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Fix issue 12822 GameMap#getNeighbors IllegalArgumentException #12831

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Aug 11, 2024
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Original file line number Diff line number Diff line change
Expand Up @@ -24,7 +24,7 @@
import java.util.List;
import java.util.Map;
import java.util.Optional;
import java.util.Random;
import java.util.concurrent.ThreadLocalRandom;
import java.util.function.Consumer;
import java.util.function.Predicate;
import java.util.stream.Collectors;
Expand Down Expand Up @@ -105,15 +105,16 @@ public void accept(final AiPlayerDebugAction aiPlayerDebugAction) {
unitAttachment ->
unitAttachment.getDefense(defender) > 0
&& Matches.unitTypeIsLand().test((UnitType) unitAttachment.getAttachedTo()));
final ThreadLocalRandom localRandom = ThreadLocalRandom.current();
for (int i = 0; i < 4; i++) {
getRandomUnitType(offenseUnitTypes)
getRandomUnitType(localRandom, offenseUnitTypes)
.ifPresent(
unitType ->
attackingUnits.addAll(unitType.create(new Random().nextInt(10), offender)));
getRandomUnitType(defenseUnitTypes)
attackingUnits.addAll(unitType.create(localRandom.nextInt(10), offender)));
getRandomUnitType(localRandom, defenseUnitTypes)
.ifPresent(
unitType ->
defendingUnits.addAll(unitType.create(new Random().nextInt(10), defender)));
defendingUnits.addAll(unitType.create(localRandom.nextInt(10), defender)));
}

System.out.println("Attack Units: " + MyFormatter.unitsToText(attackingUnits));
Expand Down Expand Up @@ -192,7 +193,8 @@ private Collection<UnitType> getUnitTypes(
.collect(Collectors.toSet());
}

private Optional<UnitType> getRandomUnitType(final Collection<UnitType> unitTypes) {
return unitTypes.stream().skip((int) (unitTypes.size() * Math.random())).findFirst();
private Optional<UnitType> getRandomUnitType(
final ThreadLocalRandom localRandom, final Collection<UnitType> unitTypes) {
return unitTypes.stream().skip((localRandom.nextInt(unitTypes.size()))).findFirst();
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -28,6 +28,7 @@
import java.util.Objects;
import java.util.Queue;
import java.util.Set;
import java.util.concurrent.ThreadLocalRandom;
import java.util.function.Predicate;
import javax.annotation.Nullable;
import org.triplea.java.PredicateBuilder;
Expand All @@ -45,37 +46,60 @@ static void tech(final ITechDelegate techDelegate, final GameData data, final Ga
final Territory myCapitol =
TerritoryAttachment.getFirstOwnedCapitalOrFirstUnownedCapital(player, data.getMap());
final float enemyStrength = getStrengthOfPotentialAttackers(myCapitol, data, player);
float myStrength =
(myCapitol == null) ? 0.0F : strength(myCapitol.getUnits(), false, false, false);
final List<Territory> areaStrength = getNeighboringLandTerritories(data, player, myCapitol);
for (final Territory areaTerr : areaStrength) {
myStrength += strength(areaTerr.getUnits(), false, false, false) * 0.75F;
}
float myStrength = getMyStrength(data, player, myCapitol);
final boolean capDanger = myStrength < (enemyStrength * 1.25F + 3.0F);
final Resource pus = data.getResourceList().getResource(Constants.PUS);
final int pusRemaining = player.getResources().getQuantity(pus);
final Resource techTokens = data.getResourceList().getResource(Constants.TECH_TOKENS);
final int techTokensQuantity = player.getResources().getQuantity(techTokens);
final ThreadLocalRandom localRandom = ThreadLocalRandom.current();
int tokensToBuy = 0;
if (!capDanger && techTokensQuantity < 3 && pusRemaining > Math.random() * 160) {
if (!capDanger && techTokensQuantity < 3 && pusRemaining > localRandom.nextInt(160)) {
tokensToBuy = 1;
}
if (techTokensQuantity > 0 || tokensToBuy > 0) {
final List<TechnologyFrontier> cats = TechAdvance.getPlayerTechCategories(player);
// retaining 65% chance of choosing land advances using basic ww2v3 model.
if (data.getTechnologyFrontier().isEmpty()) {
if (Math.random() > 0.35) {
if (localRandom.nextFloat() > 0.35) {
techDelegate.rollTech(techTokensQuantity + tokensToBuy, cats.get(1), tokensToBuy, null);
} else {
techDelegate.rollTech(techTokensQuantity + tokensToBuy, cats.get(0), tokensToBuy, null);
}
} else {
final int rand = (int) (Math.random() * cats.size());
techDelegate.rollTech(techTokensQuantity + tokensToBuy, cats.get(rand), tokensToBuy, null);
techDelegate.rollTech(
techTokensQuantity + tokensToBuy,
cats.get(localRandom.nextInt(cats.size())),
tokensToBuy,
null);
}
}
}

/**
* Get strength value for territory {@code myCapitol} calculated from units in the territory and
* neighboring land territories (latter adjusted with a factor)
*
* @param data {@code GameData}
* @param player current {@code GamePlayer}
* @param myCapitol current {@code Territory}
* @return strength value for territory {@code myCapitol}
*/
private static float getMyStrength(
final GameData data, final GamePlayer player, final Territory myCapitol) {
if (myCapitol == null) {
return 0.0F;
}
final float capitolStrength = strength(myCapitol.getUnits(), false, false, false);
final List<Territory> neighboringLandTerritories =
getNeighboringLandTerritories(data, player, myCapitol);
final List<Unit> unitsOfNeighboringLandTerritories = new ArrayList<>();
neighboringLandTerritories.forEach(t -> unitsOfNeighboringLandTerritories.addAll(t.getUnits()));
final float neighborStrength =
strength(unitsOfNeighboringLandTerritories, false, false, false) * 0.75F;
return capitolStrength + neighborStrength;
}

/**
* Returns the strength of all attackers to a territory. Differentiates between sea and land
* attack Determines all transports within range of territory Determines all air units within
Expand Down Expand Up @@ -282,7 +306,7 @@ private static float getStrengthOfPotentialAttackers(
}
for (final GamePlayer enemyPlayerCandidate : enemyPlayers) {
if (!Objects.equals(enemyPlayer, enemyPlayerCandidate)) {
// give 40% of other players...this is will affect a lot of decisions by AI
// give 40% of other players...this will affect a lot of decisions by AI
maxStrength += enemyPlayerAttackMap.get(enemyPlayerCandidate) * 0.40F;
}
}
Expand Down Expand Up @@ -540,8 +564,8 @@ private static Route getMaxSeaRoute(
final Collection<Unit> units,
final GamePlayer player,
final int maxDistance) {
// note this does not care if subs are submerged or not
// should it? does submerging affect movement of enemies?
// note this does not care if subs are submerged or not, should it?
// does submerging affect movement of enemies?
if (start == null || destination == null || !start.isWater() || !destination.isWater()) {
return null;
}
Expand Down Expand Up @@ -604,7 +628,7 @@ private static List<Territory> getExactNeighbors(
* Finds list of territories at exactly distance from the start.
*
* @param endCondition condition that all end points must satisfy
* @param routeCondition condition that all traversed internal territories must satisfied
* @param routeCondition condition that all traversed internal territories must satisfy
*/
private static List<Territory> findFrontier(
final Territory start,
Expand Down