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;
}
}