData data) {
return data.getProperties().get(PROJECTION_OF_POWER, false);
}
public static boolean getAllRocketsAttack(final GameData data) {
return data.getProperties().get(ALL_ROCKETS_ATTACK, false);
}
public static boolean getNeutralsImpassable(final GameData data) {
return data.getProperties().get(NEUTRALS_ARE_IMPASSABLE, false);
}
public static boolean getNeutralsBlitzable(final GameData data) {
return data.getProperties().get(NEUTRALS_ARE_BLITZABLE, false);
}
public static boolean getRocketsCanFlyOverImpassables(final GameData data) {
return data.getProperties().get(ROCKETS_CAN_FLY_OVER_IMPASSABLES, false);
}
/*
* Pacific Theater
*/
public static boolean getPacificTheater(final GameData data) {
return data.getProperties().get(PACIFIC_THEATER, false);
}
/*
* World War 2 Version 3
*/
public static boolean getWW2V3(final GameData data) {
return data.getProperties().get(WW2V3, false);
}
/*
* Economic Victory Condition
*/
public static boolean getEconomicVictory(final GameData data) {
return data.getProperties().get(ECONOMIC_VICTORY, false);
}
/*
* Triggered Victory Condition
*/
public static boolean getTriggeredVictory(final GameData data) {
return data.getProperties().get(TRIGGERED_VICTORY, false);
}
/*
* Restrict the number of units that can be placed at a factory.
*/
public static boolean getPlacementRestrictedByFactory(final GameData data) {
return data.getProperties().get(PLACEMENT_RESTRICTED_BY_FACTORY, false);
}
/*
* Can the player select the type of technology they are rolling for
*/
public static boolean getSelectableTechRoll(final GameData data) {
return data.getProperties().get(SELECTABLE_TECH_ROLL, false);
}
/*
* Can the player select the type of technology they are rolling for
*/
public static boolean getWW2V3TechModel(final GameData data) {
return data.getProperties().get(WW2V3_TECH_MODEL, false);
}
/*
* Use Advanced Technology
*/
public static boolean getTechDevelopment(final GameData data) {
return data.getProperties().get(TECH_DEVELOPMENT, false);
}
/*
* Are transports restricted from unloading in multiple territories in a
* turn
*/
public static boolean getTransportUnloadRestricted(final GameData data) {
return data.getProperties().get(TRANSPORT_UNLOAD_RESTRICTED, false);
}
/*
* Are AA casualties chosen randomly
*/
public static boolean getRandomAACasualties(final GameData data) {
return data.getProperties().get(RANDOM_AA_CASUALTIES, false);
}
/*
* Are AA casualties chosen randomly
*/
public static boolean getRollAAIndividually(final GameData data) {
return data.getProperties().get(ROLL_AA_INDIVIDUALLY, false);
}
/*
* Limit the damage caused by each bomber on rockets and Strategic Bomb Raids to
* production of territory
*/
public static boolean getLimitRocketAndSBRDamageToProduction(final GameData data) {
return data.getProperties().get(LIMIT_ROCKET_AND_SBR_DAMAGE_TO_PRODUCTION, false);
}
/*
* Limit the TOTAL damage caused by Bombers in a turn to territory's
* production
*/
public static boolean getLimitSBRDamagePerTurn(final GameData data) {
return data.getProperties().get(LIMIT_SBR_DAMAGE_PER_TURN, false);
}
/**
* Limit the TOTAL damage caused by Rockets in a turn to territory's
* production.
*/
public static boolean getLimitRocketDamagePerTurn(final GameData data) {
return data.getProperties().get(LIMIT_ROCKET_DAMAGE_PER_TURN, false);
}
/**
* Limit the TOTAL PUs lost to Bombers/Rockets in a turn to territory's
* production.
*/
public static boolean getPUCap(final GameData data) {
return data.getProperties().get(PU_CAP, false);
}
/**
* Reduce Victory Points by Strategic Bombing.
*/
public static boolean getSBRVictoryPoint(final GameData data) {
return data.getProperties().get(SBR_VICTORY_POINTS, false);
}
/**
* Allow x rocket attack(s) per defending factory.
*/
public static boolean getRocketAttacksPerFactoryInfinite(final GameData data) {
return data.getProperties().get(ROCKET_ATTACKS_PER_FACTORY_INFINITE, false);
}
/**
* Are allied aircraft dependents of CVs.
*/
public static boolean getAlliedAirIndependent(final GameData data) {
return data.getProperties().get(ALLIED_AIR_INDEPENDENT, false);
}
/**
* Defending subs sneak attack.
*/
public static boolean getDefendingSubsSneakAttack(final GameData data) {
return data.getProperties().get(DEFENDING_SUBS_SNEAK_ATTACK, false);
}
/**
* Attacker retreat planes from Amphib assault.
*/
public static boolean getAttackerRetreatPlanes(final GameData data) {
return data.getProperties().get(ATTACKER_RETREAT_PLANES, false);
}
/**
* Can surviving air at sea move to land on friendly land/carriers.
*/
public static boolean getSurvivingAirMoveToLand(final GameData data) {
return data.getProperties().get(SURVIVING_AIR_MOVE_TO_LAND, false);
}
/**
* Naval Bombard casualties restricted from return fire.
*/
public static boolean getNavalBombardCasualtiesReturnFireRestricted(final GameData data) {
return data.getProperties().get(NAVAL_BOMBARD_CASUALTIES_RETURN_FIRE_RESTRICTED, false);
}
/**
* Restricted from blitz through territories with factories/AA.
*/
public static boolean getBlitzThroughFactoriesAndAARestricted(final GameData data) {
return data.getProperties().get(BLITZ_THROUGH_FACTORIES_AND_AA_RESTRICTED, false);
}
/**
* Can place new units in occupied sea zones.
*/
public static boolean getUnitPlacementInEnemySeas(final GameData data) {
return data.getProperties().get(UNIT_PLACEMENT_IN_ENEMY_SEAS, false);
}
/**
* Subs restricted from controlling sea zones.
*/
public static boolean getSubControlSeaZoneRestricted(final GameData data) {
return data.getProperties().get(SUB_CONTROL_SEA_ZONE_RESTRICTED, false);
}
/*
* Can Transports control sea zones
*/
public static boolean getTransportControlSeaZone(final GameData data) {
return data.getProperties().get(TRANSPORT_CONTROL_SEA_ZONE, false);
}
/**
* Production restricted to 1 unit per X owned territories.
*/
public static boolean getProductionPerXTerritoriesRestricted(final GameData data) {
return data.getProperties().get(PRODUCTION_PER_X_TERRITORIES_RESTRICTED, false);
}
/**
* Production restricted to 1 unit per owned territory with an PU value.
*/
public static boolean getProductionPerValuedTerritoryRestricted(final GameData data) {
return data.getProperties().get(PRODUCTION_PER_VALUED_TERRITORY_RESTRICTED, false);
}
/**
* Can units be placed in any owned territory.
*/
public static boolean getPlaceInAnyTerritory(final GameData data) {
return data.getProperties().get(PLACE_IN_ANY_TERRITORY, false);
}
/**
* Limit the number of units that can be in a territory.
*/
public static boolean getUnitPlacementPerTerritoryRestricted(final GameData data) {
return data.getProperties().get(UNIT_PLACEMENT_PER_TERRITORY_RESTRICTED, false);
}
/**
* Movement restricted for territories.
*/
public static boolean getMovementByTerritoryRestricted(final GameData data) {
return data.getProperties().get(MOVEMENT_BY_TERRITORY_RESTRICTED, false);
}
/**
* Transports restricted from being taken as casualties.
*/
public static boolean getTransportCasualtiesRestricted(final GameData data) {
return data.getProperties().get(TRANSPORT_CASUALTIES_RESTRICTED, false);
}
/**
* Transports do not restrict movement of other units.
*/
public static boolean getIgnoreTransportInMovement(final GameData data) {
return data.getProperties().get(IGNORE_TRANSPORT_IN_MOVEMENT, false);
}
/**
* Subs do not restrict movement of other units.
*/
public static boolean getIgnoreSubInMovement(final GameData data) {
return data.getProperties().get(IGNORE_SUB_IN_MOVEMENT, false);
}
public static boolean getUnplacedUnitsLive(final GameData data) {
return data.getProperties().get(UNPLACED_UNITS_LIVE, false);
}
/**
* Air restricted from attacking subs unless DD present.
*/
public static boolean getAirAttackSubRestricted(final GameData data) {
return data.getProperties().get(AIR_ATTACK_SUB_RESTRICTED, false);
}
/**
* Allows units with zero movement to be selected to be moved.
*/
public static boolean getSelectableZeroMovementUnits(final GameData data) {
return data.getProperties().get(SELECTABLE_ZERO_MOVEMENT_UNITS, false);
}
/**
* Allows paratroopers to move ground units to friendly territories during non-combat move phase.
*/
public static boolean getParatroopersCanMoveDuringNonCombat(final GameData data) {
return data.getProperties().get(PARATROOPERS_CAN_MOVE_DURING_NON_COMBAT, false);
}
public static boolean getSubRetreatBeforeBattle(final GameData data) {
return data.getProperties().get(SUB_RETREAT_BEFORE_BATTLE, false);
}
/**
* Shore Bombard per Ground Unit Restricted.
*/
public static boolean getShoreBombardPerGroundUnitRestricted(final GameData data) {
return data.getProperties().get(SHORE_BOMBARD_PER_GROUND_UNIT_RESTRICTED, false);
}
/**
* AA restricted to Attacked Territory Only.
*/
public static boolean getAATerritoryRestricted(final GameData data) {
return data.getProperties().get(AA_TERRITORY_RESTRICTED, false);
}
public static boolean getMultipleAAPerTerritory(final GameData data) {
return data.getProperties().get(MULTIPLE_AA_PER_TERRITORY, false);
}
public static boolean getNationalObjectives(final GameData data) {
return data.getProperties().get(NATIONAL_OBJECTIVES, false);
}
public static boolean getTriggers(final GameData data) {
return data.getProperties().get(TRIGGERS, false);
}
public static boolean getAlwaysOnAA(final GameData data) {
return data.getProperties().get(ALWAYS_ON_AA_PROPERTY, false);
}
public static boolean getLHTRCarrierProductionRules(final GameData data) {
return data.getProperties().get(LHTR_CARRIER_PRODUCTION_RULES, false);
}
/**
* Atomic units of the fighter/carrier production rules.
*/
public static boolean getProduceFightersOnCarriers(final GameData data) {
return data.getProperties().get(CAN_PRODUCE_FIGHTERS_ON_CARRIERS, false);
}
public static boolean getProduceNewFightersOnOldCarriers(final GameData data) {
return data.getProperties().get(PRODUCE_NEW_FIGHTERS_ON_OLD_CARRIERS, false);
}
public static boolean getMoveExistingFightersToNewCarriers(final GameData data) {
return data.getProperties().get(MOVE_EXISTING_FIGHTERS_TO_NEW_CARRIERS, false);
}
public static boolean getLandExistingFightersOnNewCarriers(final GameData data) {
return data.getProperties().get(LAND_EXISTING_FIGHTERS_ON_NEW_CARRIERS, false);
}
public static int getHeavyBomberDiceRolls(final GameData data) {
return data.getProperties().get(HEAVY_BOMBER_DICE_ROLLS, 2);
}
public static boolean getBattleshipsRepairAtEndOfRound(final GameData data) {
return data.getProperties().get(TWO_HIT_BATTLESHIPS_REPAIR_END_OF_TURN, false);
}
public static boolean getBattleshipsRepairAtBeginningOfRound(final GameData data) {
return data.getProperties().get(TWO_HIT_BATTLESHIPS_REPAIR_BEGINNING_OF_TURN, false);
}
public static boolean getTwoHitPointUnitsRequireRepairFacilities(final GameData data) {
return data.getProperties().get(TWO_HITPOINT_UNITS_REQUIRE_REPAIR_FACILITIES, false);
}
public static boolean getChoose_AA_Casualties(final GameData data) {
return data.getProperties().get(CHOOSE_AA, false);
}
public static boolean getSubmersible_Subs(final GameData data) {
return data.getProperties().get(SUBMERSIBLE_SUBS, false);
}
public static boolean getUse_Destroyers_And_Artillery(final GameData data) {
return data.getProperties().get(USE_DESTROYERS_AND_ARTILLERY, false);
}
public static boolean getUse_Shipyards(final GameData data) {
return data.getProperties().get(USE_SHIPYARDS, false);
}
public static boolean getLow_Luck(final GameData data) {
return data.getProperties().get(LOW_LUCK, false);
}
public static boolean getLL_AA_ONLY(final GameData data) {
return data.getProperties().get(LL_AA_ONLY, false);
}
public static boolean getLL_TECH_ONLY(final GameData data) {
return data.getProperties().get(LL_TECH_ONLY, false);
}
public static boolean getLL_DAMAGE_ONLY(final GameData data) {
return data.getProperties().get(LL_DAMAGE_ONLY, false);
}
public static boolean getKamikaze_Airplanes(final GameData data) {
return data.getProperties().get(KAMIKAZE, false);
}
public static boolean getLHTR_Heavy_Bombers(final GameData data) {
return data.getProperties().get(LHTR_HEAVY_BOMBERS, false);
}
public static int getSuper_Sub_Defense_Bonus(final GameData data) {
return data.getProperties().get(SUPER_SUB_DEFENSE_BONUS, 0);
}
public static boolean getScramble_Rules_In_Effect(final GameData data) {
return data.getProperties().get(SCRAMBLE_RULES_IN_EFFECT, false);
}
public static boolean getScrambled_Units_Return_To_Base(final GameData data) {
return data.getProperties().get(SCRAMBLED_UNITS_RETURN_TO_BASE, false);
}
public static boolean getScramble_To_Sea_Only(final GameData data) {
return data.getProperties().get(SCRAMBLE_TO_SEA_ONLY, false);
}
public static boolean getScramble_From_Island_Only(final GameData data) {
return data.getProperties().get(SCRAMBLE_FROM_ISLAND_ONLY, false);
}
public static boolean getScrambleToAnyAmphibiousAssault(final GameData data) {
return data.getProperties().get(SCRAMBLE_TO_ANY_AMPHIBIOUS_ASSAULT, false);
}
public static int getPU_Multiplier(final GameData data) {
return data.getProperties().get(PU_MULTIPLIER, 1);
}
public static boolean getUnlimitedConstructions(final GameData data) {
return data.getProperties().get(UNLIMITED_CONSTRUCTIONS, false);
}
public static boolean getMoreConstructionsWithoutFactory(final GameData data) {
return data.getProperties().get(MORE_CONSTRUCTIONS_WITHOUT_FACTORY, false);
}
public static boolean getMoreConstructionsWithFactory(final GameData data) {
return data.getProperties().get(MORE_CONSTRUCTIONS_WITH_FACTORY, false);
}
public static boolean getUnitPlacementRestrictions(final GameData data) {
return data.getProperties().get(UNIT_PLACEMENT_RESTRICTIONS, false);
}
public static boolean getGiveUnitsByTerritory(final GameData data) {
return data.getProperties().get(GIVE_UNITS_BY_TERRITORY, false);
}
public static boolean getUnitsCanBeDestroyedInsteadOfCaptured(final GameData data) {
return data.getProperties().get(UNITS_CAN_BE_DESTROYED_INSTEAD_OF_CAPTURED, false);
}
public static boolean getSuicideAndMunitionCasualtiesRestricted(final GameData data) {
return data.getProperties().get(SUICIDE_AND_MUNITION_CASUALTIES_RESTRICTED, false);
}
public static boolean getDefendingSuicideAndMunitionUnitsDoNotFire(final GameData data) {
return data.getProperties().get(DEFENDING_SUICIDE_AND_MUNITION_UNITS_DO_NOT_FIRE, false);
}
public static boolean getNavalUnitsMayNotNonCombatMoveIntoControlledSeaZones(final GameData data) {
return data.getProperties().get(NAVAL_UNITS_MAY_NOT_NONCOMBAT_MOVE_INTO_CONTROLLED_SEA_ZONES, false);
}
public static boolean getUnitsMayGiveBonusMovement(final GameData data) {
return data.getProperties().get(UNITS_MAY_GIVE_BONUS_MOVEMENT, false);
}
public static boolean getCaptureUnitsOnEnteringTerritory(final GameData data) {
return data.getProperties().get(CAPTURE_UNITS_ON_ENTERING_TERRITORY, false);
}
public static boolean getOnEnteringUnitsDestroyedInsteadOfCaptured(final GameData data) {
return data.getProperties().get(DESTROY_UNITS_ON_ENTERING_TERRITORY, false);
}
public static boolean getDamageFromBombingDoneToUnitsInsteadOfTerritories(final GameData data) {
return data.getProperties().get(DAMAGE_FROM_BOMBING_DONE_TO_UNITS_INSTEAD_OF_TERRITORIES,
data.getProperties().get(SBR_AFFECTS_UNIT_PRODUCTION, false));
}
public static boolean getNeutralFlyoverAllowed(final GameData data) {
return data.getProperties().get(NEUTRAL_FLYOVER_ALLOWED, false);
}
public static boolean getUnitsCanBeChangedOnCapture(final GameData data) {
return data.getProperties().get(UNITS_CAN_BE_CHANGED_ON_CAPTURE, false);
}
public static boolean getUsePolitics(final GameData data) {
return data.getProperties().get(USE_POLITICS, false);
}
public static int getAIBonusIncomePercentage(final GameData data) {
return data.getProperties().get(AI_BONUS_INCOME_PERCENTAGE, 0);
}
public static int getAIBonusIncomeFlatRate(final GameData data) {
return data.getProperties().get(AI_BONUS_INCOME_FLAT_RATE, 0);
}
public static int getAIBonusAttack(final GameData data) {
return data.getProperties().get(AI_BONUS_ATTACK, 0);
}
public static int getAIBonusDefense(final GameData data) {
return data.getProperties().get(AI_BONUS_DEFENSE, 0);
}
public static int getRelationshipsLastExtraRounds(final GameData data) {
return data.getProperties().get(RELATIONSHIPS_LAST_EXTRA_ROUNDS, 0);
}
public static boolean getAlliancesCanChainTogether(final GameData data) {
return data.getProperties().get(ALLIANCES_CAN_CHAIN_TOGETHER, false);
}
public static boolean getRaidsMayBePreceededByAirBattles(final GameData data) {
return data.getProperties().get(RAIDS_MAY_BE_PRECEEDED_BY_AIR_BATTLES, false);
}
public static boolean getBattlesMayBePreceededByAirBattles(final GameData data) {
return data.getProperties().get(BATTLES_MAY_BE_PRECEEDED_BY_AIR_BATTLES, false);
}
public static boolean getUseKamikazeSuicideAttacks(final GameData data) {
return data.getProperties().get(USE_KAMIKAZE_SUICIDE_ATTACKS, false);
}
public static boolean getKamikazeSuicideAttacksDoneByCurrentTerritoryOwner(final GameData data) {
return data.getProperties().get(KAMIKAZE_SUICIDE_ATTACKS_DONE_BY_CURRENT_TERRITORY_OWNER, false);
}
public static boolean getForceAAattacksForLastStepOfFlyOver(final GameData data) {
return data.getProperties().get(FORCE_AA_ATTACKS_FOR_LAST_STEP_OF_FLY_OVER, false);
}
public static boolean getParatroopersCanAttackDeepIntoEnemyTerritory(final GameData data) {
return data.getProperties().get(PARATROOPERS_CAN_ATTACK_DEEP_INTO_ENEMY_TERRITORY, false);
}
public static boolean getUseBombingMaxDiceSidesAndBonus(final GameData data) {
return data.getProperties().get(USE_BOMBING_MAX_DICE_SIDES_AND_BONUS, false);
}
public static boolean getConvoyBlockadesRollDiceForCost(final GameData data) {
return data.getProperties().get(CONVOY_BLOCKADES_ROLL_DICE_FOR_COST, false);
}
public static boolean getAirborneAttacksOnlyInExistingBattles(final GameData data) {
return data.getProperties().get(AIRBORNE_ATTACKS_ONLY_IN_EXISTING_BATTLES, false);
}
public static boolean getAirborneAttacksOnlyInEnemyTerritories(final GameData data) {
return data.getProperties().get(AIRBORNE_ATTACKS_ONLY_IN_ENEMY_TERRITORIES, false);
}
public static boolean getSubsCanEndNonCombatMoveWithEnemies(final GameData data) {
return data.getProperties().get(SUBS_CAN_END_NONCOMBAT_MOVE_WITH_ENEMIES, false);
}
public static boolean getRemoveAllTechTokensAtEndOfTurn(final GameData data) {
return data.getProperties().get(REMOVE_ALL_TECH_TOKENS_AT_END_OF_TURN, false);
}
public static boolean getKamikazeSuicideAttacksOnlyWhereBattlesAre(final GameData data) {
return data.getProperties().get(KAMIKAZE_SUICIDE_ATTACKS_ONLY_WHERE_BATTLES_ARE, false);
}
public static boolean getSubmarinesPreventUnescortedAmphibiousAssaults(final GameData data) {
return data.getProperties().get(SUBMARINES_PREVENT_UNESCORTED_AMPHIBIOUS_ASSAULTS, false);
}
public static boolean getSubmarinesDefendingMaySubmergeOrRetreat(final GameData data) {
return data.getProperties().get(SUBMARINES_DEFENDING_MAY_SUBMERGE_OR_RETREAT, false);
}
public static int getAirBattleRounds(final GameData data) {
return data.getProperties().get(AIR_BATTLE_ROUNDS, 1);
}
public static int getSeaBattleRounds(final GameData data) {
// negative = infinite
return data.getProperties().get(SEA_BATTLE_ROUNDS, -1);
}
public static int getLandBattleRounds(final GameData data) {
// negative = infinite
return data.getProperties().get(LAND_BATTLE_ROUNDS, -1);
}
public static boolean getAirBattleAttackersCanRetreat(final GameData data) {
return data.getProperties().get(AIR_BATTLE_ATTACKERS_CAN_RETREAT, false);
}
public static boolean getAirBattleDefendersCanRetreat(final GameData data) {
return data.getProperties().get(AIR_BATTLE_DEFENDERS_CAN_RETREAT, false);
}
public static boolean getCanScrambleIntoAirBattles(final GameData data) {
return data.getProperties().get(CAN_SCRAMBLE_INTO_AIR_BATTLES, false);
}
public static boolean getTerritoriesAreAssignedRandomly(final GameData data) {
return data.getProperties().get(TERRITORIES_ARE_ASSIGNED_RANDOMLY, false);
}
public static boolean getUseFuelCost(final GameData data) {
return data.getProperties().get(USE_FUEL_COST, false);
}
public static boolean getRetreatingUnitsRemainInPlace(final GameData data) {
return data.getProperties().get(RETREATING_UNITS_REMAIN_IN_PLACE, false);
}
public static boolean getContestedTerritoriesProduceNoIncome(final GameData data) {
return data.getProperties().get(CONTESTED_TERRITORIES_PRODUCE_NO_INCOME, false);
}
public static boolean getSeaBattlesMayBeIgnored(final GameData data) {
return data.getProperties().get(SEA_BATTLES_MAY_BE_IGNORED, false);
}
public static boolean getAbandonedTerritoriesMayBeTakenOverImmediately(final GameData data) {
return data.getProperties().get(ABANDONED_TERRITORIES_MAY_BE_TAKEN_OVER_IMMEDIATELY, false);
}
public static boolean getDisabledPlayersAssetsDeleted(final GameData data) {
return data.getProperties().get(DISABLED_PLAYERS_ASSETS_DELETED, false);
}
public static boolean getControlAllCanalsBetweenTerritoriesToPass(final GameData data) {
return data.getProperties().get(CONTROL_ALL_CANALS_BETWEEN_TERRITORIES_TO_PASS, false);
}
private Properties() {}
}