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.Hex; import ch.asynk.rustanddust.game.HexSet; 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 BattleFrontalAssault extends BattleCommon { public BattleFrontalAssault(Factory factory) { super(factory); name = "Frontal Assault"; mapType = Factory.MapType.MAP_A; } @Override public Player getPlayer() { if (!gePlayer.isDeploymentDone()) { int n = gePlayer.reinforcement(); if (n > 4) return gePlayer; else { if (usPlayer.isDeploymentDone()) return gePlayer; else return usPlayer; } } if (gePlayer.getTurnDone() == usPlayer.getTurnDone()) return usPlayer; return gePlayer; } @Override public Position getHudPosition(Player player) { return (player.is(Army.US) ? Position.TOP_RIGHT: Position.TOP_LEFT); } @Override public boolean deploymentDone(Player player) { if (player.isDeploymentDone()) return true; return ((player.is(Army.GE) && (gePlayer.reinforcement.size() == 4))); } @Override public Player checkVictory(Ctrl ctrl) { if (ctrl.opponent.unitsLeft() == 0) return ctrl.player; if ((ctrl.player.getTurnDone() < 10) || (ctrl.opponent.getTurnDone() < 10)) return null; if (ctrl.map.objectives.count(Army.US) >= 2) return usPlayer; else return gePlayer; } @Override public void setup(Ctrl ctrl, Map map) { // G9, E6, H4 map.addObjective(2, 2, Army.NONE); map.addObjective(6, 4, Army.NONE); map.addObjective(6, 1, Army.NONE); // hex rows E-H Zone geEntry = new Zone(map, 38); geEntry.orientation = Orientation.NORTH_WEST; for (int i = 2; i < 12; i++) geEntry.add(map.getHex(i, 4)); for (int i = 2; i < 11; i++) geEntry.add(map.getHex(i, 3)); for (int i = 1; i < 11; i++) geEntry.add(map.getHex(i, 2)); for (int i = 1; i < 10; i++) geEntry.add(map.getHex(i, 1)); addEntryZone(geEntry); addReinforcement(gePlayer, geEntry, UnitId.GE_PANZER_IV_HQ); addReinforcement(gePlayer, geEntry, UnitId.GE_PANZER_IV_HQ); addReinforcement(gePlayer, geEntry, UnitId.GE_TIGER); addReinforcement(gePlayer, geEntry, UnitId.GE_TIGER); addReinforcement(gePlayer, geEntry, UnitId.GE_PANZER_IV); addReinforcement(gePlayer, geEntry, UnitId.GE_PANZER_IV); addReinforcement(gePlayer, geEntry, UnitId.GE_PANZER_IV); addReinforcement(gePlayer, geEntry, UnitId.GE_PANZER_IV); // hex rows A-B Zone usEntry = new Zone(map, 19); usEntry.orientation = Orientation.SOUTH_EAST; for (int i = 4; i < 14; i++) usEntry.add(map.getHex(i, 8)); for (int i = 4; i < 13; i++) usEntry.add(map.getHex(i, 7)); 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); addReinforcement(usPlayer, usEntry, UnitId.US_SHERMAN); addReinforcement(usPlayer, usEntry, UnitId.US_SHERMAN); addReinforcement(usPlayer, usEntry, UnitId.US_SHERMAN); addReinforcement(usPlayer, usEntry, UnitId.US_SHERMAN); addReinforcement(usPlayer, usEntry, UnitId.US_PRIEST); } }