package ch.asynk.rustanddust.game.battles; import ch.asynk.rustanddust.RustAndDust; import ch.asynk.rustanddust.engine.Board; import ch.asynk.rustanddust.engine.Orientation; import ch.asynk.rustanddust.game.Map; import ch.asynk.rustanddust.game.Hex; public class MapA extends Map { public MapA(final RustAndDust game, String map, String hex) { super(game, map, hex); } @Override protected Board.Config getConfig() { Board.Config cfg = new Board.Config(); cfg.cols = 10; cfg.rows = 9; cfg.x0 = 86; cfg.y0 = 182; cfg.w = 189; cfg.dw = 94; cfg.s = 110; cfg.dh = 53.6f; cfg.h = cfg.s + cfg.dh; cfg.slope = (cfg.dh / (float) cfg.dw); return cfg; } @Override protected void setup() { getHex(5, 1).terrain = Hex.Terrain.HILLS; getHex(7, 3).terrain = Hex.Terrain.HILLS; getHex(7, 8).terrain = Hex.Terrain.HILLS; getHex(8, 8).terrain = Hex.Terrain.HILLS; getHex(5, 0).terrain = Hex.Terrain.WOODS; getHex(6, 0).terrain = Hex.Terrain.WOODS; getHex(3, 3).terrain = Hex.Terrain.WOODS; getHex(4, 3).terrain = Hex.Terrain.WOODS; getHex(10, 7).terrain = Hex.Terrain.WOODS; getHex(11, 7).terrain = Hex.Terrain.WOODS; getHex(11, 8).terrain = Hex.Terrain.WOODS; getHex(6, 1).terrain = Hex.Terrain.TOWN; getHex(2, 2).terrain = Hex.Terrain.TOWN; getHex(6, 4).terrain = Hex.Terrain.TOWN; getHex(10, 5).terrain = Hex.Terrain.TOWN; getHex(7, 7).terrain = Hex.Terrain.TOWN; getHex(4, 6).terrain = Hex.Terrain.TOWN; getHex(10, 1).terrain = Hex.Terrain.OFFMAP; getHex(11, 3).terrain = Hex.Terrain.OFFMAP; getHex(12, 5).terrain = Hex.Terrain.OFFMAP; getHex(13, 7).terrain = Hex.Terrain.OFFMAP; int N = Orientation.NORTH.s; int S = Orientation.SOUTH.s; int NE = Orientation.NORTH_EAST.s; int NW = Orientation.NORTH_WEST.s; int SE = Orientation.SOUTH_EAST.s; int SW = Orientation.SOUTH_WEST.s; getHex(6, 1).roads = (NW | SW); for (int i = 1; i < 11; i++) { if (i == 6) getHex(i, 2).roads = (NE | S | SW); else if (i == 7) getHex(i, 2).roads = (N | SE); else getHex(i, 2).roads = (N | S); } getHex(6, 3).roads = (NE | SW); getHex(6, 4).roads = (N | NE | SW); getHex(7, 4).roads = (N | S); getHex(8, 4).roads = (NW | S); getHex(6, 5).roads = (NE | SW); getHex(8, 5).roads = (N | SW); getHex(9, 5).roads = (N | S | NE); getHex(10, 5).roads = (N | S); getHex(11, 5).roads = (N | S); getHex(3, 6).roads = (N | S); getHex(4, 6).roads = (N | S); getHex(5, 6).roads = (N | S); getHex(6, 6).roads = (NE | NW | S); getHex(8, 6).roads = (NE | SW); getHex(7, 7).roads = (N | SE); getHex(8, 7).roads = (NE | S); } }