-
Notifications
You must be signed in to change notification settings - Fork 379
/
ProCombatMoveAi.java
1667 lines (1502 loc) · 80.1 KB
/
ProCombatMoveAi.java
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
package games.strategy.triplea.ai.pro;
import java.util.ArrayList;
import java.util.Collection;
import java.util.Collections;
import java.util.HashMap;
import java.util.HashSet;
import java.util.Iterator;
import java.util.List;
import java.util.Map;
import java.util.Optional;
import java.util.Set;
import java.util.TreeMap;
import java.util.stream.Collectors;
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.triplea.Properties;
import games.strategy.triplea.TripleAUnit;
import games.strategy.triplea.ai.pro.data.ProBattleResult;
import games.strategy.triplea.ai.pro.data.ProOtherMoveOptions;
import games.strategy.triplea.ai.pro.data.ProPurchaseOption;
import games.strategy.triplea.ai.pro.data.ProTerritory;
import games.strategy.triplea.ai.pro.data.ProTerritoryManager;
import games.strategy.triplea.ai.pro.data.ProTransport;
import games.strategy.triplea.ai.pro.logging.ProLogger;
import games.strategy.triplea.ai.pro.util.ProBattleUtils;
import games.strategy.triplea.ai.pro.util.ProMatches;
import games.strategy.triplea.ai.pro.util.ProMoveUtils;
import games.strategy.triplea.ai.pro.util.ProOddsCalculator;
import games.strategy.triplea.ai.pro.util.ProPurchaseUtils;
import games.strategy.triplea.ai.pro.util.ProSortMoveOptionsUtils;
import games.strategy.triplea.ai.pro.util.ProTerritoryValueUtils;
import games.strategy.triplea.ai.pro.util.ProTransportUtils;
import games.strategy.triplea.ai.pro.util.ProUtils;
import games.strategy.triplea.attachments.TerritoryAttachment;
import games.strategy.triplea.attachments.UnitAttachment;
import games.strategy.triplea.delegate.Matches;
import games.strategy.triplea.delegate.TransportTracker;
import games.strategy.triplea.delegate.remote.IMoveDelegate;
import games.strategy.util.CollectionUtils;
/**
* Pro combat move AI.
*/
class ProCombatMoveAi {
private static final int MIN_BOMBING_SCORE = 4; // Avoid bombing low production factories with AA
private final ProAi ai;
private final ProOddsCalculator calc;
private GameData data;
private PlayerID player;
private ProTerritoryManager territoryManager;
private boolean isDefensive;
private boolean isBombing;
ProCombatMoveAi(final ProAi ai) {
this.ai = ai;
calc = ai.getCalc();
}
Map<Territory, ProTerritory> doCombatMove(final IMoveDelegate moveDel) {
ProLogger.info("Starting combat move phase");
// Current data at the start of combat move
data = ProData.getData();
player = ProData.getPlayer();
territoryManager = new ProTerritoryManager(calc);
// Determine whether capital is threatened and I should be in a defensive stance
isDefensive =
!ProBattleUtils.territoryHasLocalLandSuperiority(ProData.myCapital, ProBattleUtils.MEDIUM_RANGE, player);
isBombing = false;
ProLogger.debug("Currently in defensive stance: " + isDefensive);
// Find the maximum number of units that can attack each territory and max enemy defenders
territoryManager.populateAttackOptions();
territoryManager.populateEnemyDefenseOptions();
// Remove territories that aren't worth attacking and prioritize the remaining ones
final List<ProTerritory> attackOptions = territoryManager.removeTerritoriesThatCantBeConquered();
List<Territory> clearedTerritories = new ArrayList<>();
for (final ProTerritory patd : attackOptions) {
clearedTerritories.add(patd.getTerritory());
}
territoryManager.populateEnemyAttackOptions(clearedTerritories, clearedTerritories);
Set<Territory> territoriesToCheck = new HashSet<>(clearedTerritories);
territoriesToCheck.addAll(ProData.myUnitTerritories);
Map<Territory, Double> territoryValueMap =
ProTerritoryValueUtils.findTerritoryValues(player, new ArrayList<>(), clearedTerritories, territoriesToCheck);
determineTerritoriesThatCanBeHeld(attackOptions, territoryValueMap);
prioritizeAttackOptions(player, attackOptions);
removeTerritoriesThatArentWorthAttacking(attackOptions);
// Determine which territories to attack
determineTerritoriesToAttack(attackOptions);
// Determine which territories can be held and remove any that aren't worth attacking
clearedTerritories = new ArrayList<>();
final Set<Territory> possibleTransportTerritories = new HashSet<>();
for (final ProTerritory patd : attackOptions) {
clearedTerritories.add(patd.getTerritory());
if (!patd.getAmphibAttackMap().isEmpty()) {
possibleTransportTerritories
.addAll(data.getMap().getNeighbors(patd.getTerritory(), Matches.territoryIsWater()));
}
}
possibleTransportTerritories.addAll(clearedTerritories);
territoryManager.populateEnemyAttackOptions(clearedTerritories, new ArrayList<>(possibleTransportTerritories));
territoriesToCheck = new HashSet<>(clearedTerritories);
territoriesToCheck.addAll(ProData.myUnitTerritories);
territoryValueMap =
ProTerritoryValueUtils.findTerritoryValues(player, new ArrayList<>(), clearedTerritories, territoriesToCheck);
determineTerritoriesThatCanBeHeld(attackOptions, territoryValueMap);
removeTerritoriesThatArentWorthAttacking(attackOptions);
// Determine how many units to attack each territory with
final List<Unit> alreadyMovedUnits = moveOneDefenderToLandTerritoriesBorderingEnemy(attackOptions);
determineUnitsToAttackWith(attackOptions, alreadyMovedUnits);
// Get all transport final territories
ProMoveUtils.calculateAmphibRoutes(player, new ArrayList<>(), new ArrayList<>(), new ArrayList<>(),
territoryManager.getAttackOptions().getTerritoryMap(), true);
// Determine max enemy counter attack units and remove territories where transports are exposed
removeTerritoriesWhereTransportsAreExposed();
// Determine if capital can be held if I still own it
if (ProData.myCapital != null && ProData.myCapital.getOwner().equals(player)) {
removeAttacksUntilCapitalCanBeHeld(attackOptions, ProData.purchaseOptions.getLandOptions());
}
// Check if any subs in contested territory that's not being attacked
checkContestedSeaTerritories();
// Calculate attack routes and perform moves
doMove(territoryManager.getAttackOptions().getTerritoryMap(), moveDel, data, player);
// Set strafing territories to avoid retreats
ai.setStoredStrafingTerritories(territoryManager.getStrafingTerritories());
ProLogger.info("Strafing territories: " + territoryManager.getStrafingTerritories());
// Log results
ProLogger.info("Logging results");
logAttackMoves(attackOptions);
return territoryManager.getAttackOptions().getTerritoryMap();
}
void doMove(final Map<Territory, ProTerritory> attackMap, final IMoveDelegate moveDel, final GameData data,
final PlayerID player) {
this.data = data;
this.player = player;
final List<Collection<Unit>> moveUnits = new ArrayList<>();
final List<Route> moveRoutes = new ArrayList<>();
ProMoveUtils.calculateMoveRoutes(player, moveUnits, moveRoutes, attackMap, true);
ProMoveUtils.doMove(moveUnits, moveRoutes, moveDel);
moveUnits.clear();
moveRoutes.clear();
final List<Collection<Unit>> transportsToLoad = new ArrayList<>();
ProMoveUtils.calculateAmphibRoutes(player, moveUnits, moveRoutes, transportsToLoad, attackMap, true);
ProMoveUtils.doMove(moveUnits, moveRoutes, transportsToLoad, moveDel);
moveUnits.clear();
moveRoutes.clear();
ProMoveUtils.calculateBombardMoveRoutes(player, moveUnits, moveRoutes, attackMap);
ProMoveUtils.doMove(moveUnits, moveRoutes, moveDel);
moveUnits.clear();
moveRoutes.clear();
isBombing = true;
ProMoveUtils.calculateBombingRoutes(player, moveUnits, moveRoutes, attackMap);
ProMoveUtils.doMove(moveUnits, moveRoutes, moveDel);
isBombing = false;
}
boolean isBombing() {
return isBombing;
}
private List<ProTerritory> prioritizeAttackOptions(final PlayerID player, final List<ProTerritory> attackOptions) {
ProLogger.info("Prioritizing territories to try to attack");
// Calculate value of attacking territory
for (final Iterator<ProTerritory> it = attackOptions.iterator(); it.hasNext();) {
final ProTerritory patd = it.next();
final Territory t = patd.getTerritory();
// Determine territory attack properties
final int isLand = !t.isWater() ? 1 : 0;
final int isNeutral = (!t.isWater() && t.getOwner().isNull()) ? 1 : 0;
final int isCanHold = patd.isCanHold() ? 1 : 0;
final int isAmphib = patd.isNeedAmphibUnits() ? 1 : 0;
final List<Unit> defendingUnits = CollectionUtils.getMatches(patd.getMaxEnemyDefenders(player, data),
ProMatches.unitIsEnemyAndNotInfa(player, data));
final int isEmptyLand = (defendingUnits.isEmpty() && !patd.isNeedAmphibUnits()) ? 1 : 0;
final boolean isAdjacentToMyCapital =
!data.getMap().getNeighbors(t, Matches.territoryIs(ProData.myCapital)).isEmpty();
final int isNotNeutralAdjacentToMyCapital =
(isAdjacentToMyCapital && ProMatches.territoryIsEnemyNotNeutralLand(player, data).test(t)) ? 1 : 0;
final int isFactory = ProMatches.territoryHasInfraFactoryAndIsLand().test(t) ? 1 : 0;
final int isFfa = ProUtils.isFfa(data, player) ? 1 : 0;
// Determine production value and if it is an enemy capital
int production = 0;
int isEnemyCapital = 0;
final TerritoryAttachment ta = TerritoryAttachment.get(t);
if (ta != null) {
production = ta.getProduction();
if (ta.isCapital()) {
isEnemyCapital = 1;
}
}
// Calculate attack value for prioritization
double tuvSwing = patd.getMaxBattleResult().getTuvSwing();
if (isFfa == 1 && tuvSwing > 0) {
tuvSwing *= 0.5;
}
final double territoryValue = (1 + isLand + isCanHold * (1 + 2 * isFfa)) * (1 + isEmptyLand) * (1 + isFactory)
* (1 - 0.5 * isAmphib) * production;
double attackValue = (tuvSwing + territoryValue) * (1 + 4 * isEnemyCapital)
* (1 + 2 * isNotNeutralAdjacentToMyCapital) * (1 - 0.9 * isNeutral);
// Check if a negative value neutral territory should be attacked
if (attackValue <= 0 && !patd.isNeedAmphibUnits() && !t.isWater() && t.getOwner().isNull()) {
// Determine enemy neighbor territory production value for neutral land territories
double nearbyEnemyValue = 0;
final List<Territory> cantReachEnemyTerritories = new ArrayList<>();
final Set<Territory> nearbyTerritories =
data.getMap().getNeighbors(t, ProMatches.territoryCanMoveLandUnits(player, data, true));
final List<Territory> nearbyEnemyTerritories =
CollectionUtils.getMatches(nearbyTerritories, Matches.isTerritoryEnemy(player, data));
final List<Territory> nearbyTerritoriesWithOwnedUnits =
CollectionUtils.getMatches(nearbyTerritories, Matches.territoryHasUnitsOwnedBy(player));
for (final Territory nearbyEnemyTerritory : nearbyEnemyTerritories) {
boolean allAlliedNeighborsHaveRoute = true;
for (final Territory nearbyAlliedTerritory : nearbyTerritoriesWithOwnedUnits) {
final int distance = data.getMap().getDistance_IgnoreEndForCondition(nearbyAlliedTerritory,
nearbyEnemyTerritory, ProMatches.territoryIsEnemyNotNeutralOrAllied(player, data));
if (distance < 0 || distance > 2) {
allAlliedNeighborsHaveRoute = false;
break;
}
}
if (!allAlliedNeighborsHaveRoute) {
final double value = ProTerritoryValueUtils.findTerritoryAttackValue(player, nearbyEnemyTerritory);
if (value > 0) {
nearbyEnemyValue += value;
}
cantReachEnemyTerritories.add(nearbyEnemyTerritory);
}
}
ProLogger.debug(
t.getName() + " calculated nearby enemy value=" + nearbyEnemyValue + " from " + cantReachEnemyTerritories);
if (nearbyEnemyValue > 0) {
ProLogger.trace(t.getName() + " updating negative neutral attack value=" + attackValue);
attackValue = nearbyEnemyValue * .001 / (1 - attackValue);
} else {
// Check if overwhelming attack strength (more than 5 times)
final double strengthDifference =
ProBattleUtils.estimateStrengthDifference(t, patd.getMaxUnits(), patd.getMaxEnemyDefenders(player, data));
ProLogger.debug(t.getName() + " calculated strengthDifference=" + strengthDifference);
if (strengthDifference > 500) {
ProLogger.trace(t.getName() + " updating negative neutral attack value=" + attackValue);
attackValue = strengthDifference * .00001 / (1 - attackValue);
}
}
}
// Remove negative value territories
patd.setValue(attackValue);
if (attackValue <= 0
|| (isDefensive && attackValue <= 8 && data.getMap().getDistance(ProData.myCapital, t) <= 3)) {
ProLogger.debug(
"Removing territory that has a negative attack value: " + t.getName() + ", AttackValue=" + patd.getValue());
it.remove();
}
}
// Sort attack territories by value
Collections.sort(attackOptions, (t1, t2) -> {
final double value1 = t1.getValue();
final double value2 = t2.getValue();
return Double.compare(value2, value1);
});
// Log prioritized territories
for (final ProTerritory patd : attackOptions) {
ProLogger.debug("AttackValue=" + patd.getValue() + ", TUVSwing=" + patd.getMaxBattleResult().getTuvSwing()
+ ", isAmphib=" + patd.isNeedAmphibUnits() + ", " + patd.getTerritory().getName());
}
return attackOptions;
}
private void determineTerritoriesToAttack(final List<ProTerritory> prioritizedTerritories) {
ProLogger.info("Determine which territories to attack");
// Assign units to territories by prioritization
int numToAttack = Math.min(1, prioritizedTerritories.size());
boolean haveRemovedAllAmphibTerritories = false;
while (true) {
final List<ProTerritory> territoriesToTryToAttack = prioritizedTerritories.subList(0, numToAttack);
ProLogger.debug("Current number of territories: " + numToAttack);
tryToAttackTerritories(territoriesToTryToAttack, new ArrayList<>());
// Determine if all attacks are successful
boolean areSuccessful = true;
for (final ProTerritory patd : territoriesToTryToAttack) {
final Territory t = patd.getTerritory();
if (patd.getBattleResult() == null) {
patd.setBattleResult(calc.estimateAttackBattleResults(t, patd.getUnits(),
patd.getMaxEnemyDefenders(player, data), patd.getBombardTerritoryMap().keySet()));
}
ProLogger.trace(patd.getResultString() + " with attackers: " + patd.getUnits());
final double estimate =
ProBattleUtils.estimateStrengthDifference(t, patd.getUnits(), patd.getMaxEnemyDefenders(player, data));
final ProBattleResult result = patd.getBattleResult();
if (!patd.isStrafing() && estimate < patd.getStrengthEstimate()
&& (result.getWinPercentage() < ProData.minWinPercentage || !result.isHasLandUnitRemaining())) {
areSuccessful = false;
}
}
// Determine whether to try more territories, remove a territory, or end
if (areSuccessful) {
for (final ProTerritory patd : territoriesToTryToAttack) {
patd.setCanAttack(true);
final double estimate = ProBattleUtils.estimateStrengthDifference(patd.getTerritory(), patd.getUnits(),
patd.getMaxEnemyDefenders(player, data));
if (estimate < patd.getStrengthEstimate()) {
patd.setStrengthEstimate(estimate);
}
}
// If already used all transports then remove any remaining amphib territories
if (!haveRemovedAllAmphibTerritories) {
if (territoryManager.haveUsedAllAttackTransports()) {
final List<ProTerritory> amphibTerritoriesToRemove = new ArrayList<>();
for (int i = numToAttack; i < prioritizedTerritories.size(); i++) {
if (prioritizedTerritories.get(i).isNeedAmphibUnits()) {
amphibTerritoriesToRemove.add(prioritizedTerritories.get(i));
ProLogger.debug("Removing amphib territory since already used all transports: "
+ prioritizedTerritories.get(i).getTerritory().getName());
}
}
prioritizedTerritories.removeAll(amphibTerritoriesToRemove);
haveRemovedAllAmphibTerritories = true;
}
}
// Can attack all territories in list so end
numToAttack++;
if (numToAttack > prioritizedTerritories.size()) {
break;
}
} else {
ProLogger.debug("Removing territory: " + prioritizedTerritories.get(numToAttack - 1).getTerritory().getName());
prioritizedTerritories.remove(numToAttack - 1);
if (numToAttack > prioritizedTerritories.size()) {
numToAttack--;
}
}
}
ProLogger.debug("Final number of territories: " + (numToAttack - 1));
}
private void determineTerritoriesThatCanBeHeld(final List<ProTerritory> prioritizedTerritories,
final Map<Territory, Double> territoryValueMap) {
ProLogger.info("Check if we should try to hold attack territories");
final ProOtherMoveOptions enemyAttackOptions = territoryManager.getEnemyAttackOptions();
final Map<Territory, ProTerritory> attackMap = territoryManager.getAttackOptions().getTerritoryMap();
// Determine which territories to try and hold
for (final ProTerritory patd : prioritizedTerritories) {
final Territory t = patd.getTerritory();
// If strafing then can't hold
if (patd.isStrafing()) {
patd.setCanHold(false);
ProLogger.debug(t + ", strafing so CanHold=false");
continue;
}
// Set max enemy attackers
if (enemyAttackOptions.getMax(t) != null) {
final Set<Unit> enemyAttackingUnits = new HashSet<>(enemyAttackOptions.getMax(t).getMaxUnits());
enemyAttackingUnits.addAll(enemyAttackOptions.getMax(t).getMaxAmphibUnits());
patd.setMaxEnemyUnits(new ArrayList<>(enemyAttackingUnits));
patd.setMaxEnemyBombardUnits(enemyAttackOptions.getMax(t).getMaxBombardUnits());
}
// Add strategic value for factories
int isFactory = 0;
if (ProMatches.territoryHasInfraFactoryAndIsLand().test(t)) {
isFactory = 1;
}
// Determine whether its worth trying to hold territory
double totalValue = 0.0;
final List<Unit> nonAirAttackers = CollectionUtils.getMatches(patd.getMaxUnits(), Matches.unitIsNotAir());
for (final Unit u : nonAirAttackers) {
totalValue += territoryValueMap.get(ProData.unitTerritoryMap.get(u));
}
final double averageValue = totalValue / nonAirAttackers.size() * 0.75;
final double territoryValue = territoryValueMap.get(t) * (1 + 4 * isFactory);
if (!t.isWater() && territoryValue < averageValue) {
attackMap.get(t).setCanHold(false);
ProLogger.debug(
t + ", CanHold=false, value=" + territoryValueMap.get(t) + ", averageAttackFromValue=" + averageValue);
continue;
}
if (enemyAttackOptions.getMax(t) != null) {
// Find max remaining defenders
final Set<Unit> attackingUnits = new HashSet<>(patd.getMaxUnits());
attackingUnits.addAll(patd.getMaxAmphibUnits());
final ProBattleResult result = calc.estimateAttackBattleResults(t, new ArrayList<>(attackingUnits),
patd.getMaxEnemyDefenders(player, data), patd.getMaxBombardUnits());
final List<Unit> remainingUnitsToDefendWith =
CollectionUtils.getMatches(result.getAverageAttackersRemaining(), Matches.unitIsAir().negate());
ProLogger.debug(t + ", value=" + territoryValueMap.get(t) + ", averageAttackFromValue=" + averageValue
+ ", MyAttackers=" + attackingUnits.size() + ", RemainingUnits=" + remainingUnitsToDefendWith.size());
// Determine counter attack results to see if I can hold it
final ProBattleResult result2 = calc.calculateBattleResults(t, patd.getMaxEnemyUnits(),
remainingUnitsToDefendWith, enemyAttackOptions.getMax(t).getMaxBombardUnits());
final boolean canHold = (!result2.isHasLandUnitRemaining() && !t.isWater()) || (result2.getTuvSwing() < 0)
|| (result2.getWinPercentage() < ProData.minWinPercentage);
patd.setCanHold(canHold);
ProLogger.debug(
t + ", CanHold=" + canHold + ", MyDefenders=" + remainingUnitsToDefendWith.size() + ", EnemyAttackers="
+ patd.getMaxEnemyUnits().size() + ", win%=" + result2.getWinPercentage() + ", EnemyTUVSwing="
+ result2.getTuvSwing() + ", hasLandUnitRemaining=" + result2.isHasLandUnitRemaining());
} else {
attackMap.get(t).setCanHold(true);
ProLogger.debug(t + ", CanHold=true since no enemy counter attackers, value=" + territoryValueMap.get(t)
+ ", averageAttackFromValue=" + averageValue);
}
}
}
private void removeTerritoriesThatArentWorthAttacking(final List<ProTerritory> prioritizedTerritories) {
ProLogger.info("Remove territories that aren't worth attacking");
final ProOtherMoveOptions enemyAttackOptions = territoryManager.getEnemyAttackOptions();
// Loop through all prioritized territories
for (final Iterator<ProTerritory> it = prioritizedTerritories.iterator(); it.hasNext();) {
final ProTerritory patd = it.next();
final Territory t = patd.getTerritory();
ProLogger
.debug("Checking territory=" + patd.getTerritory().getName() + " with isAmphib=" + patd.isNeedAmphibUnits());
// Remove empty convoy zones that can't be held
if (!patd.isCanHold() && enemyAttackOptions.getMax(t) != null && t.isWater()
&& !t.getUnits().anyMatch(Matches.enemyUnit(player, data))) {
ProLogger.debug("Removing convoy zone that can't be held: " + t.getName() + ", enemyAttackers="
+ enemyAttackOptions.getMax(t).getMaxUnits());
it.remove();
continue;
}
// Remove neutral and low value amphib land territories that can't be held
final boolean isNeutral = t.getOwner().isNull();
final double strengthDifference =
ProBattleUtils.estimateStrengthDifference(t, patd.getMaxUnits(), patd.getMaxEnemyDefenders(player, data));
if (!patd.isCanHold() && enemyAttackOptions.getMax(t) != null && !t.isWater()) {
if (isNeutral && strengthDifference <= 500) {
// Remove neutral territories that can't be held and don't have overwhelming attack strength
ProLogger.debug("Removing neutral territory that can't be held: " + t.getName() + ", enemyAttackers="
+ enemyAttackOptions.getMax(t).getMaxUnits() + ", enemyAmphibAttackers="
+ enemyAttackOptions.getMax(t).getMaxAmphibUnits() + ", strengthDifference=" + strengthDifference);
it.remove();
continue;
} else if (patd.isNeedAmphibUnits() && patd.getValue() < 2) {
// Remove amphib territories that aren't worth attacking
ProLogger.debug("Removing low value amphib territory that can't be held: " + t.getName() + ", enemyAttackers="
+ enemyAttackOptions.getMax(t).getMaxUnits() + ", enemyAmphibAttackers="
+ enemyAttackOptions.getMax(t).getMaxAmphibUnits());
it.remove();
continue;
}
}
// Remove neutral territories where attackers are adjacent to enemy territories that aren't being attacked
if (isNeutral && !t.isWater() && strengthDifference <= 500) {
// Get list of territories I'm attacking
final List<Territory> prioritizedTerritoryList = new ArrayList<>();
for (final ProTerritory prioritizedTerritory : prioritizedTerritories) {
prioritizedTerritoryList.add(prioritizedTerritory.getTerritory());
}
// Find all territories units are attacking from that are adjacent to territory
final Set<Territory> attackFromTerritories = new HashSet<>();
for (final Unit u : patd.getMaxUnits()) {
attackFromTerritories.add(ProData.unitTerritoryMap.get(u));
}
attackFromTerritories.retainAll(data.getMap().getNeighbors(t));
// Determine if any of the attacking from territories has enemy neighbors that aren't being attacked
boolean attackersHaveEnemyNeighbors = false;
Territory attackFromTerritoryWithEnemyNeighbors = null;
for (final Territory attackFromTerritory : attackFromTerritories) {
final Set<Territory> enemyNeighbors =
data.getMap().getNeighbors(attackFromTerritory, ProMatches.territoryIsEnemyNotNeutralLand(player, data));
if (!prioritizedTerritoryList.containsAll(enemyNeighbors)) {
attackersHaveEnemyNeighbors = true;
attackFromTerritoryWithEnemyNeighbors = attackFromTerritory;
break;
}
}
if (attackersHaveEnemyNeighbors) {
ProLogger.debug("Removing neutral territory that has attackers that are adjacent to enemies: " + t.getName()
+ ", attackFromTerritory=" + attackFromTerritoryWithEnemyNeighbors);
it.remove();
}
}
}
}
private List<Unit> moveOneDefenderToLandTerritoriesBorderingEnemy(final List<ProTerritory> prioritizedTerritories) {
ProLogger.info("Determine which territories to defend with one land unit");
final Map<Unit, Set<Territory>> unitMoveMap = territoryManager.getAttackOptions().getUnitMoveMap();
// Get list of territories to attack
final List<Territory> territoriesToAttack = new ArrayList<>();
for (final ProTerritory patd : prioritizedTerritories) {
territoriesToAttack.add(patd.getTerritory());
}
// Find land territories with no can't move units and adjacent to enemy land units
final List<Unit> alreadyMovedUnits = new ArrayList<>();
for (final Territory t : ProData.myUnitTerritories) {
final boolean hasAlliedLandUnits =
t.getUnits().anyMatch(ProMatches.unitCantBeMovedAndIsAlliedDefenderAndNotInfra(player, data, t));
final Set<Territory> enemyNeighbors = data.getMap().getNeighbors(t,
Matches.territoryIsEnemyNonNeutralAndHasEnemyUnitMatching(data, player, Matches.unitIsLand()));
enemyNeighbors.removeAll(territoriesToAttack);
if (!t.isWater() && !hasAlliedLandUnits && !enemyNeighbors.isEmpty()) {
int minCost = Integer.MAX_VALUE;
Unit minUnit = null;
for (final Unit u : t.getUnits().getMatches(Matches.unitIsOwnedBy(player))) {
if (ProData.unitValueMap.getInt(u.getType()) < minCost) {
minCost = ProData.unitValueMap.getInt(u.getType());
minUnit = u;
}
}
if (minUnit != null) {
unitMoveMap.remove(minUnit);
alreadyMovedUnits.add(minUnit);
ProLogger.debug(t + ", added one land unit: " + minUnit);
}
}
}
return alreadyMovedUnits;
}
private void removeTerritoriesWhereTransportsAreExposed() {
ProLogger.info("Remove territories where transports are exposed");
final Map<Territory, ProTerritory> attackMap = territoryManager.getAttackOptions().getTerritoryMap();
final ProOtherMoveOptions enemyAttackOptions = territoryManager.getEnemyAttackOptions();
// Find maximum defenders for each transport territory
final List<Territory> clearedTerritories = attackMap.entrySet().stream()
.filter(e -> !e.getValue().getUnits().isEmpty())
.map(Map.Entry::getKey)
.collect(Collectors.toList());
territoryManager.populateDefenseOptions(clearedTerritories);
final Map<Territory, ProTerritory> defendMap = territoryManager.getDefendOptions().getTerritoryMap();
// Remove units that have already attacked
final Set<Unit> alreadyAttackedWithUnits = new HashSet<>();
for (final ProTerritory t : attackMap.values()) {
alreadyAttackedWithUnits.addAll(t.getUnits());
alreadyAttackedWithUnits.addAll(t.getAmphibAttackMap().keySet());
}
for (final ProTerritory t : defendMap.values()) {
t.getMaxUnits().removeAll(alreadyAttackedWithUnits);
}
// Loop through all prioritized territories
for (final Territory t : attackMap.keySet()) {
final ProTerritory patd = attackMap.get(t);
ProLogger.debug("Checking territory=" + patd.getTerritory().getName() + " with tranports size="
+ patd.getTransportTerritoryMap().size());
if (!patd.getTerritory().isWater() && !patd.getTransportTerritoryMap().isEmpty()) {
// Find all transports for each unload territory
final Map<Territory, List<Unit>> territoryTransportAndBombardMap = new HashMap<>();
for (final Unit u : patd.getTransportTerritoryMap().keySet()) {
final Territory unloadTerritory = patd.getTransportTerritoryMap().get(u);
if (territoryTransportAndBombardMap.containsKey(unloadTerritory)) {
territoryTransportAndBombardMap.get(unloadTerritory).add(u);
} else {
final List<Unit> transports = new ArrayList<>();
transports.add(u);
territoryTransportAndBombardMap.put(unloadTerritory, transports);
}
}
// Find all bombard units for each unload territory
for (final Unit u : patd.getBombardTerritoryMap().keySet()) {
final Territory unloadTerritory = patd.getBombardTerritoryMap().get(u);
if (territoryTransportAndBombardMap.containsKey(unloadTerritory)) {
territoryTransportAndBombardMap.get(unloadTerritory).add(u);
} else {
final List<Unit> transports = new ArrayList<>();
transports.add(u);
territoryTransportAndBombardMap.put(unloadTerritory, transports);
}
}
// Determine counter attack results for each transport territory
double enemyTuvSwing = 0.0;
for (final Territory unloadTerritory : territoryTransportAndBombardMap.keySet()) {
if (enemyAttackOptions.getMax(unloadTerritory) != null) {
final List<Unit> enemyAttackers = enemyAttackOptions.getMax(unloadTerritory).getMaxUnits();
final Set<Unit> defenders =
new HashSet<>(unloadTerritory.getUnits().getMatches(ProMatches.unitIsAlliedNotOwned(player, data)));
defenders.addAll(territoryTransportAndBombardMap.get(unloadTerritory));
if (defendMap.get(unloadTerritory) != null) {
defenders.addAll(defendMap.get(unloadTerritory).getMaxUnits());
}
final ProBattleResult result = calc.calculateBattleResults(unloadTerritory,
enemyAttackOptions.getMax(unloadTerritory).getMaxUnits(), new ArrayList<>(defenders), new HashSet<>());
final ProBattleResult minResult = calc.calculateBattleResults(unloadTerritory,
enemyAttackOptions.getMax(unloadTerritory).getMaxUnits(),
territoryTransportAndBombardMap.get(unloadTerritory), new HashSet<>());
final double minTuvSwing = Math.min(result.getTuvSwing(), minResult.getTuvSwing());
if (minTuvSwing > 0) {
enemyTuvSwing += minTuvSwing;
}
ProLogger.trace(unloadTerritory + ", EnemyAttackers=" + enemyAttackers.size() + ", MaxDefenders="
+ defenders.size() + ", MaxEnemyTUVSwing=" + result.getTuvSwing() + ", MinDefenders="
+ territoryTransportAndBombardMap.get(unloadTerritory).size() + ", MinEnemyTUVSwing="
+ minResult.getTuvSwing());
} else {
ProLogger.trace("Territory=" + unloadTerritory.getName() + " has no enemy attackers");
}
}
// Determine whether its worth attacking
final ProBattleResult result = calc.calculateBattleResults(t, patd.getUnits(),
patd.getMaxEnemyDefenders(player, data), patd.getBombardTerritoryMap().keySet());
int production = 0;
int isEnemyCapital = 0;
final TerritoryAttachment ta = TerritoryAttachment.get(t);
if (ta != null) {
production = ta.getProduction();
if (ta.isCapital()) {
isEnemyCapital = 1;
}
}
final double attackValue = result.getTuvSwing() + production * (1 + 3 * isEnemyCapital);
if (!patd.isStrafing() && (0.75 * enemyTuvSwing) > attackValue) {
ProLogger.debug("Removing amphib territory: " + patd.getTerritory() + ", enemyTUVSwing="
+ enemyTuvSwing + ", attackValue=" + attackValue);
attackMap.get(t).getUnits().clear();
attackMap.get(t).getAmphibAttackMap().clear();
attackMap.get(t).getBombardTerritoryMap().clear();
} else {
ProLogger.debug("Keeping amphib territory: " + patd.getTerritory() + ", enemyTUVSwing="
+ enemyTuvSwing + ", attackValue=" + attackValue);
}
}
}
}
private void determineUnitsToAttackWith(final List<ProTerritory> prioritizedTerritories,
final List<Unit> alreadyMovedUnits) {
ProLogger.info("Determine units to attack each territory with");
final Map<Territory, ProTerritory> attackMap = territoryManager.getAttackOptions().getTerritoryMap();
final ProOtherMoveOptions enemyAttackOptions = territoryManager.getEnemyAttackOptions();
final Map<Unit, Set<Territory>> unitAttackMap = territoryManager.getAttackOptions().getUnitMoveMap();
// Assign units to territories by prioritization
while (true) {
Map<Unit, Set<Territory>> sortedUnitAttackOptions =
tryToAttackTerritories(prioritizedTerritories, alreadyMovedUnits);
// Clear bombers
for (final ProTerritory t : attackMap.values()) {
t.getBombers().clear();
}
// Get all units that have already moved
final Set<Unit> alreadyAttackedWithUnits = new HashSet<>();
for (final ProTerritory t : attackMap.values()) {
alreadyAttackedWithUnits.addAll(t.getUnits());
alreadyAttackedWithUnits.addAll(t.getAmphibAttackMap().keySet());
}
// Check to see if any territories can be bombed
final Map<Unit, Set<Territory>> bomberMoveMap = territoryManager.getAttackOptions().getBomberMoveMap();
for (final Unit unit : bomberMoveMap.keySet()) {
if (alreadyAttackedWithUnits.contains(unit)) {
continue;
}
Optional<Territory> maxBombingTerritory = Optional.empty();
int maxBombingScore = MIN_BOMBING_SCORE;
for (final Territory t : bomberMoveMap.get(unit)) {
final boolean territoryCanBeBombed = t.getUnits().anyMatch(Matches.unitCanProduceUnitsAndCanBeDamaged());
if (territoryCanBeBombed && canAirSafelyLandAfterAttack(unit, t)) {
final int noAaBombingDefense = t.getUnits().anyMatch(Matches.unitIsAaForBombingThisUnitOnly()) ? 0 : 1;
int maxDamage = 0;
final TerritoryAttachment ta = TerritoryAttachment.get(t);
if (ta != null) {
maxDamage = ta.getProduction();
}
final int numExistingBombers = attackMap.get(t).getBombers().size();
final int remainingDamagePotential = maxDamage - 3 * numExistingBombers;
final int bombingScore = (1 + 9 * noAaBombingDefense) * remainingDamagePotential;
if (bombingScore >= maxBombingScore) {
maxBombingScore = bombingScore;
maxBombingTerritory = Optional.of(t);
}
}
}
if (maxBombingTerritory.isPresent()) {
final Territory t = maxBombingTerritory.get();
attackMap.get(t).getBombers().add(unit);
sortedUnitAttackOptions.remove(unit);
ProLogger.debug("Add bomber (" + unit + ") to " + t);
}
}
// Re-sort attack options
sortedUnitAttackOptions = ProSortMoveOptionsUtils.sortUnitNeededOptionsThenAttack(player, sortedUnitAttackOptions,
attackMap, ProData.unitTerritoryMap, calc);
// Set air units in any territory with no AA (don't move planes to empty territories)
for (final Iterator<Unit> it = sortedUnitAttackOptions.keySet().iterator(); it.hasNext();) {
final Unit unit = it.next();
final boolean isAirUnit = UnitAttachment.get(unit.getType()).getIsAir();
if (!isAirUnit) {
continue; // skip non-air units
}
Territory minWinTerritory = null;
double minWinPercentage = Double.MAX_VALUE;
for (final Territory t : sortedUnitAttackOptions.get(unit)) {
final ProTerritory patd = attackMap.get(t);
// Check if air unit should avoid this territory due to no guaranteed safe landing location
final boolean isEnemyFactory = ProMatches.territoryHasInfraFactoryAndIsEnemyLand(player, data).test(t);
if (!isEnemyFactory && !canAirSafelyLandAfterAttack(unit, t)) {
continue;
}
if (patd.getBattleResult() == null) {
patd.setBattleResult(calc.estimateAttackBattleResults(t, patd.getUnits(),
patd.getMaxEnemyDefenders(player, data), patd.getBombardTerritoryMap().keySet()));
}
final ProBattleResult result = patd.getBattleResult();
if (result.getWinPercentage() < minWinPercentage
|| (!result.isHasLandUnitRemaining() && minWinTerritory == null)) {
final List<Unit> attackingUnits = patd.getUnits();
final List<Unit> defendingUnits = patd.getMaxEnemyDefenders(player, data);
final boolean isOverwhelmingWin =
ProBattleUtils.checkForOverwhelmingWin(t, attackingUnits, defendingUnits);
final boolean hasAa = defendingUnits.stream().anyMatch(Matches.unitIsAaForAnything());
if (!hasAa && !isOverwhelmingWin) {
minWinPercentage = result.getWinPercentage();
minWinTerritory = t;
}
}
}
if (minWinTerritory != null) {
attackMap.get(minWinTerritory).addUnit(unit);
attackMap.get(minWinTerritory).setBattleResult(null);
it.remove();
}
}
// Re-sort attack options
sortedUnitAttackOptions = ProSortMoveOptionsUtils.sortUnitNeededOptionsThenAttack(player, sortedUnitAttackOptions,
attackMap, ProData.unitTerritoryMap, calc);
// Find territory that we can try to hold that needs unit
for (final Iterator<Unit> it = sortedUnitAttackOptions.keySet().iterator(); it.hasNext();) {
final Unit unit = it.next();
Territory minWinTerritory = null;
for (final Territory t : sortedUnitAttackOptions.get(unit)) {
final ProTerritory patd = attackMap.get(t);
if (patd.isCanHold()) {
// Check if I already have enough attack units to win in 2 rounds
if (patd.getBattleResult() == null) {
patd.setBattleResult(calc.estimateAttackBattleResults(t, patd.getUnits(),
patd.getMaxEnemyDefenders(player, data), patd.getBombardTerritoryMap().keySet()));
}
final ProBattleResult result = patd.getBattleResult();
final List<Unit> attackingUnits = patd.getUnits();
final List<Unit> defendingUnits = patd.getMaxEnemyDefenders(player, data);
final boolean isOverwhelmingWin =
ProBattleUtils.checkForOverwhelmingWin(t, attackingUnits, defendingUnits);
if (!isOverwhelmingWin && result.getBattleRounds() > 2) {
minWinTerritory = t;
break;
}
}
}
if (minWinTerritory != null) {
attackMap.get(minWinTerritory).addUnit(unit);
attackMap.get(minWinTerritory).setBattleResult(null);
it.remove();
}
}
// Re-sort attack options
sortedUnitAttackOptions = ProSortMoveOptionsUtils.sortUnitNeededOptionsThenAttack(player, sortedUnitAttackOptions,
attackMap, ProData.unitTerritoryMap, calc);
// Add sea units to any territory that significantly increases TUV gain
for (final Iterator<Unit> it = sortedUnitAttackOptions.keySet().iterator(); it.hasNext();) {
final Unit unit = it.next();
final boolean isSeaUnit = UnitAttachment.get(unit.getType()).getIsSea();
if (!isSeaUnit) {
continue; // skip non-sea units
}
for (final Territory t : sortedUnitAttackOptions.get(unit)) {
final ProTerritory patd = attackMap.get(t);
if (attackMap.get(t).getBattleResult() == null) {
attackMap.get(t).setBattleResult(calc.estimateAttackBattleResults(t, patd.getUnits(),
patd.getMaxEnemyDefenders(player, data), patd.getBombardTerritoryMap().keySet()));
}
final ProBattleResult result = attackMap.get(t).getBattleResult();
final List<Unit> attackers = new ArrayList<>(patd.getUnits());
attackers.add(unit);
final ProBattleResult result2 = calc.estimateAttackBattleResults(t, attackers,
patd.getMaxEnemyDefenders(player, data), patd.getBombardTerritoryMap().keySet());
final double unitValue = ProData.unitValueMap.getInt(unit.getType());
if ((result2.getTuvSwing() - unitValue / 3) > result.getTuvSwing()) {
attackMap.get(t).addUnit(unit);
attackMap.get(t).setBattleResult(null);
it.remove();
break;
}
}
}
// Determine if all attacks are worth it
final List<Unit> usedUnits = new ArrayList<>();
for (final ProTerritory patd : prioritizedTerritories) {
usedUnits.addAll(patd.getUnits());
}
ProTerritory territoryToRemove = null;
for (final ProTerritory patd : prioritizedTerritories) {
final Territory t = patd.getTerritory();
// Find battle result
if (patd.getBattleResult() == null) {
patd.setBattleResult(calc.estimateAttackBattleResults(t, patd.getUnits(),
patd.getMaxEnemyDefenders(player, data), patd.getBombardTerritoryMap().keySet()));
}
final ProBattleResult result = patd.getBattleResult();
// Determine enemy counter attack results
boolean canHold = true;
double enemyCounterTuvSwing = 0;
if (enemyAttackOptions.getMax(t) != null
&& !ProMatches.territoryIsWaterAndAdjacentToOwnedFactory(player, data).test(t)) {
List<Unit> remainingUnitsToDefendWith =
CollectionUtils.getMatches(result.getAverageAttackersRemaining(), Matches.unitIsAir().negate());
ProBattleResult result2 = calc.calculateBattleResults(t, patd.getMaxEnemyUnits(),
remainingUnitsToDefendWith, patd.getMaxBombardUnits());
if (patd.isCanHold() && result2.getTuvSwing() > 0) {
final List<Unit> unusedUnits = new ArrayList<>(patd.getMaxUnits());
unusedUnits.addAll(patd.getMaxAmphibUnits());
unusedUnits.removeAll(usedUnits);
unusedUnits.addAll(remainingUnitsToDefendWith);
final ProBattleResult result3 = calc.calculateBattleResults(t, patd.getMaxEnemyUnits(), unusedUnits,
patd.getMaxBombardUnits());
if (result3.getTuvSwing() < result2.getTuvSwing()) {
result2 = result3;
remainingUnitsToDefendWith = unusedUnits;
}
}
canHold = (!result2.isHasLandUnitRemaining() && !t.isWater()) || (result2.getTuvSwing() < 0)
|| (result2.getWinPercentage() < ProData.minWinPercentage);
if (result2.getTuvSwing() > 0) {
enemyCounterTuvSwing = result2.getTuvSwing();
}
ProLogger.trace("Territory=" + t.getName() + ", CanHold=" + canHold + ", MyDefenders="
+ remainingUnitsToDefendWith.size() + ", EnemyAttackers=" + patd.getMaxEnemyUnits().size() + ", win%="
+ result2.getWinPercentage() + ", EnemyTUVSwing=" + result2.getTuvSwing() + ", hasLandUnitRemaining="
+ result2.isHasLandUnitRemaining());
}
// Find attack value
final boolean isNeutral = (!t.isWater() && t.getOwner().isNull());
final int isLand = !t.isWater() ? 1 : 0;
final int isCanHold = canHold ? 1 : 0;
final int isCantHoldAmphib = !canHold && !patd.getAmphibAttackMap().isEmpty() ? 1 : 0;
final int isFactory = ProMatches.territoryHasInfraFactoryAndIsLand().test(t) ? 1 : 0;
final int isFfa = ProUtils.isFfa(data, player) ? 1 : 0;
final int production = TerritoryAttachment.getProduction(t);
double capitalValue = 0;
final TerritoryAttachment ta = TerritoryAttachment.get(t);
if (ta != null && ta.isCapital()) {
capitalValue = ProUtils.getPlayerProduction(t.getOwner(), data);
}
final double territoryValue =
(1 + isLand - isCantHoldAmphib + isFactory + isCanHold * (1 + 2 * isFfa + 2 * isFactory)) * production
+ capitalValue;
double tuvSwing = result.getTuvSwing();
if (isFfa == 1 && tuvSwing > 0) {
tuvSwing *= 0.5;
}
final double attackValue =
tuvSwing + territoryValue * result.getWinPercentage() / 100 - enemyCounterTuvSwing * 2 / 3;
boolean allUnitsCanAttackOtherTerritory = true;
if (isNeutral && attackValue < 0) {
for (final Unit u : patd.getUnits()) {
boolean canAttackOtherTerritory = false;
for (final ProTerritory patd2 : prioritizedTerritories) {
if (!patd.equals(patd2) && unitAttackMap.get(u) != null
&& unitAttackMap.get(u).contains(patd2.getTerritory())) {
canAttackOtherTerritory = true;
break;
}
}
if (!canAttackOtherTerritory) {
allUnitsCanAttackOtherTerritory = false;
break;
}
}
}
// Determine whether to remove attack
if (!patd.isStrafing() && (result.getWinPercentage() < ProData.minWinPercentage
|| !result.isHasLandUnitRemaining() || (isNeutral && !canHold)
|| (attackValue < 0 && (!isNeutral || allUnitsCanAttackOtherTerritory || result.getBattleRounds() >= 4)))) {
territoryToRemove = patd;
}
ProLogger.debug(patd.getResultString() + ", attackValue=" + attackValue + ", territoryValue=" + territoryValue
+ ", allUnitsCanAttackOtherTerritory=" + allUnitsCanAttackOtherTerritory + " with attackers="
+ patd.getUnits());
}
// Determine whether all attacks are successful or try to hold fewer territories
if (territoryToRemove == null) {
break;
}
prioritizedTerritories.remove(territoryToRemove);
ProLogger.debug("Removing " + territoryToRemove.getTerritory().getName());
}
}
private Map<Unit, Set<Territory>> tryToAttackTerritories(final List<ProTerritory> prioritizedTerritories,
final List<Unit> alreadyMovedUnits) {
final Map<Territory, ProTerritory> attackMap = territoryManager.getAttackOptions().getTerritoryMap();
final ProOtherMoveOptions enemyAttackOptions = territoryManager.getEnemyAttackOptions();
final Map<Unit, Set<Territory>> unitAttackMap = territoryManager.getAttackOptions().getUnitMoveMap();
final Map<Unit, Set<Territory>> transportAttackMap = territoryManager.getAttackOptions().getTransportMoveMap();
final Map<Unit, Set<Territory>> bombardMap = territoryManager.getAttackOptions().getBombardMap();
final List<ProTransport> transportMapList = territoryManager.getAttackOptions().getTransportList();
// Reset lists
for (final ProTerritory t : attackMap.values()) {
t.getUnits().clear();
t.getBombardTerritoryMap().clear();
t.getAmphibAttackMap().clear();
t.getTransportTerritoryMap().clear();
t.setBattleResult(null);
}
// Loop through all units and determine attack options
final Map<Unit, Set<Territory>> unitAttackOptions = new HashMap<>();
for (final Unit unit : unitAttackMap.keySet()) {
// Find number of attack options
final Set<Territory> canAttackTerritories = new HashSet<>();
for (final ProTerritory attackTerritoryData : prioritizedTerritories) {
if (unitAttackMap.get(unit).contains(attackTerritoryData.getTerritory())) {
canAttackTerritories.add(attackTerritoryData.getTerritory());
}
}