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; import ch.asynk.tankontank.game.Hex.Terrain; import ch.asynk.tankontank.TankOnTank; 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 static final int ACE = 4; public static final int FLANK_ATTACK_BONUS = 1; public enum UnitType implements Pawn.PawnType { HARD_TARGET, HARD_TARGET_HQ, INFANTRY, AT_GUN, ARTILLERY } public enum UnitId implements Pawn.PawnId { 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 int mpLeft; public UnitType type; public UnitId id; public boolean ace; private boolean hasMoved; private boolean hasFired; protected Unit(Army army, String pawn, String head, TextureAtlas pawns, TextureAtlas overlays) { super(army, pawn, head, pawns, overlays); ace = false; } // 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; mpLeft = mp; 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; mpLeft = mp; 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(); } public boolean isAce() { return ace; } public void setAce(boolean ace) { this.ace = ace; enableOverlay(ACE, ace); } @Override public int getMovementPoints() { return mpLeft; } @Override public int getRoadMarchBonus() { return 1; } @Override public int getEngagementRangeFrom(Tile tile) { if (!isA(UnitType.INFANTRY) && tile.isA(Terrain.HILLS)) return rng + 1; return rng; } @Override public int getAngleOfAttack() { return orientation.getFrontSides(); } @Override public int getFlankSides() { return orientation.getBackSides(); } @Override public int getDefense(Tile tile) { if (!isHardTarget() && (tile.isA(Terrain.HILLS) || tile.isA(Terrain.WOODS) || tile.isA(Terrain.TOWN))) return cdef; return def; } @Override public boolean isUnit() { return true; } @Override public boolean isA(PawnId i) { return (id == i); } @Override public boolean isA(PawnType t) { return (type == t); } @Override public boolean isHq() { return isA(UnitType.HARD_TARGET_HQ); } @Override public boolean isHqOf(Pawn other) { if (isA(UnitId.GE_PANZER_IV_HQ) && other.isA(UnitId.GE_PANZER_IV)) return true; if (isA(UnitId.US_PERSHING_HQ) && other.isA(UnitId.US_PERSHING)) return true; if (isA(UnitId.US_SHERMAN_HQ) && other.isA(UnitId.US_SHERMAN)) return true; return false; } public void promote() { if (isA(UnitId.GE_PANZER_IV)) id = UnitId.GE_PANZER_IV_HQ; else if (isA(UnitId.US_PERSHING)) id = UnitId.US_PERSHING_HQ; else if (isA(UnitId.US_SHERMAN)) id = UnitId.US_SHERMAN_HQ; else return; type = UnitType.HARD_TARGET_HQ; } public void degrade() { if (isA(UnitId.GE_PANZER_IV_HQ)) id = UnitId.GE_PANZER_IV; else if (isA(UnitId.US_PERSHING_HQ)) id = UnitId.US_PERSHING; else if (isA(UnitId.US_SHERMAN_HQ)) id = UnitId.US_SHERMAN; else return; type = UnitType.HARD_TARGET; } @Override public boolean isHardTarget() { return (isA(UnitType.HARD_TARGET) || isA(UnitType.HARD_TARGET_HQ) || isA(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 canEngage() { if (isHardTarget()) return !hasFired; return (!hasMoved && !hasFired); } @Override public boolean canAssistEngagementWithoutLos() { return isA(UnitType.ARTILLERY); } @Override public boolean canEngage(Pawn other) { return (isEnemy(other) && canEngage()); } public void setMoved() { hasMoved = true; } @Override public void move() { TankOnTank.debug(movement.toString()); if (movement.cost > mpLeft) TankOnTank.debug("ERROR: Movement point exceeded: " + movement.cost + "/" + mpLeft + " please report"); if (movement.isComplete()) setMoved(); mpLeft -= movement.cost; } @Override public void engage() { TankOnTank.debug(engagement.toString()); hasFired = true; } @Override public void reset() { super.reset(); mpLeft = mp; hasFired = false; hasMoved = false; } @Override public void revertLastMove() { hasMoved = false; mpLeft = mp; } // 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); } }