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Some code clean ups. (#12682)
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* Some code clean ups.

No intended logic changes.

* fmt

* Fix build.
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asvitkine committed Jul 3, 2024
1 parent 36dc8a1 commit 51e94b1
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Showing 7 changed files with 79 additions and 126 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -40,20 +40,11 @@ public static int getProductionPotentialOfTerritory(
final Collection<Unit> unitsAtStartOfStepInTerritory,
final Territory producer,
final GamePlayer player,
final GameProperties properties,
final boolean accountForDamage,
final boolean mathMaxZero) {
return getHowMuchCanUnitProduce(
getBiggestProducer(
unitsAtStartOfStepInTerritory,
producer,
player,
player.getData().getTechTracker(),
properties,
accountForDamage),
getBiggestProducer(unitsAtStartOfStepInTerritory, producer, player, accountForDamage),
producer,
player.getData().getTechTracker(),
properties,
accountForDamage,
mathMaxZero);
}
Expand All @@ -69,8 +60,6 @@ public static int getProductionPotentialOfTerritory(
final Collection<Unit> units,
final Territory producer,
final GamePlayer player,
final TechTracker techTracker,
final GameProperties properties,
final boolean accountForDamage) {
final Predicate<Unit> factoryMatch =
Matches.unitIsOwnedAndIsFactoryOrCanProduceUnits(player)
Expand All @@ -84,8 +73,7 @@ public static int getProductionPotentialOfTerritory(
Unit highestUnit = CollectionUtils.getAny(factories);
int highestCapacity = Integer.MIN_VALUE;
for (final Unit u : factories) {
final int capacity =
getHowMuchCanUnitProduce(u, producer, techTracker, properties, accountForDamage, false);
final int capacity = getHowMuchCanUnitProduce(u, producer, accountForDamage, false);
productionPotential.put(u, capacity);
if (capacity > highestCapacity) {
highestCapacity = capacity;
Expand All @@ -106,8 +94,6 @@ public static int getProductionPotentialOfTerritory(
public static int getHowMuchCanUnitProduce(
final @Nullable Unit unit,
final Territory producer,
final TechTracker techTracker,
final GameProperties properties,
final boolean accountForDamage,
final boolean mathMaxZero) {
if (unit == null) {
Expand All @@ -125,6 +111,7 @@ public static int getHowMuchCanUnitProduce(
territoryUnitProduction = ta.getUnitProduction();
}
int productionCapacity;
final GameProperties properties = producer.getData().getProperties();
if (accountForDamage) {
if (Properties.getDamageFromBombingDoneToUnitsInsteadOfTerritories(properties)) {
if (ua.getCanProduceXUnits() < 0) {
Expand Down Expand Up @@ -158,6 +145,7 @@ public static int getHowMuchCanUnitProduce(
(Properties.getWW2V2(properties) || Properties.getWW2V3(properties)) ? 0 : 1;
}
}
final TechTracker techTracker = producer.getData().getTechTracker();
// Increase production if we have industrial technology
if (territoryProduction
>= techTracker.getMinimumTerritoryValueForProductionBonus(unit.getOwner())) {
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -104,8 +104,6 @@ void repair(
CollectionUtils.getMatches(fixTerr.getUnits(), ourFactories),
fixTerr,
player,
data.getTechTracker(),
data.getProperties(),
false);
if (Matches.unitHasTakenSomeBombingUnitDamage().test(possibleFactoryNeedingRepair)) {
unitsThatCanProduceNeedingRepair.put(possibleFactoryNeedingRepair, fixTerr);
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -108,7 +108,7 @@ public static List<Unit> findMaxPurchaseDefenders(
final List<Unit> placeUnits = new ArrayList<>();
if (bestDefenseOption != null) {
ProLogger.debug("Best defense option: " + bestDefenseOption.getUnitType().getName());
int remainingUnitProduction = getUnitProduction(t, data, player);
int remainingUnitProduction = getUnitProduction(t, player);
int pusSpent = 0;
while (bestDefenseOption.getCost() <= (pusRemaining - pusSpent)
&& remainingUnitProduction >= bestDefenseOption.getQuantity()) {
Expand Down Expand Up @@ -190,16 +190,15 @@ public static Map<Territory, ProPurchaseTerritory> findPurchaseTerritories(
// Create purchase territory holder for each factory territory
final Map<Territory, ProPurchaseTerritory> purchaseTerritories = new HashMap<>();
for (final Territory t : ownedAndNotConqueredFactoryTerritories) {
final int unitProduction = getUnitProduction(t, data, player);
final int unitProduction = getUnitProduction(t, player);
final ProPurchaseTerritory ppt = new ProPurchaseTerritory(t, data, player, unitProduction);
purchaseTerritories.put(t, ppt);
ProLogger.debug(ppt.toString());
}
return purchaseTerritories;
}

private static int getUnitProduction(
final Territory territory, final GameState data, final GamePlayer player) {
private static int getUnitProduction(final Territory territory, final GamePlayer player) {
final Predicate<Unit> factoryMatch =
Matches.unitIsOwnedAndIsFactoryOrCanProduceUnits(player)
.and(Matches.unitIsBeingTransported().negate())
Expand All @@ -220,7 +219,7 @@ private static int getUnitProduction(
return Integer.MAX_VALUE;
}
return UnitUtils.getProductionPotentialOfTerritory(
territory.getUnits(), territory, player, data.getProperties(), true, true);
territory.getUnits(), territory, player, true, true);
}

/**
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -72,8 +72,8 @@ private static Route getAmphibRoute(final GamePlayer player, final GameState dat
}
final Predicate<Territory> endMatch =
o -> {
final boolean impassable =
TerritoryAttachment.get(o) != null && TerritoryAttachment.get(o).getIsImpassable();
final var ta = TerritoryAttachment.get(o);
final boolean impassable = ta != null && ta.getIsImpassable();
return !impassable
&& !o.isWater()
&& Utils.hasLandRouteToEnemyOwnedCapitol(o, player, data);
Expand Down Expand Up @@ -435,7 +435,8 @@ private List<MoveDescription> calculateNonCombat(final GameData data, final Game
if (t.isWater()) {
continue;
}
if (TerritoryAttachment.get(t) != null && TerritoryAttachment.get(t).isCapital()) {
final var ta = TerritoryAttachment.get(t);
if (ta != null && ta.isCapital()) {
// if they are a threat to take our capitol, dont move
// compare the strength of units we can place
final float ourStrength = AiUtils.strength(player.getUnits(), false, false);
Expand Down Expand Up @@ -651,8 +652,9 @@ private List<MoveDescription> calculateCombatMove(final GameState data, final Ga
final Collection<Territory> attackFrom =
data.getMap().getNeighbors(enemy, Matches.territoryHasLandUnitsOwnedBy(player));
for (final Territory owned : attackFrom) {
if (TerritoryAttachment.get(owned) != null
&& TerritoryAttachment.get(owned).isCapital()
final var ta = TerritoryAttachment.get(owned);
if (ta != null
&& ta.isCapital()
&& (Utils.getStrengthOfPotentialAttackers(owned, data)
> AiUtils.strength(owned.getUnits(), false, false))) {
dontMoveFrom.add(owned);
Expand Down Expand Up @@ -833,65 +835,43 @@ public void purchase(
CollectionUtils.getMatches(fixTerr.getUnits(), ourFactories),
fixTerr,
player,
data.getTechTracker(),
data.getProperties(),
false);
if (Matches.unitHasTakenSomeBombingUnitDamage().test(possibleFactoryNeedingRepair)) {
unitsThatCanProduceNeedingRepair.put(possibleFactoryNeedingRepair, fixTerr);
}
if (fixTerr.equals(capitol)) {
capProduction =
UnitUtils.getHowMuchCanUnitProduce(
possibleFactoryNeedingRepair,
fixTerr,
data.getTechTracker(),
data.getProperties(),
true,
true);
UnitUtils.getHowMuchCanUnitProduce(possibleFactoryNeedingRepair, fixTerr, true, true);
capUnit = possibleFactoryNeedingRepair;
capUnitTerritory = fixTerr;
}
currentProduction +=
UnitUtils.getHowMuchCanUnitProduce(
possibleFactoryNeedingRepair,
fixTerr,
data.getTechTracker(),
data.getProperties(),
true,
true);
UnitUtils.getHowMuchCanUnitProduce(possibleFactoryNeedingRepair, fixTerr, true, true);
}
repairFactories.remove(capitol);
unitsThatCanProduceNeedingRepair.remove(capUnit);
final var territoryIsOwnedAndHasOwnedUnitMatching =
Matches.territoryIsOwnedAndHasOwnedUnitMatching(
player, Matches.unitCanProduceUnitsAndCanBeDamaged());
// assume minimum unit price is 3, and that we are buying only that... if we over repair, oh
// well, that is better
// than under-repairing
// well, that is better than under-repairing
// goal is to be able to produce all our units, and at least half of that production in the
// capitol
//
// if capitol is super safe, we don't have to do this. and if capitol is under siege, we
// should repair enough to
// place all our units here
// should repair enough to place all our units here
int maxUnits = (totalPu - 1) / minimumUnitPrice;
if ((capProduction <= maxUnits / 2 || repairFactories.isEmpty()) && capUnit != null) {
for (final RepairRule rrule : repairRules) {
if (!capUnit.getType().equals(rrule.getAnyResultKey())) {
continue;
}
if (!Matches.territoryIsOwnedAndHasOwnedUnitMatching(
player, Matches.unitCanProduceUnitsAndCanBeDamaged())
.test(capitol)) {
if (!territoryIsOwnedAndHasOwnedUnitMatching.test(capitol)) {
continue;
}
diff = capUnit.getUnitDamage();
final int unitProductionAllowNegative =
UnitUtils.getHowMuchCanUnitProduce(
capUnit,
capUnitTerritory,
data.getTechTracker(),
data.getProperties(),
false,
true)
- diff;
UnitUtils.getHowMuchCanUnitProduce(capUnit, capUnitTerritory, false, true) - diff;
if (!repairFactories.isEmpty()) {
diff = Math.min(diff, (maxUnits / 2 - unitProductionAllowNegative) + 1);
} else {
Expand Down Expand Up @@ -922,9 +902,8 @@ public void purchase(
if (fixUnit == null || !fixUnit.getType().equals(rrule.getAnyResultKey())) {
continue;
}
if (!Matches.territoryIsOwnedAndHasOwnedUnitMatching(
player, Matches.unitCanProduceUnitsAndCanBeDamaged())
.test(unitsThatCanProduceNeedingRepair.get(fixUnit))) {
if (!territoryIsOwnedAndHasOwnedUnitMatching.test(
unitsThatCanProduceNeedingRepair.get(fixUnit))) {
continue;
}
// we will repair the first territories in the list as much as we can, until we fulfill
Expand All @@ -936,12 +915,7 @@ public void purchase(
diff = fixUnit.getUnitDamage();
final int unitProductionAllowNegative =
UnitUtils.getHowMuchCanUnitProduce(
fixUnit,
unitsThatCanProduceNeedingRepair.get(fixUnit),
data.getTechTracker(),
data.getProperties(),
false,
true)
fixUnit, unitsThatCanProduceNeedingRepair.get(fixUnit), false, true)
- diff;
if (i == 0) {
if (unitProductionAllowNegative < 0) {
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -1194,7 +1194,7 @@ protected int getMaxUnitsToBePlacedFrom(
// maxConstructions
int production =
UnitUtils.getProductionPotentialOfTerritory(
unitsAtStartOfStepInTerritory(producer), producer, player, properties, true, true);
unitsAtStartOfStepInTerritory(producer), producer, player, true, true);
// increase the production by the number of constructions allowed
if (maxConstructions > 0) {
production += maxConstructions;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -547,11 +547,13 @@ private Collection<TerritoryEffect> getTerritoryEffects() {

private void updateStats() {
Util.ensureOnEventDispatchThread();
final AtomicReference<AggregateResults> results = new AtomicReference<>();
final AtomicReference<AggregateResults> resultsRef = new AtomicReference<>();
final WaitDialog dialog =
new WaitDialog(this, "Calculating Odds... (this may take a while)", calculator::cancel);
final AtomicReference<Collection<Unit>> defenders = new AtomicReference<>();
final AtomicReference<Collection<Unit>> attackers = new AtomicReference<>();
final GamePlayer attacker = getAttacker();
final GamePlayer defender = getDefender();
ThreadRunner.runInNewThread(
() -> {
try {
Expand Down Expand Up @@ -585,10 +587,10 @@ private void updateStats() {
final Collection<TerritoryEffect> territoryEffects = getTerritoryEffects();
defenders.set(defending);
attackers.set(attacking);
results.set(
resultsRef.set(
calculator.calculate(
getAttacker(),
getDefender(),
attacker,
defender,
location,
attacking,
defending,
Expand All @@ -605,60 +607,53 @@ private void updateStats() {
}
});
// the runnable setting the dialog visible must run after this code executes, since this code is
// running on the
// swing event thread
// running on the swing event thread
dialog.setVisible(true);
// results.get() could be null if we cancelled to quickly or something weird like that.
if (results.get() == null) {
final var results = resultsRef.get();
if (results == null) {
setResultsToBlank();
} else {
// All AggregateResults method return NaN if there are no battle results to aggregate over.
// For "unrestricted" average methods, this cannot happen as we ensure that at least 1 round
// is simulated. However, the ...IfAbcWon() methods restrict that set of results which might
// become empty. In this case we display N/A (not applicable) instead of NaN (not a number).
attackerWin.setText(formatPercentage(results.get().getAttackerWinPercent()));
defenderWin.setText(formatPercentage(results.get().getDefenderWinPercent()));
draw.setText(formatPercentage(results.get().getDrawPercent()));
final boolean isLand = isLand();
final List<Unit> mainCombatAttackers =
CollectionUtils.getMatches(
attackers.get(), Matches.unitCanBeInBattle(true, isLand, 1, true));
final List<Unit> mainCombatDefenders =
CollectionUtils.getMatches(
defenders.get(), Matches.unitCanBeInBattle(false, isLand, 1, true));
final int attackersTotal = mainCombatAttackers.size();
final int defendersTotal = mainCombatDefenders.size();
defenderLeft.setText(
formatValue(results.get().getAverageDefendingUnitsLeft()) + " / " + defendersTotal);
attackerLeft.setText(
formatValue(results.get().getAverageAttackingUnitsLeft()) + " / " + attackersTotal);
final double avgDefIfDefWon = results.get().getAverageDefendingUnitsLeftWhenDefenderWon();
defenderLeftWhenDefenderWon.setText(
Double.isNaN(avgDefIfDefWon)
? "N/A"
: formatValue(avgDefIfDefWon) + " / " + defendersTotal);
final double avgAttIfAttWon = results.get().getAverageAttackingUnitsLeftWhenAttackerWon();
attackerLeftWhenAttackerWon.setText(
Double.isNaN(avgAttIfAttWon)
? "N/A"
: formatValue(avgAttIfAttWon) + " / " + attackersTotal);
roundsAverage.setText("" + formatValue(results.get().getAverageBattleRoundsFought()));
try (GameData.Unlocker ignored = data.acquireReadLock()) {
averageChangeInTuv.setText(
""
+ formatValue(
results
.get()
.getAverageTuvSwing(
getAttacker(),
mainCombatAttackers,
getDefender(),
mainCombatDefenders,
data)));
}
count.setText(results.get().getRollCount() + "");
time.setText(formatValue(results.get().getTime() / 1000.0) + " s");
return;
}
// All AggregateResults method return NaN if there are no battle results to aggregate over.
// For "unrestricted" average methods, this cannot happen as we ensure that at least 1 round
// is simulated. However, the ...IfAbcWon() methods restrict that set of results which might
// become empty. In this case we display N/A (not applicable) instead of NaN (not a number).
attackerWin.setText(formatPercentage(results.getAttackerWinPercent()));
defenderWin.setText(formatPercentage(results.getDefenderWinPercent()));
draw.setText(formatPercentage(results.getDrawPercent()));
final boolean isLand = isLand();
final List<Unit> mainCombatAttackers =
CollectionUtils.getMatches(
attackers.get(), Matches.unitCanBeInBattle(true, isLand, 1, true));
final List<Unit> mainCombatDefenders =
CollectionUtils.getMatches(
defenders.get(), Matches.unitCanBeInBattle(false, isLand, 1, true));
final int attackersTotal = mainCombatAttackers.size();
final int defendersTotal = mainCombatDefenders.size();
defenderLeft.setText(
formatValue(results.getAverageDefendingUnitsLeft()) + " / " + defendersTotal);
attackerLeft.setText(
formatValue(results.getAverageAttackingUnitsLeft()) + " / " + attackersTotal);
final double avgDefIfDefWon = results.getAverageDefendingUnitsLeftWhenDefenderWon();
defenderLeftWhenDefenderWon.setText(
Double.isNaN(avgDefIfDefWon)
? "N/A"
: formatValue(avgDefIfDefWon) + " / " + defendersTotal);
final double avgAttIfAttWon = results.getAverageAttackingUnitsLeftWhenAttackerWon();
attackerLeftWhenAttackerWon.setText(
Double.isNaN(avgAttIfAttWon)
? "N/A"
: formatValue(avgAttIfAttWon) + " / " + attackersTotal);
roundsAverage.setText(formatValue(results.getAverageBattleRoundsFought()));
try (GameData.Unlocker ignored = data.acquireReadLock()) {
double tuvSwing =
results.getAverageTuvSwing(
attacker, mainCombatAttackers, defender, mainCombatDefenders, data);
averageChangeInTuv.setText(formatValue(tuvSwing));
}
count.setText(results.getRollCount() + "");
time.setText(formatValue(results.getTime() / 1000.0) + " s");
}

private Territory findPotentialBattleSite() {
Expand Down
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