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 MOVE = 0; public static final int TARGET = 1; public static final int FIRE = 2; public static final int MAY_FIRE = 3; public enum UnitType implements Pawn.PawnType { HARD_TARGET, HARD_TARGET_HQ, INFANTRY, AT_GUN, ARTILLERY } public enum UnitId { GE_AT_GUN("German Anti-Tank Gun"), GE_INFANTRY("German Infantry"), GE_KINGTIGER("German King Tiger"), GE_PANZER_IV("German Panzer IV"), GE_PANZER_IV_HQ("German Panzer IV HQ"), GE_TIGER("German Tiger"), GE_WESPE("German Wespe"), US_AT_GUN("USĀ Anti-Tank Gun"), US_INFANTRY("US Infantry"), US_PERSHING("US Pershing"), US_PERSHING_HQ("US Pershing HQ"), US_PRIEST("US Priest"), US_SHERMAN("US Sherman"), US_SHERMAN_HQ("US Sherman HQ"), 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 UnitType type; public UnitId id; private boolean hasMoved; private boolean hasFired; protected Unit(Army army, String pawn, String head, TextureAtlas pawns, TextureAtlas overlays) { super(army, pawn, head, pawns, overlays); } // hard tager public Unit(Army army, UnitId id, UnitType type, int range, int defense, int movementPoints, String unit, String head, TextureAtlas pawns, TextureAtlas overlays) { this(army, unit, head, pawns, overlays); this.rng = range; this.def = defense; this.mp = movementPoints; this.id = id; this.type = type; this.hasMoved = false; this.hasFired = false; this.descr = id.toString() + " (" + rng + "-" + def + "-" + mp + ")"; } // soft tager public Unit(Army army, UnitId id, UnitType type, int range, int defense, int concealedDefense, int movementPoints, String unit, String head, TextureAtlas pawns, TextureAtlas overlays) { this(army, unit, head, pawns, overlays); this.rng = range; this.def = defense; this.cdef = concealedDefense; this.mp = movementPoints; this.id = id; this.type = type; this.hasMoved = false; this.hasFired = false; this.descr = id.toString() + " (" + rng + "-" + def + "/" + cdef + "-" + mp + ")"; } public Hex getHex() { return (Hex) getTile(); } @Override public int getMovementPoints() { return mp; } @Override public int getRoadMarchBonus() { return 1; } @Override public int getAttackRangeFrom(Tile tile) { if ((type != UnitType.INFANTRY) && (((Hex) tile).terrain == Hex.Terrain.HILLS)) return rng + 1; return rng; } @Override public int getAngleOfAttack() { return orientation.getFrontSides(); } @Override public int getFlankSides() { return orientation.getBackSides(); } @Override public boolean isUnit() { return true; } @Override public boolean isA(PawnType t) { return (type == t); } @Override public boolean isHq() { return (type == UnitType.HARD_TARGET_HQ); } @Override public boolean isHqOf(Pawn other) { if ((id == UnitId.GE_PANZER_IV_HQ) && (((Unit)other).id == UnitId.GE_PANZER_IV)) return true; if ((id == UnitId.US_PERSHING_HQ) && (((Unit)other).id == UnitId.US_PERSHING)) return true; if ((id == UnitId.US_SHERMAN_HQ) && (((Unit)other).id == UnitId.US_SHERMAN)) return true; return false; } @Override public boolean isHardTarget() { return ((type == UnitType.HARD_TARGET) || (type == UnitType.HARD_TARGET_HQ) || (type == UnitType.ARTILLERY)); } @Override public boolean canRotate() { if (isHardTarget()) return !hasMoved; return (!hasMoved && !hasFired); } @Override public boolean canMove() { if (isHardTarget()) return !hasMoved; return (!hasMoved && !hasFired); } @Override public boolean canAttack() { if (isHardTarget()) return !hasFired; return (!hasMoved && !hasFired); } @Override public boolean canAssistAttackWithoutLos() { return (type == UnitType.ARTILLERY); } @Override public boolean canAttack(Pawn other) { return (isEnemy(other) && canAttack()); } @Override public void rotate(Orientation o) { hasMoved = true; } @Override public void move(int cost) { hasMoved = true; if (cost > mp) System.err.println("ERROR: Movement point exceeded: " + cost + "/" + mp + " please report"); } @Override public void attack(Pawn target) { hasFired = true; } @Override public void reset() { hasFired = false; hasMoved = false; } @Override public void revertLastMove() { hasMoved = false; } // SHOW / HIDE public void showMoveable() { enableOverlay(MOVE, true); } public void hideMoveable() { enableOverlay(MOVE, 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); } }