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RocketsFireHelper.java
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RocketsFireHelper.java
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package games.strategy.triplea.delegate;
import games.strategy.engine.data.Change;
import games.strategy.engine.data.GameData;
import games.strategy.engine.data.GamePlayer;
import games.strategy.engine.data.GameState;
import games.strategy.engine.data.Resource;
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.engine.player.Player;
import games.strategy.engine.random.IRandomStats.DiceType;
import games.strategy.triplea.Constants;
import games.strategy.triplea.Properties;
import games.strategy.triplea.attachments.TerritoryAttachment;
import games.strategy.triplea.attachments.UnitAttachment;
import games.strategy.triplea.delegate.battle.BattleTracker;
import games.strategy.triplea.formatter.MyFormatter;
import java.io.Serializable;
import java.util.ArrayList;
import java.util.Collection;
import java.util.HashSet;
import java.util.LinkedHashMap;
import java.util.List;
import java.util.Map;
import java.util.Set;
import java.util.function.Predicate;
import org.triplea.java.PredicateBuilder;
import org.triplea.java.collections.CollectionUtils;
import org.triplea.java.collections.IntegerMap;
import org.triplea.sound.SoundPath;
/** Logic to fire rockets. */
public class RocketsFireHelper implements Serializable {
private static final long serialVersionUID = -3694482580987118444L;
private final Set<Territory> attackingFromTerritories = new HashSet<>();
private final Map<Territory, Territory> attackedTerritories = new LinkedHashMap<>();
private final Map<Territory, Unit> attackedUnits = new LinkedHashMap<>();
private boolean needToFindRocketTargets;
private RocketsFireHelper() {}
/** Rocket pseudo constructor for better than V1 rockets. */
public static RocketsFireHelper setUpRockets(final IDelegateBridge bridge) {
final GameState data = bridge.getData();
final RocketsFireHelper helper = new RocketsFireHelper();
// WW2V2/WW2V3, now fires at the start of the BattleDelegate
// WW2V1, fires at end of non combat move so does not call here
helper.needToFindRocketTargets = false;
if ((Properties.getWW2V2(data.getProperties())
|| Properties.getAllRocketsAttack(data.getProperties()))
&& TechTracker.hasRocket(bridge.getGamePlayer())) {
if (Properties.getSequentiallyTargetedRockets(data.getProperties())) {
helper.needToFindRocketTargets = true;
} else {
helper.findRocketTargetsAndFireIfNeeded(bridge, false);
}
}
return helper;
}
/**
* Fire rockets if we are v1 In this rule set, each player only gets one rocket attack per turn.
*/
public static void fireWW2V1IfNeeded(final IDelegateBridge bridge) {
final GameData data = bridge.getData();
final GamePlayer player = bridge.getGamePlayer();
// If we don't have rockets or aren't V1 then do nothing.
if (!TechTracker.hasRocket(player)
|| Properties.getWW2V2(data.getProperties())
|| Properties.getAllRocketsAttack(data.getProperties())) {
return;
}
final Set<Territory> rocketTerritories = getTerritoriesWithRockets(data, player);
final Set<Territory> targets = new HashSet<>();
for (final Territory territory : rocketTerritories) {
targets.addAll(getTargetsWithinRange(territory, data, player));
}
if (targets.isEmpty()) {
bridge
.getHistoryWriter()
.startEvent(player.getName() + " has no targets to attack with rockets");
return;
}
final Territory attacked = getTarget(targets, bridge, null);
if (attacked != null) {
new RocketsFireHelper().fireRocket(bridge, data, null, attacked);
}
}
/**
* Find Rocket Targets and load up fire rockets for later execution if necessary. Directly fired
* with Sequentially Targeted rockets.
*/
private void findRocketTargetsAndFireIfNeeded(
final IDelegateBridge bridge, final boolean fireRocketsImmediately) {
final GameData data = bridge.getData();
final GamePlayer player = bridge.getGamePlayer();
final Map<Territory, Integer> previouslyAttackedTerritories = new LinkedHashMap<>();
final int maxAttacks = data.getTechTracker().getRocketNumberPerTerritory(player);
for (final Territory attackFrom : getTerritoriesWithRockets(data, player)) {
final Set<Territory> targets = getTargetsWithinRange(attackFrom, data, player);
for (final Territory t : previouslyAttackedTerritories.keySet()) {
// negative Rocket Number per Territory == unlimited
if (maxAttacks >= 0 && maxAttacks <= previouslyAttackedTerritories.get(t)) {
targets.remove(t);
}
}
if (targets.isEmpty()) {
continue;
}
// Ask the user where each rocket launcher should target.
Territory targetTerritory;
while (true) {
targetTerritory = getTarget(targets, bridge, attackFrom);
if (targetTerritory == null) {
break;
}
final Collection<Unit> enemyUnits =
targetTerritory.getMatches(
Matches.enemyUnit(player).and(Matches.unitIsBeingTransported().negate()));
final Collection<Unit> enemyTargetsTotal =
CollectionUtils.getMatches(
enemyUnits, Matches.unitIsAtMaxDamageOrNotCanBeDamaged(targetTerritory).negate());
Unit unitTarget = null;
if (Properties.getDamageFromBombingDoneToUnitsInsteadOfTerritories(data.getProperties())) {
final Collection<Unit> rocketTargets =
CollectionUtils.getMatches(attackFrom.getUnits(), rocketMatch(player));
final HashSet<UnitType> legalTargetsForTheseRockets = new HashSet<>();
// a hack for now, we let the rockets fire at anyone who could be targeted by any rocket
// Not sure if that comment is still current
for (final Unit r : rocketTargets) {
legalTargetsForTheseRockets.addAll(
r.getUnitAttachment().getBombingTargets(data.getUnitTypeList()));
}
final Collection<Unit> enemyTargets =
CollectionUtils.getMatches(
enemyTargetsTotal, Matches.unitIsOfTypes(legalTargetsForTheseRockets));
if (enemyTargets.isEmpty()) {
// TODO: this sucks
continue;
}
if (enemyTargets.size() == 1) {
unitTarget = CollectionUtils.getAny(enemyTargets);
} else {
final Player remotePlayer = bridge.getRemotePlayer(player);
unitTarget =
remotePlayer.whatShouldBomberBomb(targetTerritory, enemyTargets, rocketTargets);
}
if (unitTarget == null) {
continue;
// Ask them if they now want to attack a different territory
}
}
attackedTerritories.put(attackFrom, targetTerritory);
attackedUnits.put(attackFrom, unitTarget);
// Sequentially Targeted Rockets are target, fire, target, fire ...
// Sensible (non-sequential) Rockets are target, target, target, fire, fire, fire.
if (fireRocketsImmediately) {
fireRocket(bridge, data, attackFrom, targetTerritory);
break;
}
// Can't add this value above because it would cause the rocket to fire twice in a
// Sequentially Targeted rocket
// scenario
attackingFromTerritories.add(attackFrom);
break;
} // while (true)
if (targetTerritory != null) {
final int numAttacks = previouslyAttackedTerritories.getOrDefault(targetTerritory, 0);
previouslyAttackedTerritories.put(targetTerritory, numAttacks + 1);
}
}
}
/**
* Fire rockets which have been previously targeted (if any), or for Sequentially Targeted rockets
* target them too.
*/
public void fireRockets(final IDelegateBridge bridge) {
if (needToFindRocketTargets) {
findRocketTargetsAndFireIfNeeded(bridge, true);
} else {
for (final Territory attackingFrom : attackingFromTerritories) {
// Roll dice for the rocket attack damage and apply it
fireRocket(bridge, bridge.getData(), attackingFrom, attackedTerritories.get(attackingFrom));
}
}
}
static Set<Territory> getTerritoriesWithRockets(final GameData data, final GamePlayer player) {
final Set<Territory> territories = new HashSet<>();
final Predicate<Unit> ownedRockets = rocketMatch(player);
final BattleTracker tracker = AbstractMoveDelegate.getBattleTracker(data);
for (final Territory current : data.getMap()) {
if (tracker.wasConquered(current)) {
continue;
}
if (current.anyUnitsMatch(ownedRockets)) {
territories.add(current);
}
}
return territories;
}
private static Predicate<Unit> rocketMatch(final GamePlayer player) {
return Matches.unitIsRocket()
.and(Matches.unitIsOwnedBy(player))
.and(Matches.unitIsNotDisabled())
.and(Matches.unitIsBeingTransported().negate())
.and(Matches.unitIsSubmerged().negate())
.and(Matches.unitHasNotMoved());
}
private static Set<Territory> getTargetsWithinRange(
final Territory territory, final GameState data, final GamePlayer player) {
final int maxDistance = data.getTechTracker().getRocketDistance(player);
final Set<Territory> hasFactory = new HashSet<>();
final Predicate<Territory> allowed =
PredicateBuilder.of(Matches.territoryAllowsRocketsCanFlyOver(player))
.andIf(
!Properties.getRocketsCanFlyOverImpassables(data.getProperties()),
Matches.territoryIsNotImpassable())
.build();
final Collection<Territory> possible =
data.getMap().getNeighbors(territory, maxDistance, allowed);
final Predicate<Unit> attackableUnits =
Matches.enemyUnit(player).and(Matches.unitIsBeingTransported().negate());
for (final Territory current : possible) {
final Route route = data.getMap().getRoute(territory, current, allowed);
if (route != null
&& route.numberOfSteps() <= maxDistance
&& current.anyUnitsMatch(
attackableUnits.and(Matches.unitIsAtMaxDamageOrNotCanBeDamaged(current).negate()))) {
hasFactory.add(current);
}
}
return hasFactory;
}
private static Territory getTarget(
final Collection<Territory> targets, final IDelegateBridge bridge, final Territory from) {
// ask even if there is only once choice, that will allow the user to not attack if he doesn't
// want to
return bridge.getRemotePlayer().whereShouldRocketsAttack(targets, from);
}
private void fireRocket(
final IDelegateBridge bridge,
final GameData data,
final Territory attackFrom,
final Territory attackedTerritory) {
final GamePlayer player = bridge.getGamePlayer();
final GamePlayer attacked = attackedTerritory.getOwner();
final Resource pus = data.getResourceList().getResource(Constants.PUS);
final boolean damageFromBombingDoneToUnits =
Properties.getDamageFromBombingDoneToUnitsInsteadOfTerritories(data.getProperties());
// unit damage vs territory damage
final Collection<Unit> enemyUnits =
attackedTerritory.getMatches(
Matches.enemyUnit(player).and(Matches.unitIsBeingTransported().negate()));
final Collection<Unit> enemyTargetsTotal =
CollectionUtils.getMatches(
enemyUnits, Matches.unitIsAtMaxDamageOrNotCanBeDamaged(attackedTerritory).negate());
final Collection<Unit> rockets;
final int numberOfAttacks;
// attackFrom could be null if WW2V1
if (attackFrom == null) {
rockets = List.of();
numberOfAttacks = 1;
} else {
rockets = CollectionUtils.getMatches(attackFrom.getUnits(), rocketMatch(player));
int rocketDiceNumber = 0;
for (final Unit u : rockets) {
rocketDiceNumber += data.getTechTracker().getRocketDiceNumber(u.getOwner(), u.getType());
}
numberOfAttacks =
Math.min(rocketDiceNumber, data.getTechTracker().getRocketNumberPerTerritory(player));
}
if (numberOfAttacks <= 0) {
return;
}
final String transcript;
final boolean doNotUseBombingBonus =
!Properties.getUseBombingMaxDiceSidesAndBonus(data.getProperties()) || attackFrom == null;
int cost = 0;
if (!Properties.getLowLuckDamageOnly(data.getProperties())) {
if (doNotUseBombingBonus) {
// 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) {
// we are zero based
cost += r + 1;
}
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 = u.getUnitAttachment();
int maxDice = ua.getBombingMaxDieSides();
final 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;
}
// 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 = Math.max(-1, rolls[i] + highestBonus);
rolls[i] = r;
// we are zero based
cost += r + 1;
}
transcript = "Rockets in " + attackFrom.getName() + " roll: " + MyFormatter.asDice(rolls);
} else {
cost = highestBonus * numberOfAttacks;
transcript =
"Rockets in "
+ attackFrom.getName()
+ " do "
+ highestBonus
+ " damage for each rocket";
}
}
} else { // Low luck
if (doNotUseBombingBonus) {
// 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;
// we are zero based
cost += r + 1;
}
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 rocket : rockets) {
final UnitAttachment ua = rocket.getUnitAttachment();
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;
}
// 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 = Math.max(-1, rolls[i] + highestBonus);
rolls[i] = r;
// we are zero based
cost += r + 1;
}
transcript = "Rockets in " + attackFrom.getName() + " roll: " + MyFormatter.asDice(rolls);
} else {
cost = highestBonus * numberOfAttacks;
transcript =
"Rockets in "
+ attackFrom.getName()
+ " do "
+ highestBonus
+ " damage for each rocket";
}
}
}
int territoryProduction = TerritoryAttachment.getProduction(attackedTerritory);
final Unit unit = attackFrom == null ? null : attackedUnits.get(attackFrom);
if (damageFromBombingDoneToUnits && attackFrom != null) {
final int damageLimit = unit.getHowMuchMoreDamageCanThisUnitTake(attackedTerritory);
cost = Math.max(0, Math.min(cost, damageLimit));
final int totalDamage = unit.getUnitDamage() + cost;
// Record production lost
// DelegateFinder.moveDelegate(data).PUsLost(attackedTerritory, cost);
// apply the hits to the targets
final IntegerMap<Unit> damageMap = new IntegerMap<>();
damageMap.put(unit, totalDamage);
bridge.addChange(ChangeFactory.bombingUnitDamage(damageMap, List.of(attackedTerritory)));
// attackedTerritory.notifyChanged();
// in WW2V2, limit rocket attack cost to production value of factory.
} else if (Properties.getWW2V2(data.getProperties())
|| Properties.getLimitRocketAndSbrDamageToProduction(data.getProperties())) {
// If we are limiting total PUs lost then take that into account
if (Properties.getPuCap(data.getProperties())
|| Properties.getLimitRocketDamagePerTurn(data.getProperties())) {
final int alreadyLost = data.getMoveDelegate().pusAlreadyLost(attackedTerritory);
territoryProduction -= alreadyLost;
territoryProduction = Math.max(0, territoryProduction);
}
if (cost > territoryProduction) {
cost = territoryProduction;
}
}
// Record the PUs lost
data.getMoveDelegate().pusLost(attackedTerritory, cost);
if (damageFromBombingDoneToUnits && unit != null) {
getRemote(bridge)
.reportMessage(
"Rocket attack in "
+ attackedTerritory.getName()
+ " does "
+ cost
+ " damage to "
+ unit,
"Rocket attack in "
+ attackedTerritory.getName()
+ " does "
+ cost
+ " damage to "
+ unit);
bridge
.getHistoryWriter()
.startEvent(
"Rocket attack in "
+ attackedTerritory.getName()
+ " does "
+ cost
+ " damage to "
+ unit);
} else {
cost *= Properties.getPuMultiplier(data.getProperties());
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, attackFrom == null ? null : new ArrayList<>(rockets));
// this is null in WW2V1
if (attackFrom != null) {
if (!rockets.isEmpty()) {
// TODO: only a certain number fired...
final Change change =
ChangeFactory.markNoMovementChange(Set.of(CollectionUtils.getAny(rockets)));
bridge.addChange(change);
} else {
throw new IllegalStateException("No rockets?" + attackFrom.getUnits());
}
}
// kill any units that can die if they have reached max damage (veqryn)
final Collection<Unit> targetUnitCol = unit == null ? enemyTargetsTotal : Set.of(unit);
if (targetUnitCol.stream().anyMatch(Matches.unitCanDieFromReachingMaxDamage())) {
final List<Unit> unitsCanDie =
CollectionUtils.getMatches(targetUnitCol, Matches.unitCanDieFromReachingMaxDamage());
unitsCanDie.retainAll(
CollectionUtils.getMatches(
unitsCanDie, Matches.unitIsAtMaxDamageOrNotCanBeDamaged(attackedTerritory)));
if (!unitsCanDie.isEmpty()) {
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);
}
}
private static Player getRemote(final IDelegateBridge bridge) {
return bridge.getRemotePlayer();
}
}