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-rw-r--r--core/src/ch/asynk/rustanddust/game/Ctrl.java87
1 files changed, 48 insertions, 39 deletions
diff --git a/core/src/ch/asynk/rustanddust/game/Ctrl.java b/core/src/ch/asynk/rustanddust/game/Ctrl.java
index 2b638a6..7dd29d5 100644
--- a/core/src/ch/asynk/rustanddust/game/Ctrl.java
+++ b/core/src/ch/asynk/rustanddust/game/Ctrl.java
@@ -219,50 +219,14 @@ public class Ctrl implements Disposable
nextState = completeAction();
}
- if (stateType == StateType.ANIMATION) {
+ if (stateType == StateType.ANIMATION)
this.blockMap = hud.dialogActive();
- }
+
hud.playerInfo.blockEndOfTurn(nextState != StateType.SELECT);
this.state.leave(nextState);
- RustAndDust.debug("Ctrl", String.format(" %s -> %s : %s", stateType, nextState, battle.getPlayer()));
-
- switch(nextState) {
- case SELECT:
- this.state = selectState;
- break;
- case MOVE:
- this.state = pathState;
- break;
- case ROTATE:
- this.state = rotateState;
- break;
- case PROMOTE:
- this.state = promoteState;
- break;
- case ENGAGE:
- this.state = engageState;
- break;
- case BREAK:
- this.state = breakState;
- break;
- case WITHDRAW:
- this.state = withdrawState;
- break;
- case ANIMATION:
- this.blockMap = true;
- this.state = animationState;
- break;
- case REINFORCEMENT:
- this.state = reinforcementState;
- break;
- case DEPLOYMENT:
- this.state = deploymentState;
- break;
- default:
- break;
- }
+ this.state = getNextState(nextState);
StateType tmp = stateType;
stateType = nextState;
@@ -304,4 +268,49 @@ public class Ctrl implements Disposable
return nextState;
}
+
+ private State getNextState(StateType nextState)
+ {
+ RustAndDust.debug("Ctrl", String.format(" %s -> %s : %s", stateType, nextState, battle.getPlayer()));
+
+ State state = this.state;
+
+ switch(nextState) {
+ case SELECT:
+ state = selectState;
+ break;
+ case MOVE:
+ state = pathState;
+ break;
+ case ROTATE:
+ state = rotateState;
+ break;
+ case PROMOTE:
+ state = promoteState;
+ break;
+ case ENGAGE:
+ state = engageState;
+ break;
+ case BREAK:
+ state = breakState;
+ break;
+ case WITHDRAW:
+ state = withdrawState;
+ break;
+ case ANIMATION:
+ state = animationState;
+ this.blockMap = true;
+ break;
+ case REINFORCEMENT:
+ state = reinforcementState;
+ break;
+ case DEPLOYMENT:
+ state = deploymentState;
+ break;
+ default:
+ break;
+ }
+
+ return state;
+ }
}