package ch.asynk.rustanddust.game; import com.badlogic.gdx.utils.Disposable; import com.badlogic.gdx.math.Vector3; import ch.asynk.rustanddust.RustAndDust; import ch.asynk.rustanddust.ui.Position; 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 class Ctrl implements Disposable { public final RustAndDust game; public final Battle battle; public Map map; public Hud hud; public boolean blockMap; public boolean blockHud; public Vector3 mapTouch = new Vector3(); public Vector3 hudTouch = new Vector3(); 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 Ctrl(final RustAndDust game, final Battle battle) { game.ctrl = this; this.game = game; this.battle = battle; 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; this.blockMap = false; this.blockHud = false; this.map = battle.setup(); this.hud = new Hud(game); StateCommon.set(game); battle.start(); hud.update(); setState(battle.getState()); this.hud.notify(battle.toString(), 2, Position.MIDDLE_CENTER, false); } @Override public void dispose() { hud.dispose(); map.dispose(); } // INPUTS public boolean drag(int dx, int dy) { if (!blockHud && hud.drag(hudTouch.x, hudTouch.y, dx, dy)) return true; return false; } public void touchDown() { boolean inAnimation = (this.stateType == StateType.ANIMATION); if (!blockHud && hud.hit(hudTouch.x, hudTouch.y, inAnimation)) return; if (!blockMap && state.downInMap(mapTouch.x, mapTouch.y)) state.touchDown(); } public void touchUp() { if (!blockMap && state.upInMap(mapTouch.x, mapTouch.y)) state.touchUp(); } // 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; } public boolean checkDeploymentDone() { boolean done = battle.isDeploymentDone(); if (done) hud.askEndDeployment(); return done; } // Hud callbacks public void endGame() { game.switchToMenu(); } public void showEntryZone() { if ((stateType == StateType.DEPLOYMENT) || (stateType == StateType.REINFORCEMENT)) { state.downInMap(-1, -1); state.upInMap(-1, -1); state.touchUp(); } } 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(); 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 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; } }