package ch.asynk.tankontank.game; import java.util.List; import java.util.Iterator; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import ch.asynk.tankontank.engine.Board; import ch.asynk.tankontank.engine.Pawn; import ch.asynk.tankontank.engine.Tile; import ch.asynk.tankontank.engine.Orientation; public class Hex extends Tile { public enum Terrain { OFFMAP, BLOCKED, CLEAR, HILLS, WOODS, TOWN } public static final int FOG = 0; public static final int SELECT = 1; public static final int MOVE1 = 2; public static final int TARGET = 3; public static final int MOVE2 = 4; public static final int DIRECTIONS = 5; public static final int ASSIST = 6; public static final int ORIENTATION = 7; public Terrain terrain; public int roads; public String toString() { return "(" + col + ";" + row + ") [" + x + ";" + y + "] " + "t:" + terrain + " r:" + roads; } public Hex(float x, float y, int col, int row, TextureAtlas atlas) { super(x, y, col, row, atlas); this.terrain = Terrain.CLEAR; this.roads = 0; } public Unit getUnit() { if (isEmpty()) return null; return (Unit) iterator().next(); } @Override public boolean isOffMap() { return terrain == Terrain.OFFMAP; } @Override public boolean blockLineOfSightFrom(Tile tile) { if ((terrain == Terrain.CLEAR) && !hasUnits()) return false; if ((((Hex) tile).terrain == Terrain.HILLS) && (terrain == Terrain.CLEAR)) return false; return true; } @Override public boolean atLeastOneMove(Pawn pawn) { if (hasUnits() || (terrain == Terrain.BLOCKED) || (terrain == Terrain.OFFMAP)) return false; return true; } @Override public boolean road(Orientation side) { return (side.s == (roads & side.s)); } @Override public int costFrom(Pawn pawn, Orientation side, boolean road) { if (hasUnits()) return Integer.MAX_VALUE; if (road) return 1; int c = 0; switch(terrain) { case CLEAR: case HILLS: c = 1; break; case WOODS: case TOWN: c = 2; break; case OFFMAP: case BLOCKED: c = Integer.MAX_VALUE; break; } return c; } @Override public int defenseFor(Pawn pawn, Pawn target, Board.PawnCollection foes) { Unit u = (Unit) target; boolean terrainBonus = true; for (Pawn foe : foes) { if (((Unit) foe).type == Unit.UnitType.INFANTRY) terrainBonus = false; } int tdef = 0; int def = u.def; switch(terrain) { case HILLS: if (u.type != Unit.UnitType.HARD_TARGET) def = u.cdef; break; case WOODS: case TOWN: if (u.type != Unit.UnitType.HARD_TARGET) def = u.cdef; if (terrainBonus) tdef = 1; break; default: def = ((Unit) target).def; break; } pawn.attack.calculus += " >= " + def + " + " + tdef; return (def + tdef); } }