package ch.asynk.rustanddust.game; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import ch.asynk.rustanddust.engine.Pawn; import ch.asynk.rustanddust.engine.Tile; import ch.asynk.rustanddust.engine.Orientation; public class Hex extends Tile { public enum Terrain implements TileTerrain { OFFMAP, BLOCKED, CLEAR, HILLS, WOODS, TOWN, DEPRESSION } public static final int FOG = 0; public static final int SELECT = 1; public static final int AREA = 2; public static final int MOVE = 3; public static final int DIRECTIONS = 4; public static final int EXIT = 5; public static final int OBJECTIVE = 6; public static final int OBJECTIVE_HOLD = 7; public static final int OBJECTIVE_GE = 8; public static final int OBJECTIVE_US = 9; public Terrain terrain; public int roads; public String toString() { return String.format("(%d;%d) [%f;%f] t:%s r:%d", col, row, x, y, terrain, roads); } public String toShort() { return String.format("(%d;%d)", col, row); } public Hex(float x, float y, int col, int row, int capacity, Army defaultArmy, TextureAtlas atlas) { super(x, y, col, row, capacity, defaultArmy, atlas); this.terrain = Terrain.CLEAR; this.roads = 0; } public Unit getUnit() { return (Unit) getTopPawn(); } @Override public boolean isA(TileTerrain terrain) { return (this.terrain == terrain); } @Override public boolean isOffMap() { return isA(Terrain.OFFMAP); } @Override public boolean blockLineOfSight(Tile from, Tile to) { if (isA(Terrain.DEPRESSION)) return false; if (isA(Terrain.CLEAR) && (!hasUnits() || from.isA(Terrain.HILLS) || to.isA(Terrain.HILLS))) return false; return true; } @Override public boolean atLeastOneMove(Pawn pawn) { if (hasUnits() || isA(Terrain.BLOCKED) || isA(Terrain.OFFMAP)) return false; return true; } @Override public boolean roadFrom(Orientation side) { return (side.s == (roads & side.s)); } @Override public int exitCost() { return 1; } @Override public int costFrom(Pawn pawn, Orientation side) { if (side == Orientation.KEEP) return 0; if (hasUnits()) return Integer.MAX_VALUE; if (roadFrom(side)) return 1; int c = Integer.MAX_VALUE; switch(terrain) { case CLEAR: case HILLS: c = 1; break; case WOODS: case TOWN: c = 2; break; case OFFMAP: case BLOCKED: break; } return c; } @Override public int defense() { return (isA(Terrain.TOWN) ? 1 : 0); } }