package ch.asynk.rustanddust.game.battles;
import ch.asynk.rustanddust.game.Army;
import ch.asynk.rustanddust.game.Player;
import ch.asynk.rustanddust.game.Ctrl;
import ch.asynk.rustanddust.game.Map;
import ch.asynk.rustanddust.game.Zone;
import ch.asynk.rustanddust.game.Unit;
import ch.asynk.rustanddust.game.Unit.UnitId;
import ch.asynk.rustanddust.ui.Position;
import ch.asynk.rustanddust.engine.Orientation;
public class BattleCounterAttack extends BattleCommon
{
public BattleCounterAttack(Factory factory)
{
super(factory);
name = "Counterattack";
mapType = Factory.MapType.MAP_B;
}
@Override
public Position getHudPosition(Player player)
{
return (player.is(Army.US) ? Position.TOP_RIGHT: Position.TOP_LEFT);
}
@Override
public Player getPlayer()
{
if (!gePlayer.isDeploymentDone())
return gePlayer;
if (!usPlayer.isDeploymentDone())
return usPlayer;
if (gePlayer.getTurnDone() == usPlayer.getTurnDone())
return gePlayer;
return usPlayer;
}
public Player checkVictory(Ctrl ctrl)
{
if (ctrl.opponent.unitsLeft() == 0)
return ctrl.player;
if (gePlayer.withdrawed() >= 3)
return gePlayer;
if ((ctrl.player.getTurnDone() < 9) || (ctrl.opponent.getTurnDone() < 9))
return null;
return usPlayer;
}
@Override
public boolean getReinforcement(Ctrl ctrl, Map map)
{
if (ctrl.player.is(Army.GE))
return false;
if (ctrl.player.getCurrentTurn() != 5)
return false;
// hex row 1
Zone usEntry = new Zone(map, 9);
usEntry.allowedMoves = (Orientation.SOUTH.s | Orientation.SOUTH_EAST.s | Orientation.SOUTH_WEST.s);
usEntry.add(map.getHex(9, 0));
usEntry.add(map.getHex(9, 1));
usEntry.add(map.getHex(10, 2));
usEntry.add(map.getHex(10, 3));
usEntry.add(map.getHex(11, 4));
usEntry.add(map.getHex(11, 5));
usEntry.add(map.getHex(12, 6));
usEntry.add(map.getHex(12, 7));
usEntry.add(map.getHex(13, 8));
addEntryZone(usEntry);
addReinforcement(usPlayer, usEntry, UnitId.US_SHERMAN);
addReinforcement(usPlayer, usEntry, UnitId.US_SHERMAN);
addReinforcement(usPlayer, usEntry, UnitId.US_PRIEST);
return true;
}
@Override
public void setup(Ctrl ctrl, Map map)
{
// hex row 1
Zone geExit = new Zone(map, 9);
geExit.orientation = Orientation.NORTH;
geExit.add(map.getHex(9, 0));
geExit.add(map.getHex(9, 1));
geExit.add(map.getHex(10, 2));
geExit.add(map.getHex(10, 3));
geExit.add(map.getHex(11, 4));
geExit.add(map.getHex(11, 5));
geExit.add(map.getHex(12, 6));
geExit.add(map.getHex(12, 7));
geExit.add(map.getHex(13, 8));
addExitZone(geExit);
// hex rows 8-9
Zone geEntry = new Zone(map, 18);
geEntry.orientation = Orientation.NORTH;
for (int i = 0; i < 2; i++) {
geEntry.add(map.getHex((1 + i), 0));
geEntry.add(map.getHex((1 + i), 1));
geEntry.add(map.getHex((2 + i), 2));
geEntry.add(map.getHex((2 + i), 3));
geEntry.add(map.getHex((3 + i), 4));
geEntry.add(map.getHex((3 + i), 5));
geEntry.add(map.getHex((4 + i), 6));
geEntry.add(map.getHex((4 + i), 7));
geEntry.add(map.getHex((5 + i), 8));
}
addEntryZone(geEntry);
addReinforcement(gePlayer, geEntry, geExit, UnitId.GE_PANZER_IV_HQ);
addReinforcement(gePlayer, geEntry, geExit, UnitId.GE_PANZER_IV_HQ);
addReinforcement(gePlayer, geEntry, geExit, UnitId.GE_TIGER);
addReinforcement(gePlayer, geEntry, geExit, UnitId.GE_TIGER);
addReinforcement(gePlayer, geEntry, geExit, UnitId.GE_PANZER_IV);
addReinforcement(gePlayer, geEntry, geExit, UnitId.GE_PANZER_IV);
addReinforcement(gePlayer, geEntry, geExit, UnitId.GE_PANZER_IV);
addReinforcement(gePlayer, geEntry, geExit, UnitId.GE_PANZER_IV);
addReinforcement(gePlayer, geEntry, geExit, UnitId.GE_PANZER_IV);
addReinforcement(gePlayer, geEntry, geExit, UnitId.GE_WESPE);
// hex rows 1-4
Zone usEntry = new Zone(map, 36);
usEntry.orientation = Orientation.SOUTH;
for (int i = 0; i < 4; i++) {
usEntry.add(map.getHex((6 + i), 0));
usEntry.add(map.getHex((6 + i), 1));
usEntry.add(map.getHex((7 + i), 2));
usEntry.add(map.getHex((7 + i), 3));
usEntry.add(map.getHex((8 + i), 4));
usEntry.add(map.getHex((8 + i), 5));
usEntry.add(map.getHex((9 + i), 6));
usEntry.add(map.getHex((9 + i), 7));
usEntry.add(map.getHex((10 + i), 8));
}
addEntryZone(usEntry);
addReinforcement(usPlayer, usEntry, UnitId.US_SHERMAN_HQ);
addReinforcement(usPlayer, usEntry, UnitId.US_SHERMAN_HQ);
addReinforcement(usPlayer, usEntry, UnitId.US_WOLVERINE);
addReinforcement(usPlayer, usEntry, UnitId.US_WOLVERINE);
addReinforcement(usPlayer, usEntry, UnitId.US_SHERMAN);
addReinforcement(usPlayer, usEntry, UnitId.US_SHERMAN);
}
}