package games.strategy.triplea.delegate; import java.util.ArrayList; import java.util.Collection; import java.util.HashMap; import java.util.HashSet; import java.util.List; import java.util.Map; import java.util.Set; import games.strategy.engine.data.Change; import games.strategy.engine.data.GameData; import games.strategy.engine.data.PlayerID; import games.strategy.engine.data.Route; import games.strategy.engine.data.Territory; import games.strategy.engine.data.Unit; import games.strategy.engine.data.UnitType; import games.strategy.engine.data.changefactory.ChangeFactory; import games.strategy.engine.delegate.IDelegateBridge; import games.strategy.triplea.delegate.dataObjects.BattleRecord; import games.strategy.triplea.delegate.dataObjects.BattleRecord.BattleResultDescription; import games.strategy.triplea.oddsCalculator.ta.BattleResults; import games.strategy.util.IntegerMap; import games.strategy.util.Match; import games.strategy.util.Util; /** * A sort of scripted battle made for blitzed/conquered territories without a fight. * TODO: expand to cover all possible scripting battle needs. */ public class FinishedBattle extends AbstractBattle { private static final long serialVersionUID = -5852495231826940879L; private final Set<Territory> m_attackingFrom = new HashSet<>(); private final Collection<Territory> m_amphibiousAttackFrom = new ArrayList<>(); // maps Territory-> units (stores a collection of who is attacking from where, needed for undoing moves) private final Map<Territory, Collection<Unit>> m_attackingFromMap = new HashMap<>(); FinishedBattle(final Territory battleSite, final PlayerID attacker, final BattleTracker battleTracker, final boolean isBombingRun, final BattleType battleType, final GameData data, final BattleResultDescription battleResultDescription, final WhoWon whoWon) { super(battleSite, attacker, battleTracker, isBombingRun, battleType, data); m_battleResultDescription = battleResultDescription; m_whoWon = whoWon; } public void setDefendingUnits(final List<Unit> defendingUnits) { m_defendingUnits = defendingUnits; } @Override public boolean isEmpty() { return m_attackingUnits.isEmpty(); } @Override public void fight(final IDelegateBridge bridge) { if (!m_headless) { m_battleTracker.getBattleRecords().addResultToBattle(m_attacker, m_battleID, m_defender, m_attackerLostTUV, m_defenderLostTUV, m_battleResultDescription, new BattleResults(this, m_data)); } m_battleTracker.removeBattle(this); m_isOver = true; } @Override public Change addAttackChange(final Route route, final Collection<Unit> units, final HashMap<Unit, HashSet<Unit>> targets) { final Map<Unit, Collection<Unit>> addedTransporting = TransportTracker.transporting(units); for (final Unit unit : addedTransporting.keySet()) { if (m_dependentUnits.get(unit) != null) { m_dependentUnits.get(unit).addAll(addedTransporting.get(unit)); } else { m_dependentUnits.put(unit, addedTransporting.get(unit)); } } final Territory attackingFrom = route.getTerritoryBeforeEnd(); m_attackingFrom.add(attackingFrom); m_attackingUnits.addAll(units); m_attackingFromMap.putIfAbsent(attackingFrom, new ArrayList<>()); final Collection<Unit> attackingFromMapUnits = m_attackingFromMap.get(attackingFrom); attackingFromMapUnits.addAll(units); // are we amphibious if (route.getStart().isWater() && route.getEnd() != null && !route.getEnd().isWater() && Match.someMatch(units, Matches.UnitIsLand)) { m_amphibiousAttackFrom.add(route.getTerritoryBeforeEnd()); m_amphibiousLandAttackers.addAll(Match.getMatches(units, Matches.UnitIsLand)); m_isAmphibious = true; } return ChangeFactory.EMPTY_CHANGE; } @Override public void removeAttack(final Route route, final Collection<Unit> units) { m_attackingUnits.removeAll(units); // the route could be null, in the case of a unit in a territory where a sub is submerged. if (route == null) { return; } final Territory attackingFrom = route.getTerritoryBeforeEnd(); Collection<Unit> attackingFromMapUnits = m_attackingFromMap.get(attackingFrom); // handle possible null pointer if (attackingFromMapUnits == null) { attackingFromMapUnits = new ArrayList<>(); } attackingFromMapUnits.removeAll(units); if (attackingFromMapUnits.isEmpty()) { m_attackingFrom.remove(attackingFrom); } // deal with amphibious assaults if (attackingFrom.isWater()) { if (route.getEnd() != null && !route.getEnd().isWater() && Match.someMatch(units, Matches.UnitIsLand)) { m_amphibiousLandAttackers.removeAll(Match.getMatches(units, Matches.UnitIsLand)); } // if none of the units is a land unit, the attack from // that territory is no longer an amphibious assault if (Match.noneMatch(attackingFromMapUnits, Matches.UnitIsLand)) { m_amphibiousAttackFrom.remove(attackingFrom); // do we have any amphibious attacks left? m_isAmphibious = !m_amphibiousAttackFrom.isEmpty(); } } for (Unit dependence : m_dependentUnits.keySet()) { final Collection<Unit> dependent = m_dependentUnits.get(dependence); dependent.removeAll(units); } } @Override public void unitsLostInPrecedingBattle(final IBattle battle, final Collection<Unit> units, final IDelegateBridge bridge, final boolean withdrawn) { final Collection<Unit> lost = getDependentUnits(units); lost.addAll(Util.intersection(units, m_attackingUnits)); if (lost.size() != 0) { m_attackingUnits.removeAll(lost); /* * TODO: these units are no longer in this territory, most probably. Plus they may have already been removed by * another "real" battle * class. * final String transcriptText = MyFormatter.unitsToText(lost) + " lost in " + m_battleSite.getName(); * bridge.getHistoryWriter().startEvent(transcriptText); * final Change change = ChangeFactory.removeUnits(m_battleSite, lost); * bridge.addChange(change); */ if (m_attackingUnits.isEmpty()) { final IntegerMap<UnitType> costs = BattleCalculator.getCostsForTUV(m_attacker, m_data); final int tuvLostAttacker = (withdrawn ? 0 : BattleCalculator.getTUV(lost, m_attacker, costs, m_data)); m_attackerLostTUV += tuvLostAttacker; // scripted? m_whoWon = WhoWon.DEFENDER; if (!m_headless) { m_battleTracker.getBattleRecords().addResultToBattle(m_attacker, m_battleID, m_defender, m_attackerLostTUV, m_defenderLostTUV, BattleRecord.BattleResultDescription.LOST, new BattleResults(this, m_data)); } m_battleTracker.removeBattle(this); } } } Map<Territory, Collection<Unit>> getAttackingFromMap() { return m_attackingFromMap; } }