package ch.asynk.rustanddust.game; import com.badlogic.gdx.utils.Disposable; import ch.asynk.rustanddust.RustAndDust; import ch.asynk.rustanddust.ui.Position; import ch.asynk.rustanddust.game.ctrl.Solo; import ch.asynk.rustanddust.game.State.StateType; import ch.asynk.rustanddust.game.states.StateCommon; import ch.asynk.rustanddust.game.states.StateSelect; import ch.asynk.rustanddust.game.states.StateMove; import ch.asynk.rustanddust.game.states.StateRotate; import ch.asynk.rustanddust.game.states.StatePromote; import ch.asynk.rustanddust.game.states.StateEngage; import ch.asynk.rustanddust.game.states.StateBreak; import ch.asynk.rustanddust.game.states.StateAnimation; import ch.asynk.rustanddust.game.states.StateReinforcement; import ch.asynk.rustanddust.game.states.StateDeployment; import ch.asynk.rustanddust.game.states.StateWithdraw; public abstract class Ctrl implements Disposable { public final RustAndDust game; public final Battle battle; public Map map; public Hud hud; public boolean blockMap; public boolean blockHud; private Hex touchedHex; private State selectState; private State pathState; private State rotateState; private State promoteState; private State engageState; private State breakState; private State animationState; private State reinforcementState; private State deploymentState; private State withdrawState; private int animationCount = 0; private State state; private StateType stateType; private StateType stateAfterAnimation; public abstract void init(); protected abstract void processAction(); protected abstract void processTurn(); public static Ctrl getCtrl(final RustAndDust game) { Ctrl ctrl = null; switch(game.config.gameMode) { case SOLO: ctrl = new Solo(game, game.config.battle); break; } return ctrl; } public Ctrl(final RustAndDust game, final Battle battle) { game.ctrl = this; this.game = game; this.battle = battle; this.hud = new Hud(game); this.blockMap = false; this.blockHud = false; this.touchedHex = null; this.selectState = new StateSelect(); this.pathState = new StateMove(); this.rotateState = new StateRotate(); this.promoteState = new StatePromote(); this.engageState = new StateEngage(); this.breakState = new StateBreak(); this.animationState = new StateAnimation(); this.reinforcementState = new StateReinforcement(); this.deploymentState = new StateDeployment(); this.withdrawState = new StateWithdraw(); this.state = selectState; this.stateType = StateType.DONE; init(); StateCommon.set(game); hud.update(); this.hud.notify(battle.toString(), 2, Position.MIDDLE_CENTER, false); setState(battle.getState()); } @Override public void dispose() { hud.dispose(); map.dispose(); } // INPUTS public boolean drag(float x, float y, int dx, int dy) { if (!blockHud && hud.drag(x, y, dx, dy)) return true; return false; } public void touchDown(float hudX, float hudY, float mapX, float mapY) { boolean inAnimation = (this.stateType == StateType.ANIMATION); if (!blockHud && hud.hit(hudX, hudY, inAnimation)) return; touchedHex = (blockMap ? null : map.getHexAt(mapX, mapY)); } public void touchUp(float hudX, float hudY, float mapX, float mapY) { if (!blockMap && (touchedHex != null) && (touchedHex == map.getHexAt(mapX, mapY))) state.touch(touchedHex); } // Map callbacks public void animationsOver() { if (hud.dialogActive()) hud.notifyAnimationsEnd(); if (stateType == StateType.ANIMATION) { StateType tmp = stateAfterAnimation; stateAfterAnimation = StateType.DONE; setState(tmp); } } // State callbacks public void setAfterAnimationState(StateType after) { stateAfterAnimation = after; } // Hud callbacks public void endGame() { game.switchToMenu(); } public void showEntryZone() { if ((stateType == StateType.DEPLOYMENT) || (stateType == StateType.REINFORCEMENT)) state.touch(null); } public void endDeployment() { setState(StateType.DONE); turnDone(); } public void endPlayerTurn(boolean abort) { if (abort) state.abort(); turnDone(); } public void exitBoard(boolean doit) { if (doit) setState(StateType.DONE); else setState(StateType.ABORT); } public void reinforcementHit() { if (this.stateType == StateType.SELECT) setState(StateType.REINFORCEMENT); else if (this.stateType == StateType.REINFORCEMENT) setState(StateType.SELECT); } // private void turnDone() { if (battle.turnDone()) hud.victory(battle.getPlayer(), battle.getOpponent()); else { if (battle.hasReinforcement()) hud.notify("You have reinforcement", 2, Position.MIDDLE_CENTER, true); hud.update(); if (!battle.getPlayer().canDoSomething()) { hud.notify("No available Actions"); setState(StateType.TURN_OVER); } else setState(battle.getState()); } } // public void setState(StateType nextState) { if (nextState == StateType.ABORT) nextState = abortAction(); else if (nextState == StateType.DONE) { if (stateType == StateType.DEPLOYMENT) nextState = completeDeployment(); else nextState = completeAction(); } if (stateType == StateType.ANIMATION) this.blockMap = hud.dialogActive(); hud.playerInfo.blockEndOfTurn(nextState != StateType.SELECT); this.state.leave(nextState); this.state = getNextState(nextState); StateType tmp = stateType; stateType = nextState; this.state.enter(tmp); if (nextState == StateType.TURN_OVER) turnDone(); } private StateType completeDeployment() { battle.actionDone(); return this.state.execute(); } private StateType abortAction() { hud.notify("Action canceled"); StateType nextState = this.state.abort(); if (nextState == StateType.ABORT) nextState = battle.getState(); return nextState; } private StateType completeAction() { StateType nextState = this.state.execute(); if (nextState == StateType.DONE) { if (battle.actionDone()) { hud.notify("1 Action Point burnt"); hud.update(); } if (battle.getPlayer().apExhausted()) { hud.notify("No more Action Points"); nextState = StateType.TURN_OVER; } else if (!battle.getPlayer().canDoSomething()) { hud.notify("No available Actions"); nextState = StateType.TURN_OVER; } else nextState = battle.getState(); } 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; } }