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; 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; @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 isEnemy(Pawn other) { return army.isEnemy(((Unit) other).army); } // hard tager public Unit(Army army, boolean hq, int range, int defense, int movementPoints, TextureRegion unit, TextureRegion head, TextureAtlas overlays) { super(unit, head, overlays); 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, TextureRegion unit, TextureRegion head, TextureAtlas overlays) { super(unit, head, overlays); this.army = army; this.hq = hq; this.rng = range; this.def = defense; this.cdef = concealedDefense; this.mp = movementPoints; this.ht = false; } }