package ch.asynk.rustanddust.game; import ch.asynk.rustanddust.RustAndDust; public class Player { private static final float MOVE_TIME = 0.4f; private static final int N = 10; public int id; private int turn; private int apSpent; private int ap; 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(Army army) { this.id = -1; 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.ap = 0; this.actionCount = 0; this.objectivesWon = 0; this.engagementWon = 0; this.engagementLost = 0; } public void setTurn(int turn, int ap, int apSpent) { this.turn = turn; this.ap = ap; this.apSpent = apSpent; } public String getName() { return army.toString(); } public String toString() { return String.format("[%d] %s Turn:%d AP:%d/%d units:%d casualties:%d", id, army, turn, apSpent, ap, 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 boolean hasReinforcement() { return (reinforcement() > 0); } 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 ap; } public int getApSpent() { return apSpent; } public int getCurrentAp() { return ((apSpent < ap) ? (apSpent + 1) : apSpent); } public int getTurn() { return turn; } public boolean apExhausted() { return (apSpent == ap); } 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 ((turn > 0) || !hasReinforcement()); } public void burnDownOneAp() { apSpent += 1; actionCount += 1; RustAndDust.debug(" burn 1 AP : " + this.toString()); if (apSpent > ap) RustAndDust.error("ERROR: spent too much AP, please report"); } public void turnEnd() { apSpent = ap; } public void turnStart(int aps) { for (Unit unit : units) unit.reset(); if (isDeploymentDone()) { ap = 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; } }