Player.java

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net.sf.freecol.common.model
FreeCol

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DECL_COMMENTSComments in declarations
DOC_COMMENTNumber of javadoc comment lines
COMMENTSComment lines
SIZESize of the file in bytes
BLOCKSNumber of blocks
RETURNSNumber of return points from functions
CYCLOMATICCyclomatic complexity
COMPARISONSNumber of comparison operators
EXITSProcedure exits
LINESNumber of lines in the source file
INTERFACE_COMPLEXITYInterface complexity
OPERATORSNumber of operators
FUNCTIONSNumber of function declarations
PROGRAM_LENGTHHalstead program length
LOCLines of code
OPERANDSNumber of operands
UNIQUE_OPERANDSNumber of unique operands
ELOCEffective lines of code
LOGICAL_LINESNumber of statements
LOOPSNumber of loops
PROGRAM_VOCABHalstead program vocabulary
PARAMSNumber of formal parameter declarations
EXEC_COMMENTSComments in executable code
LINE_COMMENTNumber of line comments
JAVA0254JAVA0254 Use enhanced for loop construct instead of Iterator
JAVA0179JAVA0179 Local variable hides visible field
WHITESPACENumber of whitespace lines
JAVA0076JAVA0076 Use of magic number
JAVA0049JAVA0049 Nested block at depth N (maximum: M)
JAVA0034JAVA0034 Missing braces in if statement
UNIQUE_OPERATORSNumber of unique operators
BLOCK_COMMENTNumber of block comment lines
JAVA0285JAVA0285 Dereference of potentially null variable
JAVA0173JAVA0173 Unused method parameter
JAVA0117JAVA0117 Missing javadoc: method 'method'
NEST_DEPTHMaximum nesting depth
JAVA0259JAVA0259 Return of collection/array field
JAVA0116JAVA0116 Missing javadoc: field 'field'
JAVA0068JAVA0068 Modifiers not declared in recommended order
JAVA0110JAVA0110 Incorrect javadoc: no @return tag
JAVA0277JAVA0277 Iterator.next() implementation does not throw NoSuchElementException
JAVA0094JAVA0094 Field hides a superclass field
PROGRAM_VOLUMEHalstead program volume
JAVA0136JAVA0136 N methods defined in class (maximum: M)
JAVA0126JAVA0126 Method declares unchecked exception in throws
JAVA0043JAVA0043 Inner class does not use outer class
JAVA0258JAVA0258 Implement Iterable for foreach compatibility
JAVA0265JAVA0265 Use of Throwable.printStackTrace()
JAVA0100JAVA0100 Class contains N non-final fields (maximum: M)
JAVA0075JAVA0075 Method parameter hides field
JAVA0145JAVA0145 Tab character used in source file
/** * Copyright (C) 2002-2007 The FreeCol Team * * This file is part of FreeCol. * * FreeCol is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * FreeCol is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with FreeCol. If not, see <http://www.gnu.org/licenses/>. */ package net.sf.freecol.common.model; import java.awt.Color; import java.util.ArrayList; import java.util.Collection; import java.util.EnumMap; import java.util.HashMap; import java.util.HashSet; import java.util.Iterator; import java.util.List; import java.util.Map.Entry; import java.util.Set; import java.util.logging.Level; import java.util.logging.Logger; import javax.xml.stream.XMLStreamConstants; import javax.xml.stream.XMLStreamException; import javax.xml.stream.XMLStreamReader; import javax.xml.stream.XMLStreamWriter; import net.sf.freecol.FreeCol; import net.sf.freecol.client.gui.i18n.Messages; import net.sf.freecol.common.Specification; import net.sf.freecol.common.model.Map.Direction; import net.sf.freecol.common.model.Map.Position; import net.sf.freecol.common.model.Region.RegionType; import net.sf.freecol.common.model.Unit.UnitState; import net.sf.freecol.common.util.RandomChoice; import net.sf.freecol.common.util.Utils; import org.w3c.dom.Element; /** * Represents a player. The player can be either a human player or an AI-player. * * <br> * <br> * * In addition to storing the name, nation e.t.c. of the player, it also stores * various defaults for the player. One example of this is the * {@link #getEntryLocation entry location}. */ public class Player extends FreeColGameObject implements Nameable { private static final Logger logger = Logger.getLogger(Player.class.getName()); public static final int SCORE_SETTLEMENT_DESTROYED = -40; public static final int SCORE_INDEPENDENCE_DECLARED = 100; public static final int SCORE_INDEPENDENCE_GRANTED = 1000; /** * The XML tag name for the set of founding fathers. */ private static final String FOUNDING_FATHER_TAG = "foundingFathers"; /** * The XML tag name for the stance array. */ private static final String STANCE_TAG = "stance"; /** * The XML tag name for the tension array. */ private static final String TENSION_TAG = "tension"; /** * The index of this player */ private int index; /** * Constants for describing the stance towards a player. */ public static enum Stance { WAR, CEASE_FIRE, PEACE, ALLIANCE } /** * Only used by AI - stores the tension levels, 0-1000 with 1000 maximum * hostility. */ // TODO: move this to AIPlayer private java.util.Map<Player, Tension> tension = new HashMap<Player, Tension>(); /** * Stores the stance towards the other players. One of: WAR, CEASE_FIRE, * PEACE and ALLIANCE. */ private java.util.Map<String, Stance> stance = new HashMap<String, Stance>(); private static final Color noNationColor = Color.BLACK; /** * Nation/NationType related variables. */ /** * The name of this player. This defaults to the user name in case of a * human player and the rulerName of the NationType in case of an AI player. */ private String name; public static final String UNKNOWN_ENEMY = "unknown enemy"; /** * The NationType of this player. */ private NationType nationType; /** * The nation ID of this player, e.g. "model.nation.dutch". */ private String nationID; /** * The name this player uses for the New World. */ private String newLandName = null; // Represented on the network as "color.getRGB()": private Color color = Color.BLACK; private boolean admin; /** * The current score of this player. */ private int score; private int gold; // only used to store the number of native settlements private int numberOfSettlements; /** The market for Europe. */ private Market market; private Europe europe; private Monarch monarch; private boolean ready; /** True if this is an AI player. */ private boolean ai; /** True if player has been attacked by privateers. */ private boolean attackedByPrivateers = false; private int oldSoL; private int crosses; private int bells; private boolean dead = false; // any founding fathers in this Player's congress final private Set<FoundingFather> allFathers = new HashSet<FoundingFather>(); private FoundingFather currentFather; /** The current tax rate for this player. */ private int tax = 0; private PlayerType playerType; public static enum PlayerType { NATIVE, COLONIAL, REBEL, INDEPENDENT, ROYAL, UNDEAD } private int crossesRequired = 12; // No need for a persistent storage of these variables: private int colonyNameIndex = 0; private EnumMap<RegionType, Integer> regionNameIndex = new EnumMap<RegionType, Integer>(RegionType.class); private Location entryLocation; /** * The Units this player owns. */ private final java.util.Map<String, Unit> units = new HashMap<String, Unit>(); private final Iterator<Unit> nextActiveUnitIterator = new UnitIterator(this, new ActivePredicate()); private final Iterator<Unit> nextGoingToUnitIterator = new UnitIterator(this, new GoingToPredicate()); // Settlements this player owns final private List<Settlement> settlements = new ArrayList<Settlement>(); // Trade routes of this player private List<TradeRoute> tradeRoutes = new ArrayList<TradeRoute>(); // Model messages for this player private final Set<ModelMessage> modelMessages = new HashSet<ModelMessage>(); // Temporary variables: protected boolean[][] canSeeTiles = null; /** * Contains the abilities and modifiers of this type. */ private FeatureContainer featureContainer = new FeatureContainer(); /** * * This constructor should only be used by subclasses. * */ protected Player() { // empty constructor } /** * * Creates an new AI <code>Player</code> with the specified name. * * * * @param game The <code>Game</code> this <code>Player</code> belongs * to. * * @param name The name that this player will use. * * @param admin Whether or not this AI player shall be considered an Admin. * * @param ai Whether or not this AI player shall be considered an AI player * (usually true here). * * @param nation The nation of the <code>Player</code>. * */ public Player(Game game, String name, boolean admin, boolean ai, Nation nation) { this(game, name, admin, nation); this.ai = ai; } /** * * Creates a new <code>Player</code> with specified name. * * * * @param game The <code>Game</code> this <code>Player</code> belongs * to. * * @param name The name that this player will use. * * @param admin 'true' if this Player is an admin, * * 'false' otherwise. * */ public Player(Game game, String name, boolean admin) { this(game, name, admin, game.getVacantNation()); } /** * * Creates a new (human) <code>Player</code> with specified name. * * @param game The <code>Game</code> this <code>Player</code> belongs * to. * * @param name The name that this player will use. * * @param admin 'true' if this Player is an admin, * * 'false' otherwise. * * @param newNation The nation of the <code>Player</code>. * */ public Player(Game game, String name, boolean admin, Nation newNation) { super(game); this.name = name; this.admin = admin; if (newNation != null && newNation.getType() != null) { this.nationType = newNation.getType(); this.color = newNation.getColor(); this.nationID = newNation.getId(); try { featureContainer.add(nationType.getFeatureContainer()); } catch (Throwable error) { error.printStackTrace(); } if (nationType.isEuropean()) { /* * Setting the amount of gold to * "getGameOptions().getInteger(GameOptions.STARTING_MONEY)" * * just before starting the game. See * "net.sf.freecol.server.control.PreGameController". */ gold = 0; europe = new Europe(game, this); if (!nationType.isREF()) { // colonial nation monarch = new Monarch(game, this, ""); playerType = PlayerType.COLONIAL; } else { // Royal expeditionary force playerType = PlayerType.ROYAL; } } else { // indians gold = 1500; playerType = PlayerType.NATIVE; } } else { // virtual "enemy privateer" player // or undead ? this.nationID = "model.nation.unknownEnemy"; this.color = noNationColor; this.playerType = PlayerType.COLONIAL; } market = new Market(getGame(), this); crosses = 0; bells = 0; currentFather = null; } /** * * Initiates a new <code>Player</code> from an <code>Element</code> and * registers this <code>Player</code> at the specified game. * * @param game The <code>Game</code> this object belongs to. * @param in The input stream containing the XML. * @throws XMLStreamException if a problem was encountered during parsing. */ public Player(Game game, XMLStreamReader in) throws XMLStreamException { super(game, in); readFromXML(in); } /** * Initiates a new <code>Player</code> from an <code>Element</code> and * registers this <code>Player</code> at the specified game. * * @param game The <code>Game</code> this object belongs to. * @param e An XML-element that will be used to initialize this object. * */ public Player(Game game, Element e) { super(game, e); readFromXMLElement(e); } /** * Initiates a new <code>Player</code> with the given ID. The object * should later be initialized by calling either {@link * #readFromXML(XMLStreamReader)} or {@link #readFromXMLElement(Element)}. * * @param game The <code>Game</code> in which this object belong. * @param id The unique identifier for this object. */ public Player(Game game, String id) { super(game, id); } /** * Returns the index of this Player. * * @return an <code>int</code> value */ public int getIndex() { return index; } /** * Get the <code>FeatureContainer</code> value. * * @return a <code>FeatureContainer</code> value */ public final FeatureContainer getFeatureContainer() { return featureContainer; } /** * Set the <code>FeatureContainer</code> value. * * @param newFeatureContainer The new FeatureContainer value. */ public final void setFeatureContainer(final FeatureContainer newFeatureContainer) { this.featureContainer = newFeatureContainer; } public boolean hasAbility(String id) { return featureContainer.hasAbility(id); } /** * Returns this Player's Market. * * @return This Player's Market. */ public Market getMarket() { return market; } /** * Resets this Player's Market. */ public void reinitialiseMarket() { market = new Market(getGame(), this); } /** * Checks if this player owns the given <code>Settlement</code>. * * @param s The <code>Settlement</code>. * @return <code>true</code> if this <code>Player</code> owns the given * <code>Settlement</code>. */ public boolean hasSettlement(Settlement s) { return settlements.contains(s); } /** * Adds the given <code>Settlement</code> to this <code>Player</code>'s * list of settlements. * * @param s */ public void addSettlement(Settlement s) { if (!settlements.contains(s)) { settlements.add(s); if (s.getOwner() != this) { s.setOwner(this); } } } /** * Removes the given <code>Settlement</code> from this <code>Player</code>'s * list of settlements. * * @param s The <code>Settlement</code> to remove. */ public void removeSettlement(Settlement s) { if (settlements.contains(s)) { if (s.getOwner() == this) { throw new IllegalStateException( "Cannot remove the ownership of the given settlement before it has been given to another player."); } settlements.remove(s); } } public int getNumberOfSettlements() { return numberOfSettlements; } public void setNumberOfSettlements(int number) { numberOfSettlements = number; } /** * Adds a <code>ModelMessage</code> for this player. * * @param modelMessage The <code>ModelMessage</code>. */ public void addModelMessage(ModelMessage modelMessage) { modelMessages.add(modelMessage); } /** * Returns all ModelMessages for this player. * * @return all ModelMessages for this player. */ public Collection<ModelMessage> getModelMessages() { return modelMessages; } /** * Returns all new ModelMessages for this player. * * @return all new ModelMessages for this player. */ public List<ModelMessage> getNewModelMessages() { ArrayList<ModelMessage> out = new ArrayList<ModelMessage>(); for (ModelMessage message : modelMessages) { if (message.hasBeenDisplayed()) { continue; } else { out.add(0, message); } } return out; } /** * Removes all undisplayed model messages for this player. */ public void removeModelMessages() { Iterator<ModelMessage> messageIterator = modelMessages.iterator(); while (messageIterator.hasNext()) { ModelMessage message = messageIterator.next(); if (message.hasBeenDisplayed()) { messageIterator.remove(); } } } /** * Removes all the model messages for this player. */ public void clearModelMessages() { modelMessages.clear(); } /** * Checks if this player is a "royal expeditionary force. * * @return <code>true</code> is the given nation is a royal expeditionary * force and <code>false</code> otherwise. */ public boolean isREF() { return nationType != null && nationType.isREF(); } /** * Returns the current score of the player. * * @return an <code>int</code> value */ public int getScore() { return score; } /** * Modifies the score of the player by the given value. * * @param value an <code>int</code> value */ public void modifyScore(int value) { score += value; } /** * Get the <code>Unit</code> value. * * @return a <code>List<Unit></code> value */ public final Unit getUnit(String id) { return units.get(id); } /** * Set the <code>Unit</code> value. * * @param newUnit The new Units value. */ public final void setUnit(final Unit newUnit) { if (newUnit != null) { units.put(newUnit.getId(), newUnit); } } /** * Remove Unit. * * @param oldUnit an <code>Unit</code> value */ public void removeUnit(final Unit oldUnit) { if (oldUnit != null) { units.remove(oldUnit.getId()); } } /** * Gets the total percentage of rebels in all this player's colonies. * * @return The total percentage of rebels in all this player's colonies. */ public int getSoL() { int sum = 0; int number = 0; for (Colony c : getColonies()) { sum += c.getSoL(); number++; } if (number > 0) { return sum / number; } else { return 0; } } /** * Declares independence. */ public void declareIndependence() { if (getSoL() < 50) { throw new IllegalStateException("Cannot declare independence. SoL is only: " + getSoL()); } if (playerType != PlayerType.COLONIAL) { throw new IllegalStateException("Independence has already been declared."); } setPlayerType(PlayerType.REBEL); featureContainer.addAbility(new Ability("model.ability.independenceDeclared")); changeRelationWithPlayer(getREFPlayer(), Stance.WAR); setTax(0); // Reset all arrears for (GoodsType goodsType : FreeCol.getSpecification().getGoodsTypeList()) { resetArrears(goodsType); } // Dispose all units in Europe. ArrayList<String> unitNames = new ArrayList<String>(); for (Unit unit : europe.getUnitList()) { unitNames.add(unit.getName()); unit.dispose(); } if (!unitNames.isEmpty()) { addModelMessage(this, ModelMessage.MessageType.UNIT_LOST, "model.player.independence.unitsSeized", "%units%", Utils.join(", ", unitNames)); } for (Colony colony : getColonies()) { int sol = colony.getSoL(); if (sol > 50) { List<Unit> veterans = new ArrayList<Unit>(); for (Unit unit : colony.getTile().getUnitList()) { if (unit.hasAbility("model.ability.expertSoldier")) { veterans.add(unit); } } int limit = veterans.size() * (sol - 50) / 100; if (limit > 0) { for (int index = 0; index < limit; index++) { Unit unit = veterans.get(index); // TODO: use a new upgrade type? unit.setType(unit.getType().getPromotion()); } addModelMessage(colony, ModelMessage.MessageType.DEFAULT, "model.player.continentalArmyMuster", "%colony%", colony.getName(), "%number%", String.valueOf(limit)); } } } europe.dispose(); europe = null; monarch = null; modifyScore(SCORE_INDEPENDENCE_DECLARED); } /** * Gives independence to this <code>Player</code>. */ public void giveIndependence() { if (!isEuropean()) { throw new IllegalStateException("The player \"" + getName() + "\" is not european"); } if (playerType != PlayerType.REBEL) { throw new IllegalStateException("The player \"" + getName() + "\" is already independent"); } setPlayerType(PlayerType.INDEPENDENT); changeRelationWithPlayer(getREFPlayer(), Stance.PEACE); modifyScore(SCORE_INDEPENDENCE_GRANTED - getGame().getTurn().getNumber()); addModelMessage(this, ModelMessage.MessageType.DEFAULT, "model.player.independence"); } /** * Gets the <code>Player</code> controlling the "Royal Expeditionary * Force" for this player. * * @return The player, or <code>null</code> if this player does not have a * royal expeditionary force. */ public Player getREFPlayer() { return getGame().getPlayer(getNation().getRefId()); } /** * Gets the name this player has chosen for the new land. * * @return The name of the new world as chosen by the <code>Player</code>. * If no land name was chosen, the default name is returned. */ public String getNewLandName() { if (newLandName == null) { return Messages.message(nationID + ".newLandName"); } else { return newLandName; } } /** * Returns true if the player already selected a new name for the discovered * land. * * @return true if the player already set a name for the newly discovered * land, otherwise false. */ public boolean isNewLandNamed() { return newLandName != null; } /** * Returns the <code>Colony</code> with the given name. * * @param name The name of the <code>Colony</code>. * @return The <code>Colony</code> or <code>null</code> if this player * does not have a <code>Colony</code> with the specified name. */ public Colony getColony(String name) { for (Colony colony : getColonies()) { if (colony.getName().equals(name)) { return colony; } } return null; } /** * Creates a unique colony name. This is done by fetching a new default * colony name from the list of default names. * * @return A <code>String</code> containing a new unused colony name from * the list, if any is available, and otherwise an automatically * generated name. */ public String getDefaultColonyName() { String prefix = nationID + ".newColonyName."; String name = null; do { if (Messages.containsKey(prefix + Integer.toString(colonyNameIndex))) { name = Messages.message(prefix + Integer.toString(colonyNameIndex)); colonyNameIndex++; } } while (getGame().getColony(name) != null); if (name == null) { do { name = Messages.message("Colony") + colonyNameIndex; colonyNameIndex++; } while (getColony(name) != null); } return name; } /** * Creates a unique region name by fetching a new default name * from the list of default names if possible. * * @param regionType a <code>RegionType</code> value * @return a <code>String</code> value */ public String getDefaultRegionName(RegionType regionType) { String prefix = nationID + ".region." + regionType.toString().toLowerCase() + "."; String name = null; int index = 1; Integer newIndex = regionNameIndex.get(regionType); if (newIndex != null) { index = newIndex.intValue(); } do { if (Messages.containsKey(prefix + Integer.toString(index))) { name = Messages.message(prefix + Integer.toString(index)); index++; } } while (getGame().getMap().getRegion(name) != null); if (name == null) { do { name = Messages.message("model.region." + regionType.toString().toLowerCase()) + index; index++; } while (getGame().getMap().getRegion(name) != null); } regionNameIndex.put(regionType, index); return name; } /** * Sets the name this player uses for the new land. * * @param newLandName This <code>Player</code>'s name for the new world. */ public void setNewLandName(String newLandName) { this.newLandName = newLandName; } /** * Checks if this player is european. This includes the "Royal Expeditionay * Force". * * @return <i>true</i> if this player is european and <i>false</i> * otherwise. */ public boolean isEuropean() { return nationType != null && nationType.isEuropean(); } /** * Checks if this player is indian. This method returns the opposite of * {@link #isEuropean()}. * * @return <i>true</i> if this player is indian and <i>false</i> * otherwise. */ public boolean isIndian() { return playerType == PlayerType.NATIVE; } /** * Checks whether this player is at war with any other player. * * @return <i>true</i> if this player is at war with any other. */ public boolean isAtWar() { for (Player player : getGame().getPlayers()) { if (getStance(player) == Stance.WAR) { return true; } } return false; } /** * Returns the price of the given land. * * @param tile The <code>Tile</code> to get the price for. * @return The price of the land. */ public int getLandPrice(Tile tile) { Player nationOwner = tile.getOwner(); if (nationOwner == null || nationOwner == this || nationOwner.isEuropean() || tile.getSettlement() != null) { return 0; } int price = 0; for (GoodsType type : FreeCol.getSpecification().getGoodsTypeList()) { price += tile.potential(type); } price = price * Specification.getSpecification().getIntegerOption("model.option.landPriceFactor").getValue() + 100; return (int) featureContainer.applyModifier(price, "model.modifier.landPaymentModifier", null, getGame() .getTurn()); } /** * Buys the given land. * * @param tile The <code>Tile</code> to buy. */ public void buyLand(Tile tile) { Player owner = tile.getOwner(); if (owner == null) { throw new IllegalStateException("The Tile is not owned by any nation!"); } if (owner == this) { throw new IllegalStateException("The Player already owns the Tile."); } if (owner.isEuropean()) { throw new IllegalStateException("The owner is an european player"); } int price = getLandPrice(tile); modifyGold(-price); owner.modifyGold(price); tile.setOwner(this); tile.setOwningSettlement(null); } /** * Returns whether this player has met with the <code>Player</code> if the * given <code>nation</code>. * * @param player The Player. * @return <code>true</code> if this <code>Player</code> has contacted * the given nation. */ public boolean hasContacted(Player player) { if (player == null) { return true; } else { return stance.containsKey(player.getId()); } } /** * Sets whether this player has contacted the given player. * * @param player The <code>Player</code>. * @param contacted <code>true</code> if this <code>Player</code> has * contacted the given <code>Player</code>. */ public void setContacted(Player player, boolean contacted) { if (player == null || player == this || player == getGame().getUnknownEnemy()) { return; } if (contacted && !hasContacted(player)) { stance.put(player.getId(), Stance.PEACE); if (isEuropean() && !isAI()) { boolean contactedIndians = false; boolean contactedEuro = false; for (Player player1 : getGame().getPlayers()) { if (hasContacted(player1)) { if (player1.isEuropean()) { contactedEuro = true; if (contactedIndians) { break; } } else { contactedIndians = true; if (contactedEuro) { break; } } } } // these dialogs should only appear on the first event if (player.isEuropean()) { if (!contactedEuro) { addModelMessage(this, ModelMessage.MessageType.FOREIGN_DIPLOMACY, player, "EventPanel.MEETING_EUROPEANS"); } } else { if (!contactedIndians) { addModelMessage(this, ModelMessage.MessageType.FOREIGN_DIPLOMACY, player, "EventPanel.MEETING_NATIVES"); } // special cases for Aztec/Inca if (player.getNationType() == FreeCol.getSpecification().getNationType("model.nationType.aztec")) { addModelMessage(this, ModelMessage.MessageType.FOREIGN_DIPLOMACY, player, "EventPanel.MEETING_AZTEC"); } else if (player.getNationType() == FreeCol.getSpecification().getNationType( "model.nationType.inca")) { addModelMessage(this, ModelMessage.MessageType.FOREIGN_DIPLOMACY, player, "EventPanel.MEETING_INCA"); } } } else if (!isEuropean()) { tension.put(player, new Tension(0)); } } if (!contacted) { stance.remove(player.getId()); } } /** * Returns whether this player has been attacked by privateers. * * @return <code>true</code> if this <code>Player</code> has been * attacked by privateers. */ public boolean hasBeenAttackedByPrivateers() { return attackedByPrivateers; } /** Sets the variable attackedByPrivateers to true. */ public void setAttackedByPrivateers() { attackedByPrivateers = true; } /** * Gets the default <code>Location</code> where the units arriving from * {@link Europe} will be put. * * @return The <code>Location</code>. * @see Unit#getEntryLocation */ public Location getEntryLocation() { return entryLocation; } /** * Sets the <code>Location</code> where the units arriving from * {@link Europe} will be put as a default. * * @param entryLocation The <code>Location</code>. * @see #getEntryLocation */ public void setEntryLocation(Location entryLocation) { this.entryLocation = entryLocation; } /** * Checks if this <code>Player</code> has explored the given * <code>Tile</code>. * * @param tile The <code>Tile</code>. * @return <i>true</i> if the <code>Tile</code> has been explored and * <i>false</i> otherwise. */ public boolean hasExplored(Tile tile) { return tile.isExplored(); } /** * Sets the given tile to be explored by this player and updates the * player's information about the tile. * * @param tile The <code>Tile</code> to set explored. * @see Tile#updatePlayerExploredTile(Player) */ public void setExplored(Tile tile) { logger.warning("Implemented by ServerPlayer"); } /** * Sets the tiles within the given <code>Unit</code>'s line of sight to * be explored by this player. * * @param unit The <code>Unit</code>. * @see #setExplored(Tile) * @see #hasExplored */ public void setExplored(Unit unit) { if (getGame() == null || getGame().getMap() == null || unit == null || unit.getLocation() == null || unit.getTile() == null || isIndian()) { return; } if (canSeeTiles == null) { resetCanSeeTiles(); } Iterator<Position> positionIterator = getGame().getMap().getCircleIterator(unit.getTile().getPosition(), true, unit.getLineOfSight()); while (positionIterator.hasNext()) { Map.Position p = positionIterator.next(); canSeeTiles[p.getX()][p.getY()] = true; } } /** * Forces an update of the <code>canSeeTiles</code>. This method should * be used to invalidate the current <code>canSeeTiles</code>. The method * {@link #resetCanSeeTiles} will be called whenever it is needed. */ public void invalidateCanSeeTiles() { canSeeTiles = null; } /** * Resets this player's "can see"-tiles. This is done by setting all the * tiles within a {@link Unit}s line of sight visible. The other tiles are * made unvisible. <br> * <br> * Use {@link #invalidateCanSeeTiles} whenever possible. */ public void resetCanSeeTiles() { Map map = getGame().getMap(); if (map != null) { canSeeTiles = new boolean[map.getWidth()][map.getHeight()]; if (!getGameOptions().getBoolean(GameOptions.FOG_OF_WAR)) { Iterator<Position> positionIterator = getGame().getMap().getWholeMapIterator(); while (positionIterator.hasNext()) { Map.Position p = positionIterator.next(); canSeeTiles[p.getX()][p.getY()] = hasExplored(getGame().getMap().getTile(p)); } } else { Iterator<Unit> unitIterator = getUnitIterator(); while (unitIterator.hasNext()) { Unit unit = unitIterator.next(); if (!(unit.getLocation() instanceof Tile)) { continue; } Map.Position position = unit.getTile().getPosition(); if (position == null) { logger.warning("position == null"); } canSeeTiles[position.getX()][position.getY()] = true; /* * if (getGame().getViewOwner() == null && * !hasExplored(map.getTile(position))) { * * logger.warning("Trying to set a non-explored Tile to be * visible (1). Unit: " + unit.getName() + ", Tile: " + * position); * * throw new IllegalStateException("Trying to set a * non-explored Tile to be visible. Unit: " + unit.getName() + ", * Tile: " + position); } */ Iterator<Position> positionIterator = map.getCircleIterator(position, true, unit.getLineOfSight()); while (positionIterator.hasNext()) { Map.Position p = positionIterator.next(); canSeeTiles[p.getX()][p.getY()] = true; /* * if (getGame().getViewOwner() == null && * !hasExplored(map.getTile(p))) { * * logger.warning("Trying to set a non-explored Tile to * be visible (2). Unit: " + unit.getName() + ", Tile: " + * p); * * throw new IllegalStateException("Trying to set a * non-explored Tile to be visible. Unit: " + * unit.getName() + ", Tile: " + p); } */ } } for (Settlement settlement : getSettlements()) { Map.Position position = settlement.getTile().getPosition(); canSeeTiles[position.getX()][position.getY()] = true; /* * if (getGame().getViewOwner() == null && * !hasExplored(map.getTile(position))) { * * logger.warning("Trying to set a non-explored Tile to be * visible (3). Settlement: " + settlement + "(" + * settlement.getTile().getPosition() + "), Tile: " + * position); * * throw new IllegalStateException("Trying to set a * non-explored Tile to be visible. Settlement: " + * settlement + "(" + settlement.getTile().getPosition() + * "), Tile: " + position); } */ Iterator<Position> positionIterator = map.getCircleIterator(position, true, settlement .getLineOfSight()); while (positionIterator.hasNext()) { Map.Position p = positionIterator.next(); canSeeTiles[p.getX()][p.getY()] = true; /* * if (getGame().getViewOwner() == null && * !hasExplored(map.getTile(p))) { * * logger.warning("Trying to set a non-explored Tile to * be visible (4). Settlement: " + settlement + "(" + * settlement.getTile().getPosition() + "), Tile: " + * p); * * throw new IllegalStateException("Trying to set a * non-explored Tile to be visible. Settlement: " + * settlement + "(" + settlement.getTile().getPosition() + * "), Tile: " + p); } */ } } } } } /** * Checks if this <code>Player</code> can see the given <code>Tile</code>. * The <code>Tile</code> can be seen if it is in a {@link Unit}'s line of * sight. * * @param tile The given <code>Tile</code>. * @return <i>true</i> if the <code>Player</code> can see the given * <code>Tile</code> and <i>false</i> otherwise. */ public boolean canSee(Tile tile) { if (tile == null) { return false; } if (canSeeTiles == null) { resetCanSeeTiles(); if (canSeeTiles == null) { return false; } } return canSeeTiles[tile.getX()][tile.getY()]; } /** * Returns the type of this player. * * @return The player type. */ public PlayerType getPlayerType() { return playerType; } /** * Checks if this <code>Player</code> can build colonies. * * @return <code>true</code> if this player is european, not the royal * expeditionary force and not currently fighting the war of * independence. */ public boolean canBuildColonies() { return nationType.hasAbility("model.ability.foundColony"); } /** * Checks if this <code>Player</code> can get founding fathers. * * @return <code>true</code> if this player is european, not the royal * expeditionary force and not currently fighting the war of * independence. */ public boolean canHaveFoundingFathers() { return nationType.hasAbility("model.ability.electFoundingFather"); } /** * Sets the player type. * * @param type The new player type. * @see #getPlayerType */ public void setPlayerType(PlayerType type) { playerType = type; } /** * Determines whether this player has a certain Founding father. * * @param someFather a <code>FoundingFather</code> value * @return Whether this player has this Founding father * @see FoundingFather */ public boolean hasFather(FoundingFather someFather) { return allFathers.contains(someFather); } /** * Returns the number of founding fathers in this players congress. Used to * calculate number of bells needed to recruit new fathers. * * @return The number of founding fathers in this players congress */ public int getFatherCount() { return allFathers.size(); } /** * Sets this players liberty bell production to work towards recruiting * <code>father</code> to its congress. * * @param someFather a <code>FoundingFather</code> value * @see FoundingFather */ public void setCurrentFather(FoundingFather someFather) { currentFather = someFather; } /** * Gets the {@link FoundingFather founding father} this player is working * towards. * * @return The current FoundingFather or null if there is none * @see #setCurrentFather * @see FoundingFather */ public FoundingFather getCurrentFather() { return currentFather; } /** * Gets called when this player's turn has ended. */ public void endTurn() { removeModelMessages(); resetCanSeeTiles(); } /** * Checks if this <code>Player</code> can move units to * <code>Europe</code>. * * @return <code>true</code> if this <code>Player</code> has an instance * of <code>Europe</code>. */ public boolean canMoveToEurope() { return getEurope() != null; } /** * Returns the europe object that this player has. * * @return The europe object that this player has or <code>null</code> if * this <code>Player</code> does not have an instance * <code>Europe</code>. */ public Europe getEurope() { return europe; } /** * Describe <code>getEuropeName</code> method here. * * @return a <code>String</code> value */ public String getEuropeName() { if (europe == null) { return null; } else { return Messages.message(nationID + ".europe"); } } /** * Returns the monarch object this player has. * * @return The monarch object this player has or <code>null</code> if this * <code>Player</code> does not have an instance * <code>Monarch</code>. */ public Monarch getMonarch() { return monarch; } /** * Sets the monarch object this player has. * * @param monarch The monarch object this player should have. */ public void setMonarch(Monarch monarch) { this.monarch = monarch; } /** * Returns the amount of gold that this player has. * * @return The amount of gold that this player has or <code>-1</code> if * the amount of gold is unknown. */ public int getGold() { return gold; } /** * Modifies the amount of gold that this player has. The argument can be * both positive and negative. * * @param amount The amount of gold that should be added to this player's * gold amount (can be negative!). * @exception IllegalArgumentException if the player gets a negative amount * of gold after adding <code>amount</code>. */ public void modifyGold(int amount) { if (this.gold == -1) { return; } if ((gold + amount) >= 0) { modifyScore((gold + amount) / 1000 - gold / 1000); gold += amount; } else { // This can happen if the server and the client get out of synch. // Perhaps it can also happen if the client tries to adjust gold // for another player, where the balance is unknown. Just keep // going and do the best thing possible, we don't want to crash // the game here. logger.warning("Cannot add " + amount + " gold for " + this + ": would be negative!"); gold = 0; } } /** * Determines whether this player is an AI player. * * @return Whether this player is an AI player. */ public boolean isAI() { return ai; } /** * Sets whether this player is an AI player. * * @param ai <code>true</code> if this <code>Player</code> is controlled * by the computer. */ public void setAI(boolean ai) { this.ai = ai; } /** * Gets a new active unit. * * @return A <code>Unit</code> that can be made active. */ public Unit getNextActiveUnit() { return nextActiveUnitIterator.next(); } /** * Gets a new going_to unit. * * @return A <code>Unit</code> that can be made active. */ public Unit getNextGoingToUnit() { return nextGoingToUnitIterator.next(); } /** * Checks if a new active unit can be made active. * * @return <i>true</i> if this is the case and <i>false</i> otherwise. */ public boolean hasNextActiveUnit() { return nextActiveUnitIterator.hasNext(); } /** * Checks if a new active unit can be made active. * * @return <i>true</i> if this is the case and <i>false</i> otherwise. */ public boolean hasNextGoingToUnit() { return nextGoingToUnitIterator.hasNext(); } /** * Checks if this player is an admin. * * @return <i>true</i> if the player is an admin and <i>false</i> * otherwise. */ public boolean isAdmin() { return admin; } /** * Checks if this player is dead. A <code>Player</code> dies when it * looses the game. * * @return <code>true</code> if this <code>Player</code> is dead. */ public boolean isDead() { return dead; } /** * Sets this player to be dead or not. * * @param dead Should be set to <code>true</code> when this * <code>Player</code> dies. * @see #isDead */ public void setDead(boolean dead) { this.dead = dead; } /** * Returns the name of this player. * * @return The name of this player. */ public String getName() { return name; } /** * Returns the name of this player. * * @return The name of this player. */ public String toString() { return getName(); } /** * Set the <code>Name</code> value. * * @param newName The new Name value. */ public void setName(String newName) { this.name = newName; } /** * Returns the nation type of this player. * * @return The nation type of this player. */ public NationType getNationType() { return nationType; } /** * Sets the nation type of this player. * * @param newNationType a <code>NationType</code> value */ public void setNationType(NationType newNationType) { if (nationType != null) { featureContainer.remove(nationType.getFeatureContainer()); } nationType = newNationType; featureContainer.add(newNationType.getFeatureContainer()); } /** * Return this Player's nation. * * @return a <code>String</code> value */ public Nation getNation() { return FreeCol.getSpecification().getNation(nationID); } /** * Sets the nation for this player. * * @param newNation The new nation for this player. */ public void setNation(Nation newNation) { final String oldNationID = nationID; nationID = newNation.getId(); firePropertyChange("nationID", oldNationID, nationID); } /** * Return the ID of this Player's nation. * * @return a <code>String</code> value */ public String getNationID() { return nationID; } /** * Returns the nation of this player as a String. * * @return The nation of this player as a String. */ public String getNationAsString() { return Messages.message(nationID + ".name"); } /** * Get the <code>RulerName</code> value. * * @return a <code>String</code> value */ public final String getRulerName() { return Messages.message(nationID + ".ruler"); } /** * Returns the color of this player. * * @return The color of this player. */ public Color getColor() { return color; } /** * Sets the color for this player. * * @param c The new color for this player. */ public void setColor(Color c) { color = c; } /** * Checks if this <code>Player</code> is ready to start the game. * * @return <code>true</code> if this <code>Player</code> is ready to * start the game. */ public boolean isReady() { return ready; } /** * Sets this <code>Player</code> to be ready/not ready for starting the * game. * * @param ready This indicates if the player is ready to start the game. */ public void setReady(boolean ready) { this.ready = ready; } /** * Gets an <code>Iterator</code> containing all the units this player * owns. * * @return The <code>Iterator</code>. * @see Unit */ public Iterator<Unit> getUnitIterator() { return units.values().iterator(); } public List<Unit> getUnits() { return new ArrayList<Unit>(units.values()); } /** * Returns a list of all Settlements this player owns. * * @return The settlements this player owns. */ public List<Settlement> getSettlements() { return settlements; } /** * Returns a list of all Colonies this player owns. * * @return The colonies this player owns. */ public List<Colony> getColonies() { ArrayList<Colony> colonies = new ArrayList<Colony>(); for (Settlement s : settlements) { if (s instanceof Colony) { colonies.add((Colony) s); } else { throw new RuntimeException("getColonies can only be called for players whose settlements are colonies."); } } return colonies; } /** * Returns a list of all IndianSettlements this player owns. * * @return The indian settlements this player owns. */ public List<IndianSettlement> getIndianSettlements() { ArrayList<IndianSettlement> indianSettlements = new ArrayList<IndianSettlement>(); for (Settlement s : settlements) { if (s instanceof IndianSettlement) { indianSettlements.add((IndianSettlement) s); } else { throw new RuntimeException( "getIndianSettlements can only be called for players whose settlements are IndianSettlements."); } } return indianSettlements; } /** * Returns the closest <code>Location</code> in which the given ship can * get repaired. This is the closest {@link Colony} with a drydock, or * {@link Europe} if this player has no colonies with a drydock. * * @param unit The ship that needs a location to be repaired. * @return The closest <code>Location</code> in which the ship can be * repaired. * @exception IllegalArgumentException if the <code>unit</code> is not a * ship. */ public Location getRepairLocation(Unit unit) { if (!unit.isNaval()) { throw new IllegalArgumentException(); } Location closestLocation = null; int shortestDistance = Integer.MAX_VALUE; for (Colony colony : getColonies()) { if (colony == null || colony.getTile() == unit.getTile()) { // This happens when is called from damageAllShips because // the colony is being captured and can't be repaired in that // colony continue; } int distance; if (colony.hasAbility("model.ability.repairUnits") && (distance = unit.getTile().getDistanceTo(colony.getTile())) < shortestDistance) { closestLocation = colony; shortestDistance = distance; } } if (closestLocation != null) { return closestLocation; } return getEurope(); } /** * Increments the player's cross count, with benefits thereof. * * @param num The number of crosses to add. * @see #reduceCrosses */ public void incrementCrosses(int num) { if (!canRecruitUnits()) { return; } crosses += num; } /** * Sets the number of crosses this player possess. * * @see #incrementCrosses(int) */ public void reduceCrosses() { if (!canRecruitUnits()) { return; } int cost = getGameOptions().getBoolean(GameOptions.SAVE_PRODUCTION_OVERFLOW) ? crossesRequired : crosses; if (cost > this.crosses) { this.crosses = 0; } else { this.crosses -= cost; } } /** * Gets the number of crosses this player possess. * * @return The number. * @see #reduceCrosses */ public int getCrosses() { if (!canRecruitUnits()) { return 0; } return crosses; } /** * Get the <code>TradeRoutes</code> value. * * @return a <code>List<TradeRoute></code> value */ public final List<TradeRoute> getTradeRoutes() { return tradeRoutes; } /** * * Set the <code>TradeRoutes</code> value. * * * * @param newTradeRoutes The new TradeRoutes value. * */ public final void setTradeRoutes(final List<TradeRoute> newTradeRoutes) { this.tradeRoutes = newTradeRoutes; } /** * Checks to see whether or not a colonist can emigrate, and does so if * possible. * * @return Whether a new colonist should immigrate. */ public boolean checkEmigrate() { if (!canRecruitUnits()) { return false; } return getCrossesRequired() <= crosses; } /** * Gets the number of crosses required to cause a new colonist to emigrate. * * @return The number of crosses required to cause a new colonist to * emigrate. */ public int getCrossesRequired() { if (!canRecruitUnits()) { return 0; } return crossesRequired; } /** * Sets the number of crosses required to cause a new colonist to emigrate. * * @param crossesRequired The number of crosses required to cause a new * colonist to emigrate. */ public void setCrossesRequired(int crossesRequired) { if (!canRecruitUnits()) { return; } this.crossesRequired = crossesRequired; } /** * Checks if this <code>Player</code> can recruit units by producing * crosses. * * @return <code>true</code> if units can be recruited by this * <code>Player</code>. */ public boolean canRecruitUnits() { return playerType == PlayerType.COLONIAL; } /** * Updates the amount of crosses needed to emigrate a <code>Unit</code> * from <code>Europe</code>. */ public void updateCrossesRequired() { if (!canRecruitUnits()) { return; } crossesRequired += (int) featureContainer.applyModifier(Specification.getSpecification().getIntegerOption( "model.option.crossesIncrement").getValue(), "model.modifier.religiousUnrestBonus"); // The book I have tells me the crosses needed is: // [(colonist count in colonies + total colonist count) * 2] + 8. // So every unit counts as 2 unless they're in a colony, // wherein they count as 4. /* * int count = 8; Map map = getGame().getMap(); Iterator<Position> * tileIterator = map.getWholeMapIterator(); while * (tileIterator.hasNext()) { Tile t = map.getTile(tileIterator.next()); * if (t != null && t.getFirstUnit() != null && * t.getFirstUnit().getOwner().equals(this)) { Iterator<Unit> * unitIterator = t.getUnitIterator(); while (unitIterator.hasNext()) { * Unit u = unitIterator.next(); Iterator<Unit> childUnitIterator = * u.getUnitIterator(); while (childUnitIterator.hasNext()) { // Unit * childUnit = (Unit) childUnitIterator.next(); * childUnitIterator.next(); count += 2; } count += 2; } } if (t != null && * t.getColony() != null && t.getColony().getOwner() == this) { count += * t.getColony().getUnitCount() * 4; // Units in colonies // count * doubly. // -sjm } } Iterator<Unit> europeUnitIterator = * getEurope().getUnitIterator(); while (europeUnitIterator.hasNext()) { * europeUnitIterator.next(); count += 2; } if (nation == ENGLISH) { * count = (count * 2) / 3; } setCrossesRequired(count); */ } /** * Modifies the hostiliy against the given player. * * @param player The <code>Player</code>. * @param addToTension The amount to add to the current tension level. */ public void modifyTension(Player player, int addToTension) { modifyTension(player, addToTension, null); } public void modifyTension(Player player, int addToTension, IndianSettlement origin) { if (player == this || player == null) { return; } if (tension.get(player) == null) { tension.put(player, new Tension(addToTension)); } else { tension.get(player).modify(addToTension); } if (origin != null && isIndian() && origin.getOwner() == player) { for (Settlement settlement : settlements) { if (settlement instanceof IndianSettlement && !origin.equals(settlement)) { ((IndianSettlement) settlement).propagatedAlarm(player, addToTension); } } } } /** * Sets the hostility against the given player. * * @param player The <code>Player</code>. * @param newTension The <code>Tension</code>. */ public void setTension(Player player, Tension newTension) { if (player == this || player == null) { return; } tension.put(player, newTension); } /** * Gets the hostility this player has against the given player. * * @param player The <code>Player</code>. * @return An object representing the tension level. */ public Tension getTension(Player player) { if (player == null) { return new Tension(); } else { return tension.get(player); } } private static int getNearbyColonyBonus(Player owner, Tile tile) { Game game = tile.getGame(); Map map = game.getMap(); Iterator<Position> it = map.getCircleIterator(tile.getPosition(), false, 3); while (it.hasNext()) { Tile ct = map.getTile(it.next()); if (ct.getColony() != null && ct.getColony().getOwner() == owner) { return 45; } } it = map.getCircleIterator(tile.getPosition(), false, 4); while (it.hasNext()) { Tile ct = map.getTile(it.next()); if (ct.getColony() != null && ct.getColony().getOwner() == owner) { return 25; } } it = map.getCircleIterator(tile.getPosition(), false, 5); while (it.hasNext()) { Tile ct = map.getTile(it.next()); if (ct.getColony() != null && ct.getColony().getOwner() == owner) { return 20; } } it = map.getCircleIterator(tile.getPosition(), false, 6); while (it.hasNext()) { Tile ct = map.getTile(it.next()); if (ct.getColony() != null && ct.getColony().getOwner() == owner) { return 30; } } it = map.getCircleIterator(tile.getPosition(), false, 7); while (it.hasNext()) { Tile ct = map.getTile(it.next()); if (ct.getColony() != null && ct.getColony().getOwner() == owner) { return 15; } } it = map.getCircleIterator(tile.getPosition(), false, 8); while (it.hasNext()) { Tile ct = map.getTile(it.next()); if (ct.getColony() != null && ct.getColony().getOwner() == owner) { return 5; } } return 0; } /** * Gets the value of building a <code>Colony</code> on the given tile. * This method adds bonuses to the colony value if the tile is close to (but * not overlapping with) another friendly colony. Penalties for enemy * units/colonies are added as well. * * @param tile The <code>Tile</code> * @return The value of building a colony on the given tile. * @see Tile#getColonyValue() */ public int getColonyValue(Tile tile) { int value = tile.getColonyValue(); if (value == 0) { return 0; } else { Iterator<Position> it = getGame().getMap().getCircleIterator(tile.getPosition(), true, 4); while (it.hasNext()) { Tile ct = getGame().getMap().getTile(it.next()); if (ct.getColony() != null && ct.getColony().getOwner() != this) { if (getStance(ct.getColony().getOwner()) == Stance.WAR) { value -= Math.max(0, 20 - tile.getDistanceTo(tile) * 4); } else { value -= Math.max(0, 8 - tile.getDistanceTo(tile) * 2); } } Iterator<Unit> ui = ct.getUnitIterator(); while (ui.hasNext()) { Unit u = ui.next(); if (u.getOwner() != this && u.isOffensiveUnit() && u.getOwner().isEuropean() && getStance(u.getOwner()) == Stance.WAR) { value -= Math.max(0, 40 - tile.getDistanceTo(tile) * 9); } } } return Math.max(0, value + getNearbyColonyBonus(this, tile)); } } /** * Returns the stance towards a given player. <BR> * <BR> * One of: WAR, CEASE_FIRE, PEACE and ALLIANCE. * * @param player The <code>Player</code>. * @return The stance. */ public Stance getStance(Player player) { if (player == null) { return Stance.PEACE; } else { return stance.get(player.getId()); } } /** * Returns a string describing the given stance. * * @param stance The stance. * @return A matching string. */ public static String getStanceAsString(Stance stance) { return Messages.message("model.stance." + stance.toString().toLowerCase()); } /** * Sets the stance towards a given player. <BR> * <BR> * One of: WAR, CEASE_FIRE, PEACE and ALLIANCE. * This only sets this player stance, *<code>changeRelationsWithPlayer</code> should be used to set both players * * @param player The <code>Player</code>. * @param newStance The stance. */ public void setStance(Player player, Stance newStance) { if (player == null) { throw new IllegalArgumentException("Player must not be 'null'."); } if (player == this) { throw new IllegalArgumentException("Cannot set the stance towards ourselves."); } Stance oldStance = stance.get(player.getId()); if (newStance.equals(oldStance)) { return; } if (newStance == Stance.CEASE_FIRE && oldStance != Stance.WAR) { throw new IllegalStateException("Cease fire can only be declared when at war."); } stance.put(player.getId(), newStance); if (oldStance == Stance.PEACE && newStance == Stance.WAR) { modifyTension(player, Tension.TENSION_ADD_DECLARE_WAR_FROM_PEACE); } else if (oldStance == Stance.CEASE_FIRE && newStance == Stance.WAR) { modifyTension(player, Tension.TENSION_ADD_DECLARE_WAR_FROM_CEASE_FIRE); } } public void changeRelationWithPlayer(Player player,Stance newStance){ setStance(player, newStance); if (player.getStance(this) != newStance) { getGame().getModelController().setStance(this, player, newStance); player.setStance(this, newStance); } } /** * Gets the price for a recruit in europe. * * @return The price of a single recruit in {@link Europe}. */ public int getRecruitPrice() { // return Math.max(0, (getCrossesRequired() - crosses) * 10); return getEurope().getRecruitPrice(); } /** * Increments the player's bell count, with benefits thereof. * * @param num The number of bells to add. */ public void incrementBells(int num) { if (!canHaveFoundingFathers()) { return; } bells += num; } /** * Gets the current amount of bells this <code>Player</code> has. * * @return This player's number of bells earned towards the current Founding * Father. * @see Goods#BELLS * @see #incrementBells */ public int getBells() { if (!canHaveFoundingFathers()) { return 0; } return bells; } /** * Adds a founding father to this player's continental congress. * * @param father a <code>FoundingFather</code> value * @see FoundingFather */ public void addFather(FoundingFather father) { allFathers.add(father); addModelMessage(this, ModelMessage.MessageType.DEFAULT, "model.player.foundingFatherJoinedCongress", "%foundingFather%", father.getName(), "%description%", father.getDescription()); featureContainer.add(father.getFeatureContainer()); List<AbstractUnit> units = father.getUnits(); if (units != null) { // TODO: make use of armed, mounted, etc. for (int index = 0; index < units.size(); index++) { AbstractUnit unit = units.get(index); String uniqueID = getId() + "newTurn" + father.getId() + index; getGame().getModelController().createUnit(uniqueID, getEurope(), this, unit.getUnitType()); } } java.util.Map<UnitType, UnitType> upgrades = father.getUpgrades(); if (upgrades != null) { Iterator<Unit> unitIterator = getUnitIterator(); while (unitIterator.hasNext()) { Unit unit = unitIterator.next(); UnitType newType = upgrades.get(unit.getType()); if (newType != null) { unit.setType(newType); } } } for (String event : father.getEvents().keySet()) { if (event.equals("model.event.resetNativeAlarm")) { // reduce indian tension and alarm for (Player player : getGame().getPlayers()) { if (!player.isEuropean() && player.getTension(this) != null) { player.getTension(this).setValue(0); for (IndianSettlement is : player.getIndianSettlements()) { if (is.getAlarm(this) != null) { is.getAlarm(this).setValue(0); } } } } } else if (event.equals("model.event.boycottsLifted")) { for (GoodsType goodsType : FreeCol.getSpecification().getGoodsTypeList()) { resetArrears(goodsType); } } else if (event.equals("model.event.freeBuilding")) { BuildingType type = FreeCol.getSpecification().getBuildingType(father.getEvents().get(event)); for (Colony colony : getColonies()) { if (colony.canBuild(type)) { colony.addBuilding(colony.createBuilding(type)); } } } else if (event.equals("model.event.seeAllColonies")) { exploreAllColonies(); } else if (event.equals("model.event.increaseSonsOfLiberty")) { int value = Integer.parseInt(father.getEvents().get(event)); for (Colony colony : getColonies()) { /* * The number of bells to be generated in order to get the * appropriate SoL is determined by the formula: int * membership = ... in "colony.updateSoL()": */ int requiredBells = ((colony.getSoL() + value) * Colony.BELLS_PER_REBEL * colony.getUnitCount()) / 100; colony.addGoods(Goods.BELLS, requiredBells - colony.getGoodsCount(Goods.BELLS)); } } else if (event.equals("model.event.newRecruits")) { for (int index = 0; index < 3; index++) { UnitType recruitable = getEurope().getRecruitable(index); if (featureContainer.hasAbility("model.ability.canNotRecruitUnit", recruitable)) { getEurope().setRecruitable(index, generateRecruitable("newRecruits" + index)); } } } } } /** * Prepares this <code>Player</code> for a new turn. */ public void newTurn() { int newSoL = 0; // reducing tension levels if nation is native if (isIndian()) { for (Tension tension1 : tension.values()) { if (tension1.getValue() > 0) { tension1.modify(-(4 + tension1.getValue() / 100)); } } } // settlements ArrayList<Settlement> settlements = new ArrayList<Settlement>(getSettlements()); for (Settlement settlement : settlements) { logger.finest("Calling newTurn for settlement " + settlement.toString()); settlement.newTurn(); if (isEuropean()) { Colony colony = (Colony) settlement; newSoL += colony.getSoL(); } } /* * Moved founding fathers infront of units so that naval units will get * their Magellan bonus the turn Magellan joins the congress. */ if (isEuropean()) { if (!hasAbility("model.ability.independenceDeclared") && getBells() >= getTotalFoundingFatherCost() && currentFather != null) { addFather(currentFather); currentFather = null; bells -= getGameOptions().getBoolean(GameOptions.SAVE_PRODUCTION_OVERFLOW) ? getTotalFoundingFatherCost() : bells; } // CO: since the pioneer already finishes faster, changing // it at both locations would double the bonus. /** * Create new collection to avoid to concurrent modification. */ for (Unit unit : new ArrayList<Unit>(units.values())) { logger.finest("Calling newTurn for unit " + unit.getName() + " " + unit.getId()); unit.newTurn(); } if (getEurope() != null) { logger.finest("Calling newTurn for player " + getName() + "'s Europe"); getEurope().newTurn(); } if (getMarket() != null) { logger.finest("Calling newTurn for player " + getName() + "'s Market"); getMarket().newTurn(); } int numberOfColonies = settlements.size(); if (numberOfColonies > 0) { newSoL = newSoL / numberOfColonies; if (oldSoL / 10 != newSoL / 10) { if (newSoL > oldSoL) { addModelMessage(this, ModelMessage.MessageType.SONS_OF_LIBERTY, "model.player.SoLIncrease", "%oldSoL%", String.valueOf(oldSoL), "%newSoL%", String.valueOf(newSoL)); } else { addModelMessage(this, ModelMessage.MessageType.SONS_OF_LIBERTY, "model.player.SoLDecrease", "%oldSoL%", String.valueOf(oldSoL), "%newSoL%", String.valueOf(newSoL)); } } } // remember SoL for check changes at next turn oldSoL = newSoL; } else { for (Iterator<Unit> unitIterator = getUnitIterator(); unitIterator.hasNext();) { Unit unit = unitIterator.next(); if (logger.isLoggable(Level.FINEST)) { logger.finest("Calling newTurn for unit " + unit.getName() + " " + unit.getId()); } unit.newTurn(); } } } private void exploreAllColonies() { // explore all tiles surrounding colonies ArrayList<Tile> tiles = new ArrayList<Tile>(); Iterator<Position> tileIterator = getGame().getMap().getWholeMapIterator(); while (tileIterator.hasNext()) { Tile tile = getGame().getMap().getTile((tileIterator.next())); if (tile.getColony() != null) { tiles.add(tile); for (Direction direction : Direction.values()) { Tile addTile = getGame().getMap().getNeighbourOrNull(direction, tile); if (addTile != null) { tiles.add(addTile); } } } } getGame().getModelController().exploreTiles(this, tiles); } /** * This method writes an XML-representation of this object to the given * stream. <br> * <br> * Only attributes visible to the given <code>Player</code> will be added * to that representation if <code>showAll</code> is set to * <code>false</code>. * * @param out The target stream. * @param player The <code>Player</code> this XML-representation should be * made for, or <code>null</code> if * <code>showAll == true</code>. * @param showAll Only attributes visible to <code>player</code> will be * added to the representation if <code>showAll</code> is set * to <i>false</i>. * @param toSavedGame If <code>true</code> then information that is only * needed when saving a game is added. * @throws XMLStreamException if there are any problems writing to the * stream. */ protected void toXMLImpl(XMLStreamWriter out, Player player, boolean showAll, boolean toSavedGame) throws XMLStreamException { // Start element: out.writeStartElement(getXMLElementTagName()); out.writeAttribute("ID", getId()); out.writeAttribute("index", String.valueOf(index)); out.writeAttribute("username", name); out.writeAttribute("nationID", nationID); if (nationType != null) { out.writeAttribute("nationType", nationType.getId()); } out.writeAttribute("color", Integer.toString(color.getRGB())); out.writeAttribute("admin", Boolean.toString(admin)); out.writeAttribute("ready", Boolean.toString(ready)); out.writeAttribute("dead", Boolean.toString(dead)); out.writeAttribute("playerType", playerType.toString()); out.writeAttribute("ai", Boolean.toString(ai)); out.writeAttribute("tax", Integer.toString(tax)); out.writeAttribute("numberOfSettlements", Integer.toString(numberOfSettlements)); if (getGame().isClientTrusted() || showAll || equals(player)) { out.writeAttribute("gold", Integer.toString(gold)); out.writeAttribute("crosses", Integer.toString(crosses)); out.writeAttribute("bells", Integer.toString(bells)); if (currentFather != null) { out.writeAttribute("currentFather", currentFather.getId()); } out.writeAttribute("crossesRequired", Integer.toString(crossesRequired)); out.writeAttribute("attackedByPrivateers", Boolean.toString(attackedByPrivateers)); out.writeAttribute("oldSoL", Integer.toString(oldSoL)); out.writeAttribute("score", Integer.toString(score)); } else { out.writeAttribute("gold", Integer.toString(-1)); out.writeAttribute("crosses", Integer.toString(-1)); out.writeAttribute("bells", Integer.toString(-1)); out.writeAttribute("crossesRequired", Integer.toString(-1)); } if (newLandName != null) { out.writeAttribute("newLandName", newLandName); } if (entryLocation != null) { out.writeAttribute("entryLocation", entryLocation.getId()); } // attributes end here for (Entry<Player, Tension> entry : tension.entrySet()) { out.writeStartElement(TENSION_TAG); out.writeAttribute("player", entry.getKey().getId()); out.writeAttribute("value", String.valueOf(entry.getValue().getValue())); out.writeEndElement(); } for (Entry<String, Stance> entry : stance.entrySet()) { out.writeStartElement(STANCE_TAG); out.writeAttribute("player", entry.getKey()); out.writeAttribute("value", entry.getValue().toString()); out.writeEndElement(); } for (TradeRoute route : getTradeRoutes()) { route.toXML(out, this); } if (market != null) { market.toXML(out, player, showAll, toSavedGame); } if (getGame().isClientTrusted() || showAll || equals(player)) { out.writeStartElement(FOUNDING_FATHER_TAG); out.writeAttribute(ARRAY_SIZE, Integer.toString(allFathers.size())); int index = 0; for (FoundingFather father : allFathers) { out.writeAttribute("x" + Integer.toString(index), father.getId()); index++; } out.writeEndElement(); if (europe != null) { europe.toXML(out, player, showAll, toSavedGame); } if (monarch != null) { monarch.toXML(out, player, showAll, toSavedGame); } } out.writeEndElement(); } /** * Initialize this object from an XML-representation of this object. * * @param in The input stream with the XML. */ protected void readFromXMLImpl(XMLStreamReader in) throws XMLStreamException { setId(in.getAttributeValue(null, "ID")); index = Integer.parseInt(in.getAttributeValue(null, "index")); name = in.getAttributeValue(null, "username"); nationID = in.getAttributeValue(null, "nationID"); if (!name.equals(UNKNOWN_ENEMY)) { nationType = FreeCol.getSpecification().getNationType(in.getAttributeValue(null, "nationType")); } color = new Color(Integer.parseInt(in.getAttributeValue(null, "color"))); admin = getAttribute(in, "admin", false); gold = Integer.parseInt(in.getAttributeValue(null, "gold")); crosses = Integer.parseInt(in.getAttributeValue(null, "crosses")); bells = Integer.parseInt(in.getAttributeValue(null, "bells")); oldSoL = getAttribute(in, "oldSoL", 0); score = getAttribute(in, "score", 0); ready = getAttribute(in, "ready", false); ai = getAttribute(in, "ai", false); dead = getAttribute(in, "dead", false); tax = Integer.parseInt(in.getAttributeValue(null, "tax")); numberOfSettlements = getAttribute(in, "numberOfSettlements", 0); playerType = Enum.valueOf(PlayerType.class, in.getAttributeValue(null, "playerType")); currentFather = FreeCol.getSpecification().getType(in, "currentFather", FoundingFather.class, null); crossesRequired = getAttribute(in, "crossesRequired", 12); newLandName = getAttribute(in, "newLandName", null); attackedByPrivateers = getAttribute(in, "attackedByPrivateers", false); final String entryLocationStr = in.getAttributeValue(null, "entryLocation"); if (entryLocationStr != null) { entryLocation = (Location) getGame().getFreeColGameObject(entryLocationStr); if (entryLocation == null) { entryLocation = new Tile(getGame(), entryLocationStr); } } featureContainer = new FeatureContainer(); if (nationType != null) { featureContainer.add(nationType.getFeatureContainer()); } tension = new HashMap<Player, Tension>(); stance = new HashMap<String, Stance>(); while (in.nextTag() != XMLStreamConstants.END_ELEMENT) { if (in.getLocalName().equals(TENSION_TAG)) { Player player = (Player) getGame().getFreeColGameObject(in.getAttributeValue(null, "player")); tension.put(player, new Tension(getAttribute(in, "value", 0))); in.nextTag(); // close element } else if (in.getLocalName().equals(FOUNDING_FATHER_TAG)) { int length = Integer.parseInt(in.getAttributeValue(null, ARRAY_SIZE)); for (int index = 0; index < length; index++) { String fatherId = in.getAttributeValue(null, "x" + String.valueOf(index)); FoundingFather father = FreeCol.getSpecification().getFoundingFather(fatherId); allFathers.add(father); // add only features, no other effects featureContainer.add(father.getFeatureContainer()); } in.nextTag(); } else if (in.getLocalName().equals(STANCE_TAG)) { String playerId = in.getAttributeValue(null, "player"); stance.put(playerId, Enum.valueOf(Stance.class, in.getAttributeValue(null, "value"))); in.nextTag(); // close element } else if (in.getLocalName().equals(Europe.getXMLElementTagName())) { europe = updateFreeColGameObject(in, Europe.class); } else if (in.getLocalName().equals(Monarch.getXMLElementTagName())) { monarch = updateFreeColGameObject(in, Monarch.class); } else if (in.getLocalName().equals(TradeRoute.getXMLElementTagName())) { TradeRoute route = new TradeRoute(getGame(), in); getTradeRoutes().add(route); } else if (in.getLocalName().equals(Market.getXMLElementTagName())) { market = updateFreeColGameObject(in, Market.class); } else { logger.warning("Unknown tag: " + in.getLocalName() + " loading player"); in.nextTag(); } } // sanity check: we should be on the closing tag if (!in.getLocalName().equals(Player.getXMLElementTagName())) { logger.warning("Error parsing xml: expecting closing tag </" + Player.getXMLElementTagName() + "> " + "found instead: " + in.getLocalName()); } if (market == null) { market = new Market(getGame(), this); } invalidateCanSeeTiles(); } /** * Gets the tag name of the root element representing this object. * * @return "player" */ public static String getXMLElementTagName() { return "player"; } /** * Generates a random unit type. The unit type that is returned represents * the type of a unit that is recruitable in Europe. * * @param unique a <code>String</code> value * @return A random unit type of a unit that is recruitable in Europe. */ public UnitType generateRecruitable(String unique) { ArrayList<RandomChoice<UnitType>> recruitableUnits = new ArrayList<RandomChoice<UnitType>>(); for (UnitType unitType : FreeCol.getSpecification().getUnitTypeList()) { if (unitType.isRecruitable() && !featureContainer.hasAbility("model.ability.canNotRecruitUnit", unitType)) { recruitableUnits.add(new RandomChoice<UnitType>(unitType, unitType.getRecruitProbability())); } } return RandomChoice.getWeightedRandom(getGame().getModelController().getPseudoRandom(), recruitableUnits); } /** * Gets the number of bells needed for recruiting the next founding father. * * @return How many more bells the <code>Player</code> needs in order to * recruit the next founding father. * @see Goods#BELLS * @see #incrementBells */ public int getRemainingFoundingFatherCost() { return getTotalFoundingFatherCost() - getBells(); } /** * Returns how many bells in total are needed to earn the Founding Father we * are trying to recruit. * * @return Total number of bells the <code>Player</code> needs to recruit * the next founding father. * @see Goods#BELLS * @see #incrementBells */ public int getTotalFoundingFatherCost() { return (getFatherCount() * getFatherCount() * Specification.getSpecification() .getIntegerOption("model.option.foundingFatherFactor").getValue() + 50); } /** * Returns how many total bells will be produced if no colonies are lost and * nothing unexpected happens. * * @return Total number of bells this <code>Player</code>'s * <code>Colony</code>s will make. * @see Goods#BELLS * @see #incrementBells */ public int getBellsProductionNextTurn() { int bellsNextTurn = 0; for (Colony colony : getColonies()) { bellsNextTurn += colony.getProductionOf(Goods.BELLS); } return bellsNextTurn; } /** * Returns the arrears due for a type of goods. * * @param type a <code>GoodsType</code> value * @return The arrears due for this type of goods. */ public int getArrears(GoodsType type) { MarketData data = getMarket().getMarketData(type); if (data == null) { return Integer.MIN_VALUE; } else { return data.getArrears(); } } /** * Returns the arrears due for a type of goods. * * @param goods The goods. * @return The arrears due for this type of goods. */ public int getArrears(Goods goods) { return getArrears(goods.getType()); } /** * Sets the arrears for a type of goods. * * @param goodsType a <code>GoodsType</code> value */ public void setArrears(GoodsType goodsType) { MarketData data = getMarket().getMarketData(goodsType); if (data == null) { data = new MarketData(goodsType); getMarket().putMarketData(goodsType, data); } data.setArrears(Specification.getSpecification().getIntegerOption("model.option.arrearsFactor").getValue() * 100 * data.getPaidForSale()); } /** * Sets the arrears for these goods. * * @param goods The goods. */ public void setArrears(Goods goods) { setArrears(goods.getType()); } /** * Resets the arrears for this type of goods to zero. * * @param goodsType a <code>GoodsType</code> value */ public void resetArrears(GoodsType goodsType) { MarketData data = getMarket().getMarketData(goodsType); if (data == null) { data = new MarketData(goodsType); getMarket().putMarketData(goodsType, data); } data.setArrears(0); } /** * Resets the arrears for these goods to zero. This is the same as calling: * <br> * <br> * <code>resetArrears(goods.getType());</code> * * @param goods The goods to reset the arrears for. * @see #resetArrears(GoodsType) */ public void resetArrears(Goods goods) { resetArrears(goods.getType()); } /** * Returns true if type of goods can be traded in Europe. * * @param type The goods type. * @return True if there are no arrears due for this type of goods. */ public boolean canTrade(GoodsType type) { return canTrade(type, Market.EUROPE); } /** * Returns true if type of goods can be traded at specified place. * * @param type The GoodsType. * @param marketAccess Way the goods are traded (Europe OR Custom) * @return <code>true</code> if type of goods can be traded. */ public boolean canTrade(GoodsType type, int marketAccess) { MarketData data = getMarket().getMarketData(type); if (data == null) { return true; } else { return (data.getArrears() == 0 || (marketAccess == Market.CUSTOM_HOUSE && getGameOptions().getBoolean( GameOptions.CUSTOM_IGNORE_BOYCOTT))); } } /** * Returns true if type of goods can be traded at specified place * * @param goods The goods. * @param marketAccess Place where the goods are traded (Europe OR Custom) * @return True if type of goods can be traded. */ public boolean canTrade(Goods goods, int marketAccess) { return canTrade(goods.getType(), marketAccess); } /** * Returns true if type of goods can be traded in Europe. * * @param goods The goods. * @return True if there are no arrears due for this type of goods. */ public boolean canTrade(Goods goods) { return canTrade(goods, Market.EUROPE); } /** * Returns the current tax. * * @return The current tax. */ public int getTax() { return tax; } /** * Sets the current tax. If Thomas Paine has already joined the Continental * Congress, the bellsBonus is adjusted accordingly. * * @param amount The new tax. */ public void setTax(int amount) { if (amount != tax) { tax = amount; for (Ability ability : featureContainer.getAbilitySet("model.ability.addTaxToBells")) { FreeColGameObjectType source = ability.getSource(); if (source != null) { Set<Modifier> bellsBonus = featureContainer.getModifierSet("model.goods.bells"); for (Modifier modifier : bellsBonus) { if (source.equals(modifier.getSource())) { modifier.setValue(amount); return; } } } } } } /** * Returns the current sales. * * @param goodsType a <code>GoodsType</code> value * @return The current sales. */ public int getSales(GoodsType goodsType) { MarketData data = getMarket().getMarketData(goodsType); if (data == null) { return 0; } else { return data.getSales(); } } /** * Modifies the current sales. * * @param goodsType a <code>GoodsType</code> value * @param amount The new sales. */ public void modifySales(GoodsType goodsType, int amount) { MarketData data = getMarket().getMarketData(goodsType); if (data == null) { data = new MarketData(goodsType); getMarket().putMarketData(goodsType, data); } int oldSales = data.getSales(); data.setSales(oldSales + amount); } /** * Returns the current incomeBeforeTaxes. * * @param goodsType The GoodsType. * @return The current incomeBeforeTaxes. */ public int getIncomeBeforeTaxes(GoodsType goodsType) { MarketData data = getMarket().getMarketData(goodsType); if (data == null) { return 0; } else { return data.getIncomeBeforeTaxes(); } } /** * Modifies the current incomeBeforeTaxes. * * @param goodsType The GoodsType. * @param amount The new incomeBeforeTaxes. */ public void modifyIncomeBeforeTaxes(GoodsType goodsType, int amount) { MarketData data = getMarket().getMarketData(goodsType); if (data == null) { data = new MarketData(goodsType); getMarket().putMarketData(goodsType, data); } int oldAmount = data.getIncomeBeforeTaxes(); data.setIncomeBeforeTaxes(oldAmount += amount); } /** * Returns the current incomeAfterTaxes. * * @param goodsType The GoodsType. * @return The current incomeAfterTaxes. */ public int getIncomeAfterTaxes(GoodsType goodsType) { MarketData data = getMarket().getMarketData(goodsType); if (data == null) { return 0; } else { return data.getIncomeAfterTaxes(); } } /** * Modifies the current incomeAfterTaxes. * * @param goodsType The GoodsType. * @param amount The new incomeAfterTaxes. */ public void modifyIncomeAfterTaxes(GoodsType goodsType, int amount) { MarketData data = getMarket().getMarketData(goodsType); if (data == null) { data = new MarketData(goodsType); getMarket().putMarketData(goodsType, data); } int oldAmount = data.getIncomeAfterTaxes(); data.setIncomeAfterTaxes(oldAmount + amount); } /** * Returns the difficulty level. * * @return The difficulty level. */ public DifficultyLevel getDifficulty() { int level = getGame().getGameOptions().getInteger(GameOptions.DIFFICULTY); return FreeCol.getSpecification().getDifficultyLevel(level); } /** * Returns the most valuable goods available in one of the player's * colonies. The goods must not be boycotted, and the amount will not exceed * 100. * * @return A goods object, or null. */ public Goods getMostValuableGoods() { Goods goods = null; if (!isEuropean()) { return goods; } int value = 0; for (Colony colony : getColonies()) { List<Goods> colonyGoods = colony.getCompactGoods(); for (Goods currentGoods : colonyGoods) { if (getArrears(currentGoods) == 0) { // never discard more than 100 units if (currentGoods.getAmount() > 100) { currentGoods.setAmount(100); } int goodsValue = market.getSalePrice(currentGoods); if (goodsValue > value) { value = goodsValue; goods = currentGoods; } } } } return goods; } /** * Checks if the given <code>Player</code> equals this object. * * @param o The <code>Player</code> to compare against this object. * @return <i>true</i> if the two <code>Player</code> are equal and none * of both have <code>nation == null</code> and <i>false</i> * otherwise. */ public boolean equals(Player o) { if (o == null) { return false; } else if (getId() == null || o.getId() == null) { // This only happens in the client code with the virtual "enemy // privateer" player // This special player is not properly associated to the Game and // therefore has no ID // TODO: remove this hack when the virtual "enemy privateer" player // is better implemented return false; } else { return getId().equals(o.getId()); } } /** * A predicate that can be applied to a unit. */ public abstract class UnitPredicate { public abstract boolean obtains(Unit unit); } /** * A predicate for determining active units. */ public class ActivePredicate extends UnitPredicate { /** * Returns true if the unit is active (and going nowhere). */ public boolean obtains(Unit unit) { return (!unit.isDisposed() && (unit.getMovesLeft() > 0) && (unit.getState() == UnitState.ACTIVE) && (unit.getDestination() == null) && !(unit.getLocation() instanceof WorkLocation) && unit .getTile() != null); } } /** * A predicate for determining units going somewhere. */ public class GoingToPredicate extends UnitPredicate { /** * Returns true if the unit has order to go somewhere. */ public boolean obtains(Unit unit) { return (!unit.isDisposed() && (unit.getMovesLeft() > 0) && (unit.getDestination() != null) && !(unit.getLocation() instanceof WorkLocation) && unit.getTile() != null); } } /** * An <code>Iterator</code> of {@link Unit}s that can be made active. */ public class UnitIterator implements Iterator<Unit> { private Iterator<Unit> unitIterator = null; private Player owner; private Unit nextUnit = null; private UnitPredicate predicate; /** * Creates a new <code>NextActiveUnitIterator</code>. * * @param owner The <code>Player</code> that needs an iterator of it's * units. * @param predicate An object for deciding whether a <code>Unit</code> * should be included in the <code>Iterator</code> or not. */ public UnitIterator(Player owner, UnitPredicate predicate) { this.owner = owner; this.predicate = predicate; } public boolean hasNext() { if (nextUnit != null && predicate.obtains(nextUnit)) { return true; } if (unitIterator == null) { unitIterator = createUnitIterator(); } while (unitIterator.hasNext()) { nextUnit = unitIterator.next(); if (predicate.obtains(nextUnit)) { return true; } } unitIterator = createUnitIterator(); while (unitIterator.hasNext()) { nextUnit = unitIterator.next(); if (predicate.obtains(nextUnit)) { return true; } } nextUnit = null; return false; } public Unit next() { if (nextUnit == null || !predicate.obtains(nextUnit)) { hasNext(); } Unit temp = nextUnit; nextUnit = null; return temp; } /** * Removes from the underlying collection the last element returned by * the iterator (optional operation). * * @exception UnsupportedOperationException no matter what. */ public void remove() { throw new UnsupportedOperationException(); } /** * Returns an <code>Iterator</code> for the units of this player that * can be active. */ private Iterator<Unit> createUnitIterator() { ArrayList<Unit> units = new ArrayList<Unit>(); Map map = getGame().getMap(); Iterator<Position> tileIterator = map.getWholeMapIterator(); while (tileIterator.hasNext()) { Tile t = map.getTile(tileIterator.next()); if (t != null && t.getFirstUnit() != null && t.getFirstUnit().getOwner().equals(owner)) { Iterator<Unit> unitIterator = t.getUnitIterator(); while (unitIterator.hasNext()) { Unit u = unitIterator.next(); Iterator<Unit> childUnitIterator = u.getUnitIterator(); while (childUnitIterator.hasNext()) { Unit childUnit = childUnitIterator.next(); if (predicate.obtains(childUnit)) { units.add(childUnit); } } if (predicate.obtains(u)) { units.add(u); } } } } return units.iterator(); } } }

The table below shows all metrics for Player.java.

MetricValueDescription
BLOCKS436.00Number of blocks
BLOCK_COMMENT86.00Number of block comment lines
COMMENTS1188.00Comment lines
COMMENT_DENSITY 1.03Comment density
COMPARISONS309.00Number of comparison operators
CYCLOMATIC418.00Cyclomatic complexity
DECL_COMMENTS186.00Comments in declarations
DOC_COMMENT1050.00Number of javadoc comment lines
ELOC1149.00Effective lines of code
EXEC_COMMENTS36.00Comments in executable code
EXITS308.00Procedure exits
FUNCTIONS163.00Number of function declarations
HALSTEAD_DIFFICULTY106.30Halstead difficulty
HALSTEAD_EFFORT 0.00Halstead effort
INTERFACE_COMPLEXITY392.00Interface complexity
JAVA0001 0.00JAVA0001 Package name does not contain only lower case letters
JAVA0002 0.00JAVA0002 Package name does not begin with a top level domain name or country code
JAVA0003 0.00JAVA0003 Minimize use of on-demand (.*) imports
JAVA0004 0.00JAVA0004 Unnecessary import from java.lang
JAVA0005 1.00JAVA0005 Imports not in specified order
JAVA0006 0.00JAVA0006 Empty finally block
JAVA0007 0.00JAVA0007 Should not declare public field
JAVA0008 0.00JAVA0008 Empty catch block
JAVA0009 0.00JAVA0009 Protected member in final class
JAVA0010 0.00JAVA0010 Non-instantiable class does not contain a non-private static member
JAVA0011 0.00JAVA0011 Abstract class does not contain an abstract method
JAVA0012 0.00JAVA0012 Non-constructor method with same name as declaring class
JAVA0013 0.00JAVA0013 Non-blank final field is not static
JAVA0014 0.00JAVA0014 Class with only static members has non-private constructor
JAVA0015 0.00JAVA0015 Package class contains public nested type
JAVA0016 0.00JAVA0016 Abstract class contains public constructor
JAVA0017 0.00JAVA0017 Class name does not have required form
JAVA0018 0.00JAVA0018 Method name does not have required form
JAVA0019 0.00JAVA0019 Interface name does not have required form
JAVA0020 0.00JAVA0020 Field name does not have required form
JAVA0021 0.00JAVA0021 Interface method name does not have required form
JAVA0022 0.00JAVA0022 Static final field name does not have required form
JAVA0023 0.00JAVA0023 Empty finalize method
JAVA0024 0.00JAVA0024 Empty class
JAVA0025 0.00JAVA0025 Method override is empty
JAVA0026 0.00JAVA0026 Finalize method with parameters
JAVA0029 0.00JAVA0029 Private method not used
JAVA0030 0.00JAVA0030 Private field not used
JAVA0031 0.00JAVA0031 Case statement not properly closed
JAVA0032 0.00JAVA0032 Switch statement missing default
JAVA0033 0.00JAVA0033 default: not last case in switch statement
JAVA0034 0.00JAVA0034 Missing braces in if statement
JAVA0035 0.00JAVA0035 Missing braces in for statement
JAVA0036 0.00JAVA0036 Missing braces in while statement
JAVA0038 0.00JAVA0038 Non-case label in switch statement
JAVA0039 0.00JAVA0039 Break statement with label
JAVA0040 0.00JAVA0040 Switch statement contains N cases (maximum: M)
JAVA0041 0.00JAVA0041 Nested synchronized block
JAVA0042 0.00JAVA0042 Empty synchronized statement
JAVA0043 1.00JAVA0043 Inner class does not use outer class
JAVA0044 0.00JAVA0044 Serializable class with no instance variables
JAVA0045 0.00JAVA0045 Serializable class with only transient fields
JAVA0046 0.00JAVA0046 Name of class not derived from Exception ends with 'Exception'
JAVA0047 0.00JAVA0047 Serializable class derives from invalid base class
JAVA0048 0.00JAVA0048 Name of class derived from Exception does not end with 'Exception'
JAVA0049 5.00JAVA0049 Nested block at depth N (maximum: M)
JAVA0050 0.00JAVA0050 Class derives from java.lang.Error
JAVA0051 0.00JAVA0051 Class derives from java.lang.RuntimeException
JAVA0052 0.00JAVA0052 Class derives from java.lang.Throwable
JAVA0053 0.00JAVA0053 Unused label
JAVA0054 0.00JAVA0054 Inheritance depth N exceeds maximum M
JAVA0055 0.00JAVA0055 Class should be interface
JAVA0056 0.00JAVA0056 Unnecessary abstract modifier for interface or annotation
JAVA0057 0.00JAVA0057 Unnecessary default constructor
JAVA0058 0.00JAVA0058 Constructor calls super()
JAVA0059 0.00JAVA0059 Method override only calls super()
JAVA0061 0.00JAVA0061 Inaccessible member in anonymous class
JAVA0062 0.00JAVA0062 Public class missing public member or protected constructor
JAVA0063 0.00JAVA0063 Identifier name should not contain '$'
JAVA0064 0.00JAVA0064 N variations of identifier name (maximum: M)
JAVA0065 0.00JAVA0065 Unnecessary final modifier for method in final class
JAVA0066 0.00JAVA0066 Unnecessary modifier for interface nested type
JAVA0067 0.00JAVA0067 Array descriptor on identifier name
JAVA0068 2.00JAVA0068 Modifiers not declared in recommended order
JAVA0071 0.00JAVA0071 Strings compared with ==
JAVA0073 0.00JAVA0073 Integer division in floating-point context
JAVA0074 0.00JAVA0074 Use of Object.notify()
JAVA0075 1.00JAVA0075 Method parameter hides field
JAVA007622.00JAVA0076 Use of magic number
JAVA0077 0.00JAVA0077 Private field not used in declaring class
JAVA0078 0.00JAVA0078 Floating point values compared with ==
JAVA0079 0.00JAVA0079 Use of instance to reference static member
JAVA0080 0.00JAVA0080 Import declaration not used
JAVA0081 0.00JAVA0081 Boolean literal in comparison
JAVA0082 0.00JAVA0082 Unnecessary widening cast
JAVA0083 0.00JAVA0083 Unnecessary instanceof test
JAVA0084 1.00JAVA0084 Should use compound assignment operator
JAVA0085 0.00JAVA0085 Use of sun.* class
JAVA0087 0.00JAVA0087 Use of Thread.sleep()
JAVA0089 0.00JAVA0089 Use of restricted package
JAVA0092 0.00JAVA0092 Use of restricted type
JAVA0093 0.00JAVA0093 Redundant assignment
JAVA0094 1.00JAVA0094 Field hides a superclass field
JAVA0095 0.00JAVA0095 Uninitialized private field
JAVA0096 0.00JAVA0096 Field in nested class hides outer field
JAVA0098 0.00JAVA0098 Minimize use of implicit field initializers
JAVA0100 1.00JAVA0100 Class contains N non-final fields (maximum: M)
JAVA0101 0.00JAVA0101 Unnecessary modifier for field in interface
JAVA0102 0.00JAVA0102 Last statement in finalize() not super.finalize()
JAVA0103 0.00JAVA0103 Explicit call to finalize()
JAVA0104 0.00JAVA0104 finalize() only calls super.finalize()
JAVA0105 0.00JAVA0105 Duplicate import declaration
JAVA0106 0.00JAVA0106 Unnecessary import from current package
JAVA0108 1.00JAVA0108 Incorrect javadoc: no @param tag for 'parameter'
JAVA0109 0.00JAVA0109 Incorrect javadoc: no parameter 'parameter'
JAVA0110 3.00JAVA0110 Incorrect javadoc: no @return tag
JAVA0111 0.00JAVA0111 Incorrect javadoc: @return tag for void method
JAVA0112 0.00JAVA0112 Incorrect javadoc: no exception 'exception' in throws
JAVA0113 1.00JAVA0113 Incorrect javadoc: no @author tag
JAVA0114 1.00JAVA0114 Incorrect javadoc: no @version tag
JAVA0115 1.00JAVA0115 Incorrect javadoc: no @throws or @exception tag for 'exception'
JAVA0116 4.00JAVA0116 Missing javadoc: field 'field'
JAVA0117 7.00JAVA0117 Missing javadoc: method 'method'
JAVA0118 0.00JAVA0118 Missing javadoc: type 'type'
JAVA0119 0.00JAVA0119 Control variable changed within body of for loop
JAVA0123 0.00JAVA0123 Use all three components of for loop
JAVA0125 0.00JAVA0125 Continue statement with label
JAVA0126 0.00JAVA0126 Method declares unchecked exception in throws
JAVA0128 0.00JAVA0128 Public constructor in non-public class
JAVA0130 0.00JAVA0130 Non-static method does not use instance fields
JAVA0131 2.00JAVA0131 Compatible method does not override base
JAVA0132 0.00JAVA0132 Method overload with compatible signature
JAVA0133 0.00JAVA0133 Non-synchronized method overrides synchronized method
JAVA0135 0.00JAVA0135 Only one of Object.equals and Object.hashCode defined: missing 'method'
JAVA0136 1.00JAVA0136 N methods defined in class (maximum: M)
JAVA0137 0.00JAVA0137 Non-abstract class missing constructor
JAVA0138 0.00JAVA0138 N parameters defined for method (maximum: M)
JAVA0139 0.00JAVA0139 Definition of main other than public static void main(java.lang.String[])
JAVA0141 0.00JAVA0141 Unnecessary modifier for method in interface
JAVA0143 0.00JAVA0143 Synchronized method
JAVA0144 0.00JAVA0144 Line exceeds maximum M characters
JAVA0145 4.00JAVA0145 Tab character used in source file
JAVA0150 0.00JAVA0150 java.lang.Error (or subclass) thrown
JAVA0153 0.00JAVA0153 Inefficient conversion of integer to string
JAVA0159 0.00JAVA0159 Inefficient conversion of string to integer
JAVA0160 0.00JAVA0160 Method does not throw specified exception
JAVA0161 0.00JAVA0161 Conditional wait() not in loop
JAVA0163 0.00JAVA0163 Empty statement
JAVA0165 0.00JAVA0165 Conflicting return statement in finally block
JAVA0166 1.00JAVA0166 Generic exception caught
JAVA0167 0.00JAVA0167 ThreadDeath not rethrown
JAVA0169 0.00JAVA0169 Unnecessary catch block: exception 'exception'
JAVA0170 1.00JAVA0170 Caught exception not derived from java.lang.Exception
JAVA0171 0.00JAVA0171 Unused local variable
JAVA0173 2.00JAVA0173 Unused method parameter
JAVA0174 0.00JAVA0174 Assigned local variable never used
JAVA0175 0.00JAVA0175 Successive assignment to variable
JAVA0176 0.00JAVA0176 Local variable name does not have required form
JAVA0177 1.00JAVA0177 Variable declaration missing initializer
JAVA017912.00JAVA0179 Local variable hides visible field
JAVA0233 0.00JAVA0233 Definition of serialVersionUID other than 'private static final long serialVersionUID'
JAVA0234 0.00JAVA0234 Class is Serializable but does not define serialVersionUID
JAVA0235 0.00JAVA0235 Class defines serialVersionUID but does not implement Serializable
JAVA0236 0.00JAVA0236 Attempt to clone an object which does not implement Cloneable
JAVA0237 0.00JAVA0237 Class implements Cloneable but does not have public clone method
JAVA0238 0.00JAVA0238 Clone method does not call super.clone()
JAVA0239 0.00JAVA0239 Class declares 'readObject' or 'writeObject' but does not implement Serializable
JAVA0240 0.00JAVA0240 Serializable class which declares readObject or writeObject but not both
JAVA0241 0.00JAVA0241 'readObject' or 'writeObject' should be declared private in Serializable class
JAVA0242 0.00JAVA0242 Transient field in non-Serializable class
JAVA0243 0.00JAVA0243 'readResolve' or 'writeReplace' should be declared private or protected
JAVA0244 0.00JAVA0244 Field or method name in subclass differs only by case from inherited field or method
JAVA0245 0.00JAVA0245 JUnit TestCase with non-trivial constructor
JAVA0246 0.00JAVA0246 JUnit assertXXX statement missing message parameter
JAVA0247 0.00JAVA0247 JUnit 'setUp()' and 'tearDown()' should call super method
JAVA0248 0.00JAVA0248 JUnit method 'setUp' or 'tearDown' with incorrect signature
JAVA0249 0.00JAVA0249 JUnit TestCase 'suite()' should be declared static
JAVA0250 0.00JAVA0250 JUnit TestCase declares testXXX method with incorrect signature
JAVA0251 0.00JAVA0251 Use '%n' for line breaks in printf/format for platform independence
JAVA0252 0.00JAVA0252 'enum' is a Java 1.5 reserved word
JAVA0253 0.00JAVA0253 Not all enum constants consumed in switch statement
JAVA025413.00JAVA0254 Use enhanced for loop construct instead of Iterator
JAVA0255 0.00JAVA0255 Result of method invocation not used
JAVA0256 1.00JAVA0256 Assignment of external collection/array to field
JAVA0257 0.00JAVA0257 Use of 'Constant Interface' anti-pattern
JAVA0258 2.00JAVA0258 Implement Iterable for foreach compatibility
JAVA0259 3.00JAVA0259 Return of collection/array field
JAVA0260 0.00JAVA0260 Use 'enum' instead of Enumerated Type pattern
JAVA0261 0.00JAVA0261 Use specialized Enum collection types
JAVA0262 0.00JAVA0262 Use of char in integer context
JAVA0263 0.00JAVA0263 Long literal ends with 'l' instead of 'L'
JAVA0264 0.00JAVA0264 Integer math in long context - check for overflow
JAVA0265 1.00JAVA0265 Use of Throwable.printStackTrace()
JAVA0266 0.00JAVA0266 Use of System.out
JAVA0267 0.00JAVA0267 Use of System.err
JAVA0269 0.00JAVA0269 Contents of StringBuffer never used
JAVA0270 0.00JAVA0270 Use Java 5.0 enhanced for loop construct to iterate over all elements in an array
JAVA0271 0.00JAVA0271 Minimize use of on-demand (.*) static imports
JAVA0272 0.00JAVA0272 Thread.run() called
JAVA0273 0.00JAVA0273 Non-final derivative of Thread calls start() in constructor
JAVA0274 0.00JAVA0274 Serializable class has a synchronized readObject()
JAVA0275 0.00JAVA0275 Serializable class has a synchronized writeObject() and no other synchronized methods
JAVA0276 0.00JAVA0276 Unnecessary use of String constructor
JAVA0277 1.00JAVA0277 Iterator.next() implementation does not throw NoSuchElementException
JAVA0278 0.00JAVA0278 Unnecessary use of Boolean constructor
JAVA0279 0.00JAVA0279 Serialization method readObject or readObjectNoData calls an overridable method
JAVA0280 0.00JAVA0280 IllegalMonitorStateException caught
JAVA0281 0.00JAVA0281 Iterator.next() not called in loop
JAVA0282 0.00JAVA0282 Call to Iterator.next() in loop which does not test Iterator.hasNext()
JAVA0283 0.00JAVA0283 Control variable not updated in loop body
JAVA0284 0.00JAVA0284 Explicit garbage collection
JAVA0285 2.00JAVA0285 Dereference of potentially null variable
JAVA0286 0.00JAVA0286 Dereference of null variable
JAVA0287 0.00JAVA0287 Unnecessary null check
JAVA0288 0.00JAVA0288 Inconsistent null check
LINES3002.00Number of lines in the source file
LINE_COMMENT52.00Number of line comments
LOC1543.00Lines of code
LOGICAL_LINES682.00Number of statements
LOOPS31.00Number of loops
NEST_DEPTH 7.00Maximum nesting depth
OPERANDS3503.00Number of operands
OPERATORS7601.00Number of operators
PARAMS111.00Number of formal parameter declarations
PROGRAM_LENGTH11104.00Halstead program length
PROGRAM_VOCAB1101.00Halstead program vocabulary
PROGRAM_VOLUME 0.00Halstead program volume
RETURNS281.00Number of return points from functions
SIZE101804.00Size of the file in bytes
UNIQUE_OPERANDS1038.00Number of unique operands
UNIQUE_OPERATORS63.00Number of unique operators
WHITESPACE271.00Number of whitespace lines