package ch.asynk.tankontank.game; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import ch.asynk.tankontank.engine.Pawn; import ch.asynk.tankontank.engine.Tile; import ch.asynk.tankontank.engine.HeadedPawn; import ch.asynk.tankontank.engine.Orientation; public class Unit extends HeadedPawn { public static final int DISABLED = 0; public int rng; public int def; public int cdef; public int mp; public boolean hq; public boolean ht; public Army army; private boolean hasMoved; private boolean hasFired; public Unit(TextureAtlas atlas, String pawn, String head) { super(atlas, pawn, head); hasMoved = false; hasFired = false; } @Override public int getMovementPoints() { return mp; } @Override public int getRoadMarchBonus() { return 1; } @Override public int getAttackRangeFrom(Tile tile) { if (ht && ((Hex) tile).terrain == Hex.Terrain.HILLS) return rng + 1; return rng; } @Override public int getAngleOfAttack() { return orientation.getFrontSides(); } @Override public boolean isHq() { return hq; } @Override public boolean isUnit() { return true; } @Override public boolean isEnemy(Pawn other) { return army.isEnemy(((Unit) other).army); } @Override public boolean canRotate() { if (ht) return !hasMoved; return (!hasMoved && !hasFired); } @Override public boolean canMove() { if (ht) return !hasMoved; return (!hasMoved && !hasFired); } @Override public boolean canAttack() { if (ht) return !hasFired; return (!hasMoved && !hasFired); } @Override public boolean canAttack(Pawn other) { return isEnemy(other); } @Override public void rotate(Orientation o) { hasMoved = true; } @Override public void move(int cost) { hasMoved = true; if (cost > mp) System.err.println("Movement point exceeded: " + cost + "/" + mp); } @Override public void attack(Pawn target) { hasFired = true; } @Override public void reset() { hasFired = false; hasMoved = false; } @Override public void revertLastMove() { hasMoved = false; } // hard tager public Unit(Army army, boolean hq, int range, int defense, int movementPoints, TextureAtlas atlas, String unit, String head) { super(atlas, unit, head); this.army = army; this.hq = hq; this.rng = range; this.def = defense; this.mp = movementPoints; this.ht = true; } // soft tager public Unit(Army army, boolean hq, int range, int defense, int concealedDefense, int movementPoints, TextureAtlas atlas, String unit, String head) { super(atlas, unit, head); this.army = army; this.hq = hq; this.rng = range; this.def = defense; this.cdef = concealedDefense; this.mp = movementPoints; this.ht = false; } }