package ch.asynk.rustanddust.game; import ch.asynk.rustanddust.RustAndDust; public class Player { private static final float MOVE_TIME = 0.4f; public int _id; private int turn; private int apSpent; private int actionPoints; private boolean deploymentDone; public Army army; public UnitList units; public UnitList casualties; public UnitList reinforcement; public UnitList withdrawed; public int actionCount; public int objectivesWon; public int engagementWon; public int engagementLost; public Player(final RustAndDust game, Army army, int n) { this.army = army; this.units = new UnitList(n); this.casualties = new UnitList(n); this.reinforcement = new UnitList(n); this.withdrawed = new UnitList(n); this.turn = 0; this.apSpent = 0; this.actionPoints = 0; this.deploymentDone = false; this.actionCount = 0; this.objectivesWon = 0; this.engagementWon = 0; this.engagementLost = 0; } public String getName() { return army.toString(); } public String toString() { return String.format("%s Turn:%d AP:%d units:%d casualties:%d", army, turn, actionPoints, units.size(), casualties.size()); } public String getStats() { return String.format("%s\n%4d\n%4d\n%4d\n%4d\n%4d", getName(), actionCount, unitsLeft(), withdrawed(), casualties(), objectivesWon); } public boolean is(Army army) { return (this.army == army); } public boolean isEnemy(Unit unit) { return unit.isEnemy(army); } public boolean isEnemy(Army other) { return army.isEnemy(other); } public int unitsLeft() { return (units.size() + reinforcement.size()); } public int reinforcement() { return reinforcement.size(); } public int casualties() { return casualties.size(); } public int withdrawed() { return withdrawed.size(); } public void addReinforcement(Unit unit) { reinforcement.add(unit); } public void unitEntry(Unit unit) { reinforcement.remove(unit); addUnit(unit); } public void revertUnitEntry(Unit unit) { removeUnit(unit); reinforcement.add(unit); } public void casualty(Unit unit) { removeUnit(unit); casualties.add(unit); } public void unitWithdraw(Unit unit) { removeUnit(unit); withdrawed.add(unit); } private void addUnit(Unit unit) { units.add(unit); } private void removeUnit(Unit unit) { units.remove(unit); } public int getAp() { return ((apSpent < actionPoints) ? (apSpent + 1) : apSpent); } public int getTurn() { return turn; } public boolean apExhausted() { return (apSpent == actionPoints); } public boolean canDoSomething() { if (reinforcement() > 0) return true; for (Unit unit : units) { if (unit.canMove() || unit.canEngage() || canPromote(unit)) return true; } return false; } public boolean isDeploymentDone() { return (deploymentDone || (reinforcement.size() == 0)); } public void burnDownOneAp() { apSpent += 1; actionCount += 1; RustAndDust.debug("Player", String.format("%d/%d - %d", apSpent, actionPoints, actionCount)); if (apSpent > actionPoints) RustAndDust.debug("ERROR: spent too much AP, please report"); } public void turnEnd() { deploymentDone = (reinforcement.size() == 0); for (Unit unit : units) unit.reset(); } public void turnStart(int aps) { if (isDeploymentDone()) { actionPoints = aps; apSpent = 0; turn += 1; } } public boolean canPromote(Unit unit) { if (unit.isHq()) return false; for (Unit p: casualties) if (p.isHqOf(unit)) return true; return false; } public boolean promote(Unit unit) { for (Unit p: casualties) { if (p.isHqOf(unit)) { unit.promote(); p.degrade(); return true; } } return false; } }