package ch.asynk.tankontank.game; import java.util.ArrayList; import java.util.Random; import java.util.Iterator; import com.badlogic.gdx.utils.Disposable; import com.badlogic.gdx.graphics.g2d.Batch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.graphics.glutils.ShapeRenderer; import ch.asynk.tankontank.engine.Pawn; import ch.asynk.tankontank.engine.gfx.Image; import ch.asynk.tankontank.engine.gfx.Drawable; public class Player implements Drawable, Disposable { private static final float MOVE_TIME = 0.4f; private static Random rand = new Random(); private Army army; private Image flag; private ArrayList units; private ArrayList losses; private ArrayList reinforcement; private int actionPoints; public Player(Army army, TextureAtlas atlas, String name, int size) { this.army = army; this.flag = new Image(atlas.findRegion(name)); this.units = new ArrayList(size); this.losses = new ArrayList(size); this.reinforcement = new ArrayList(size); this.actionPoints = 0; } public String toString() { return army + " AP: " + actionPoints + " units:" + units.size() + " losses:" + losses.size() + " reinforcement:" + reinforcement.size(); } @Override public void dispose() { flag.dispose(); } public void addUnit(Pawn pawn) { units.add(pawn); } public Image getFlag() { return flag; } public boolean apExhausted() { return (actionPoints <= 0); } public void burnDownOneAp() { actionPoints -= 1; if (actionPoints < 0) System.err.println("AP < 0, damn that's very wrong"); } public void turnEnd() { System.err.println("TurnEnd " + toString()); } public void turnStart() { for (Pawn pawn : units) pawn.reset(); setActionPoints(); System.err.println("TurnStart " + toString()); } public int d6() { return rand.nextInt(6) + 1; } private void setActionPoints() { this.actionPoints = 2; if (d6() > 2) { this.actionPoints += 1; if (d6() > 3) this.actionPoints += 1; } } public boolean isEnemy(Pawn pawn) { return ((Unit) pawn).isEnemy(army); } public void setPosition(float x, float y) { flag.setPosition(x, y); } public Iterator unitIterator() { return units.iterator(); } @Override public void draw(Batch batch) { flag.draw(batch); } @Override public void drawDebug(ShapeRenderer debugShapes) { flag.drawDebug(debugShapes); } }