mirror of https://github.com/FreeCol/freecol.git
Redundant cast removal, from mjunix, GHPR#102.
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436b14f9af
commit
ea2960addc
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@ -52,7 +52,7 @@ public enum Size {
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}
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public Size scaled(float f) {
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int val = this.ordinal() + (int)Math.round(4 * (f - 1.0f));
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int val = this.ordinal() + Math.round(4 * (f - 1.0f));
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return (val < 0 || val >= Size.MAX.ordinal()) ? null
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: Size.values()[val];
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}
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@ -1508,7 +1508,7 @@ public class Map extends FreeColGameObject implements Location {
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// This is suboptimal. We do not know where to enter from
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// Europe, so start with the standard entry location...
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} else if ((p = searchMap(unit,
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(Tile)offMapUnit.getFullEntryLocation(),
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offMapUnit.getFullEntryLocation(),
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goalDecider, costDecider, maxTurns, carrier,
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null, lb)) == null) {
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path = null;
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@ -1776,16 +1776,16 @@ public final class InGameController extends Controller {
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* Denounce an existing mission.
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*
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* @param serverPlayer The {@code ServerPlayer} that is denouncing.
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* @param unit The {@code Unit} denouncing.
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* @param sUnit The {@code ServerUnit} denouncing.
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* @param is The {@code IndianSettlement} containing the mission
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* to denounce.
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* @return A {@code ChangeSet} encapsulating this action.
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*/
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public ChangeSet denounceMission(ServerPlayer serverPlayer,
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ServerUnit unit,
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ServerUnit sUnit,
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IndianSettlement is) {
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ChangeSet cs = new ChangeSet();
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unit.csVisit(serverPlayer, is, 0, cs);
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sUnit.csVisit(serverPlayer, is, 0, cs);
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// Determine result
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Unit missionary = is.getMissionary();
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@ -1798,12 +1798,12 @@ public final class InGameController extends Controller {
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if (missionary.hasAbility(Ability.EXPERT_MISSIONARY)) {
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denounce += 0.2;
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}
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if (unit.hasAbility(Ability.EXPERT_MISSIONARY)) {
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if (sUnit.hasAbility(Ability.EXPERT_MISSIONARY)) {
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denounce -= 0.2;
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}
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if (denounce < 0.5) { // Success, remove old mission and establish ours
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return establishMission(serverPlayer, unit, is);
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return establishMission(serverPlayer, sUnit, is);
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}
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// Denounce failed
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@ -1812,7 +1812,7 @@ public final class InGameController extends Controller {
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cs.addMessage(serverPlayer,
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new ModelMessage(MessageType.FOREIGN_DIPLOMACY,
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"indianSettlement.mission.noDenounce",
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serverPlayer, unit)
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serverPlayer, sUnit)
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.addStringTemplate("%nation%", owner.getNationLabel()));
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cs.addMessage(enemy,
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new ModelMessage(MessageType.FOREIGN_DIPLOMACY,
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@ -1823,9 +1823,9 @@ public final class InGameController extends Controller {
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is.getLocationLabelFor(enemy))
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.addStringTemplate("%nation%", owner.getNationLabel()));
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cs.add(See.perhaps().always(serverPlayer),
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(FreeColGameObject)unit.getLocation());
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((ServerUnit)unit).csRemove(See.perhaps().always(serverPlayer),
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unit.getLocation(), cs);//-vis(serverPlayer)
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(FreeColGameObject)sUnit.getLocation());
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sUnit.csRemove(See.perhaps().always(serverPlayer),
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sUnit.getLocation(), cs);//-vis(serverPlayer)
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serverPlayer.invalidateCanSeeTiles();//+vis(serverPlayer)
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// Others can see missionary disappear
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@ -2315,25 +2315,25 @@ public final class InGameController extends Controller {
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* Establish a new mission.
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*
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* @param serverPlayer The {@code ServerPlayer} that is establishing.
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* @param unit The missionary {@code Unit}.
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* @param sUnit The missionary {@code ServerUnit}.
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* @param is The {@code IndianSettlement} to establish at.
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* @return A {@code ChangeSet} encapsulating this action.
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*/
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public ChangeSet establishMission(ServerPlayer serverPlayer,
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ServerUnit unit,
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ServerUnit sUnit,
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IndianSettlement is) {
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ChangeSet cs = new ChangeSet();
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unit.csVisit(serverPlayer, is, 0, cs);
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sUnit.csVisit(serverPlayer, is, 0, cs);
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// Result depends on tension wrt this settlement.
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// Establish if at least not angry.
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final Tension tension = is.getAlarm(serverPlayer);
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Location loc = unit.getLocation();
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Location loc = sUnit.getLocation();
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switch (tension.getLevel()) {
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case HATEFUL: case ANGRY:
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cs.add(See.perhaps().always(serverPlayer), (FreeColGameObject)loc);
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((ServerUnit)unit).csRemove(See.perhaps().always(serverPlayer),
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loc, cs);//-vis(serverPlayer)
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sUnit.csRemove(See.perhaps().always(serverPlayer),
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loc, cs);//-vis(serverPlayer)
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serverPlayer.invalidateCanSeeTiles();//+vis(serverPlayer)
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break;
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@ -2342,9 +2342,9 @@ public final class InGameController extends Controller {
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if (is.hasMissionary()) sis.csKillMissionary(Boolean.FALSE, cs);
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// Always show the tile the unit was on
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cs.add(See.perhaps().always(serverPlayer), unit.getTile());
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cs.add(See.perhaps().always(serverPlayer), sUnit.getTile());
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sis.csChangeMissionary(unit, cs);//+vis(serverPlayer)
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sis.csChangeMissionary(sUnit, cs);//+vis(serverPlayer)
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break;
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}
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@ -2353,7 +2353,7 @@ public final class InGameController extends Controller {
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cs.addMessage(serverPlayer,
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new ModelMessage(MessageType.FOREIGN_DIPLOMACY,
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"indianSettlement.mission." + tension.getKey(),
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serverPlayer, unit)
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serverPlayer, sUnit)
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.addStringTemplate("%nation%", nation));
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// Others can see missionary disappear and settlement acquire
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@ -2594,12 +2594,12 @@ public final class InGameController extends Controller {
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* Learn a skill at an IndianSettlement.
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*
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* @param serverPlayer The {@code ServerPlayer} that is learning.
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* @param unit The {@code Unit} that is learning.
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* @param sUnit The {@code ServerUnit} that is learning.
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* @param is The {@code IndianSettlement} to learn from.
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* @return A {@code ChangeSet} encapsulating this action.
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*/
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public ChangeSet learnFromIndianSettlement(ServerPlayer serverPlayer,
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ServerUnit unit,
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ServerUnit sUnit,
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IndianSettlement is) {
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// Sanity checks.
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final Specification spec = getGame().getSpecification();
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@ -2608,33 +2608,33 @@ public final class InGameController extends Controller {
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return serverPlayer.clientError("No skill to learn at "
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+ is.getName());
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}
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if (unit.getUnitChange(UnitChangeType.NATIVES, skill) == null) {
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return serverPlayer.clientError("Unit " + unit
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if (sUnit.getUnitChange(UnitChangeType.NATIVES, skill) == null) {
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return serverPlayer.clientError("Unit " + sUnit
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+ " can not learn skill " + skill + " at " + is.getName());
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}
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// Try to learn
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ChangeSet cs = new ChangeSet();
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unit.setMovesLeft(0);
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sUnit.setMovesLeft(0);
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// csVisit has already been called in askLearnSkill
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Location loc = unit.getLocation();
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Location loc = sUnit.getLocation();
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switch (is.getAlarm(serverPlayer).getLevel()) {
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case HATEFUL: // Killed, might be visible to other players.
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cs.add(See.perhaps().always(serverPlayer), (FreeColGameObject)loc);
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((ServerUnit)unit).csRemove(See.perhaps().always(serverPlayer),
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loc, cs);//-vis(serverPlayer)
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sUnit.csRemove(See.perhaps().always(serverPlayer),
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loc, cs);//-vis(serverPlayer)
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serverPlayer.invalidateCanSeeTiles();//+vis(serverPlayer)
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break;
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case ANGRY: // Learn nothing, not even a pet update
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cs.addPartial(See.only(serverPlayer), unit,
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"movesLeft", String.valueOf(unit.getMovesLeft()));
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cs.addPartial(See.only(serverPlayer), sUnit,
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"movesLeft", String.valueOf(sUnit.getMovesLeft()));
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break;
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default:
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// Teach the unit, and expend the skill if necessary.
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// Do a full information update as the unit is in the settlement.
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unit.changeType(skill);//-vis(serverPlayer)
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sUnit.changeType(skill);//-vis(serverPlayer)
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serverPlayer.invalidateCanSeeTiles();//+vis(serverPlayer)
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cs.add(See.perhaps(), unit);
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cs.add(See.perhaps(), sUnit);
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if (!is.isCapital()
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&& !(is.hasMissionary(serverPlayer)
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&& spec.getBoolean(GameOptions.ENHANCED_MISSIONARIES))) {
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@ -3472,12 +3472,12 @@ public final class InGameController extends Controller {
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* Speak to the chief at a native settlement.
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*
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* @param serverPlayer The {@code ServerPlayer} that is scouting.
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* @param unit The scout {@code Unit}.
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* @param sUnit The scout {@code ServerUnit}.
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* @param is The {@code IndianSettlement} to scout.
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* @return A {@code ChangeSet} encapsulating this action.
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*/
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public ChangeSet scoutSpeakToChief(ServerPlayer serverPlayer,
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ServerUnit unit, IndianSettlement is) {
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ServerUnit sUnit, IndianSettlement is) {
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ChangeSet cs = new ChangeSet();
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Tile tile = is.getTile();
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boolean tileDirty = is.setVisited(serverPlayer);
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@ -3486,10 +3486,10 @@ public final class InGameController extends Controller {
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// Hateful natives kill the scout right away.
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Tension tension = is.getAlarm(serverPlayer);
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if (tension.getLevel() == Tension.Level.HATEFUL) {
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Location loc = unit.getLocation();
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Location loc = sUnit.getLocation();
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cs.add(See.perhaps().always(serverPlayer), (FreeColGameObject)loc);
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((ServerUnit)unit).csRemove(See.perhaps().always(serverPlayer),
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loc, cs);//-vis(serverPlayer)
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sUnit.csRemove(See.perhaps().always(serverPlayer),
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loc, cs);//-vis(serverPlayer)
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serverPlayer.invalidateCanSeeTiles();//+vis(serverPlayer)
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result = "die";
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} else {
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@ -3497,17 +3497,17 @@ public final class InGameController extends Controller {
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List<UnitType> scoutTypes = getGame().getSpecification()
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.getUnitTypesWithAbility(Ability.EXPERT_SCOUT);
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UnitType scoutSkill = first(scoutTypes);
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int radius = unit.getLineOfSight();
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int radius = sUnit.getLineOfSight();
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UnitType skill = is.getLearnableSkill();
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int rnd = randomInt(logger, "scouting", random, 10);
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if (is.hasAnyScouted()) {
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// Do nothing if already spoken to.
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result = "nothing";
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} else if (scoutSkill != null && unit.getType() != scoutSkill
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} else if (scoutSkill != null && sUnit.getType() != scoutSkill
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&& ((skill != null && skill.hasAbility(Ability.EXPERT_SCOUT))
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|| rnd == 0)) {
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// If the scout can be taught to be an expert it will be.
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unit.changeType(scoutSkill);//-vis(serverPlayer)
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sUnit.changeType(scoutSkill);//-vis(serverPlayer)
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serverPlayer.invalidateCanSeeTiles();//+vis(serverPlayer)
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result = "expert";
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} else {
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@ -3519,7 +3519,7 @@ public final class InGameController extends Controller {
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radius = Math.max(radius, IndianSettlement.TALES_RADIUS);
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result = "tales";
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} else {
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if (unit.hasAbility(Ability.EXPERT_SCOUT)) {
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if (sUnit.hasAbility(Ability.EXPERT_SCOUT)) {
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gold = (gold * 11) / 10; // FIXME: magic number
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}
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serverPlayer.modifyGold(gold);
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@ -3532,7 +3532,7 @@ public final class InGameController extends Controller {
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}
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// Have now spoken to the chief.
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unit.csVisit(serverPlayer, is, 1, cs);
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sUnit.csVisit(serverPlayer, is, 1, cs);
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tileDirty = true;
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// Update settlement tile with new information, and any
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@ -3544,12 +3544,12 @@ public final class InGameController extends Controller {
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// If the unit was promoted, update it completely, otherwise just
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// update moves and possibly gold+score.
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unit.setMovesLeft(0);
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sUnit.setMovesLeft(0);
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if ("expert".equals(result)) {
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cs.add(See.perhaps(), unit);
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cs.add(See.perhaps(), sUnit);
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} else {
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cs.addPartial(See.only(serverPlayer), unit,
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"movesLeft", String.valueOf(unit.getMovesLeft()));
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cs.addPartial(See.only(serverPlayer), sUnit,
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"movesLeft", String.valueOf(sUnit.getMovesLeft()));
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}
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}
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if (tileDirty) {
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@ -3559,7 +3559,7 @@ public final class InGameController extends Controller {
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// Always add result.
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cs.add(See.only(serverPlayer),
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new ScoutSpeakToChiefMessage(unit, is, result));
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new ScoutSpeakToChiefMessage(sUnit, is, result));
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// Other players may be able to see unit disappearing, or
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// learning.
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