package ch.asynk.rustanddust.game; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.graphics.g2d.TextureAtlas.AtlasRegion; import ch.asynk.rustanddust.engine.Pawn; import ch.asynk.rustanddust.engine.Tile; import ch.asynk.rustanddust.engine.HeadedPawn; import ch.asynk.rustanddust.game.Hex.Terrain; import ch.asynk.rustanddust.RustAndDust; public class Unit extends HeadedPawn { public static final int ACTIVEABLE = 0; public static final int TARGET = 1; public static final int FIRE = 2; public static final int MAY_FIRE = 3; public static final int ACE = 4; public static final int HQ = 5; public static final int HAS_FIRED = 6; public static final int HAS_MOVED = 7; public static final int FLANK_ATTACK_BONUS = 1; public enum UnitType implements Pawn.PawnType { HARD_TARGET, INFANTRY, AT_GUN, ARTILLERY } public enum UnitId implements Pawn.PawnId { GE_AT_GUN("German Anti-Tank Gun"), GE_INFANTRY("German Infantry"), GE_KINGTIGER("German King Tiger"), GE_PANZER_IV("German Panzer IV"), GE_TIGER("German Tiger"), GE_WESPE("German Wespe"), US_AT_GUN("USĀ Anti-Tank Gun"), US_INFANTRY("US Infantry"), US_PERSHING("US Pershing"), US_PRIEST("US Priest"), US_SHERMAN("US Sherman"), US_WOLVERINE("US Wolverine"); private String s; UnitId(String s) { this.s = s; } public String toString() { return s; } } public int rng; public int def; public int cdef; public int mp; public int mpLeft; public UnitType type; public UnitId id; public boolean hq; public boolean ace; private boolean hasMoved; private boolean hasFired; protected Unit(Army army, AtlasRegion chit, AtlasRegion body, AtlasRegion turret, TextureAtlas overlays) { super(army, chit, body, turret, overlays); hq = false; ace = false; } private void commonSetup() { mpLeft = mp; enableOverlay(HQ, isHq()); enableOverlay(ACE, isAce()); this.hasMoved = false; this.hasFired = false; updateDescr(); } private void updateDescr() { if (cdef == -1) this.descr = id.toString() + (hq ? " HQ " : "") + (ace ? " Ace " : "") + " (" + rng + "-" + def + "-" + mp + ")"; else this.descr = id.toString() + (hq ? " HQ " : "") + (ace ? " Ace " : "") + " (" + rng + "-" + def + "/" + cdef + "-" + mp + ")"; } public Unit(Army army, UnitId id, UnitType type, boolean hq, boolean ace, int range, int defense, int concealedDefense, int movementPoints, AtlasRegion chit, AtlasRegion body, AtlasRegion turret, TextureAtlas overlays) { this(army, chit, body, turret, overlays); this.hq = hq; this.ace = ace; this.rng = range; this.def = defense; this.cdef = concealedDefense; this.mp = movementPoints; this.id = id; this.type = type; commonSetup(); } public Army getArmy() { return (Army) getFaction(); } public Hex getHex() { return (Hex) getTile(); } public boolean isAce() { return ace; } @Override public int getMovementPoints() { return mpLeft; } @Override public int getRoadMarchBonus() { return 1; } @Override public int getEngagementRangeFrom(Tile tile) { if (tile.isA(Terrain.DEPRESSION)) return 1; if (!isA(UnitType.INFANTRY) && tile.isA(Terrain.HILLS)) return rng + 1; return rng; } @Override public int getAngleOfAttack() { return orientation.getFrontSides(); } @Override public int getFlankSides() { return orientation.getBackSides(); } @Override public int getDefense(Tile tile) { if (!isHardTarget() && (tile.isA(Terrain.HILLS) || tile.isA(Terrain.WOODS) || tile.isA(Terrain.TOWN))) return cdef; return def; } @Override public boolean preventDefenseOn(Tile tile) { if (isA(UnitType.INFANTRY) && (tile.isA(Terrain.WOODS) || tile.isA(Terrain.TOWN))) return true; return false; } @Override public boolean isUnit() { return true; } @Override public boolean isA(PawnId i) { return (id == i); } @Override public boolean isA(PawnType t) { return (type == t); } @Override public boolean isHardTarget() { return (isA(UnitType.HARD_TARGET) || isA(UnitType.ARTILLERY)); } @Override public boolean isHq() { return hq; } @Override public boolean isHqOf(Pawn other) { return (isHq() && other.isA(id)); } public void promote() { setHq(true); } public void degrade() { setHq(false); } private void setHq(boolean hq) { this.hq = hq; updateDescr(); enableOverlay(HQ, hq); } @Override public boolean canRotate() { return canMove(); } @Override public boolean canMove() { if (isHardTarget()) return !hasMoved; return (!hasMoved && !hasFired); } @Override public boolean canEngage() { if (isHardTarget()) return !hasFired; return (!hasMoved && !hasFired); } @Override public boolean canAssistEngagementWithoutLos() { return isA(UnitType.ARTILLERY); } @Override public boolean canEngage(Pawn other) { return (isEnemy(other) && canEngage()); } @Override public boolean canBreak() { return isA(UnitType.INFANTRY); } public boolean canHQMove() { return (isHq() && ((move == null) || (!move.isEnter()))); } public void setMoved() { hasMoved = true; updateOverlays(); } @Override public void move() { int cost = move.cost; if (move.roadMarch && (cost > mpLeft)) cost -= getRoadMarchBonus(); if (cost > mpLeft) RustAndDust.debug("ERROR: Movement point exceeded: " + cost + "/" + mpLeft + " please report"); if (move.isFinal()) setMoved(); mpLeft -= cost; } @Override public void engage() { hasFired = true; updateOverlays(); } @Override public void reset() { super.reset(); mpLeft = mp; hasFired = false; hasMoved = false; hideHasMoved(); hideHasFired(); } @Override public void revertLastMove() { hasMoved = false; mpLeft = mp; updateOverlays(); move = null; } private void updateOverlays() { enableOverlay(HAS_MOVED, !canMove()); enableOverlay(HAS_FIRED, !canEngage()); } // SHOW / HIDE public void showActiveable() { enableOverlay(ACTIVEABLE, true); } public void hideActiveable() { enableOverlay(ACTIVEABLE, false); } public void showTarget() { enableOverlay(TARGET, true); } public void hideTarget() { enableOverlay(TARGET, false); } public void showAttack() { enableOverlay(FIRE, true); } public void hideAttack() { enableOverlay(FIRE, false); } public void showAttackAssist() { enableOverlay(MAY_FIRE, true); } public void hideAttackAssist() { enableOverlay(MAY_FIRE, false); } public void showHasMoved() { enableOverlay(HAS_MOVED, true); } public void hideHasMoved() { enableOverlay(HAS_MOVED, false); } public void showHasFired() { enableOverlay(HAS_FIRED, true); } public void hideHasFired() { enableOverlay(HAS_FIRED, false); } }