package ch.asynk.tankontank.game; import java.util.List; import java.util.LinkedList; import java.util.Random; import com.badlogic.gdx.utils.Pool; import com.badlogic.gdx.utils.Disposable; public class Engagement implements Disposable, Pool.Poolable { private static Random rand = new Random(); private static final Pool engagementPool = new Pool() { @Override protected Engagement newObject() { return new Engagement(); } }; public static Engagement get(Unit attacker, Unit defender) { Engagement e = engagementPool.obtain(); e.attacker = attacker; e.defender = defender; e.diceRoll(); return e; } public static void clearPool() { engagementPool.clear(); } public Unit attacker; public Unit defender; public List assists; public Army attackerArmy; public Army defenderArmy; public boolean success; public int d1; public int d2; public int d3; public int d4; public int unitCount; public int flankBonus; public int unitDefense; public int terrainDefense; public int weatherDefense; public int attackSum; public int defenseSum; public Engagement() { assists = new LinkedList(); reset(); } @Override public void reset() { attacker = null; defender = null; assists.clear(); } @Override public void dispose() { assists.clear(); engagementPool.free(this); } public void addAssist(Unit unit) { assists.add(unit); } private void diceRoll() { d1 = rand.nextInt(6) + 1; d2 = rand.nextInt(6) + 1; d3 = rand.nextInt(6) + 1; d4 = rand.nextInt(6) + 1; } public void set(int cnt, int flk, int def, int tdf, int wdf) { this.unitCount = cnt; this.flankBonus = flk; this.unitDefense = def; this.terrainDefense = tdf; this.weatherDefense = wdf; if (d3 == 0) this.attackSum = (d1 + d2 + unitCount + flankBonus); else this.attackSum = (d3 + d4 + unitCount + flankBonus); this.defenseSum = (unitDefense + terrainDefense + weatherDefense); } @Override public String toString() { int a, b; if (d3 == 0) { a = d1; b = d2; } else { a = d3; b = d4; } return String.format("Engagement : (%d + %d + %d + %d) vs (%d + %d + %d) -> %b", a, b, unitCount, flankBonus, unitDefense, terrainDefense, weatherDefense, success); } }