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package ch.asynk.rustanddust.game;
import java.io.StringWriter;
import com.badlogic.gdx.utils.Disposable;
import com.badlogic.gdx.utils.Json;
import com.badlogic.gdx.utils.JsonValue;
import com.badlogic.gdx.utils.JsonReader;
import com.badlogic.gdx.utils.JsonWriter.OutputType;
import ch.asynk.rustanddust.RustAndDust;
import ch.asynk.rustanddust.engine.util.IterableQueue;
import ch.asynk.rustanddust.engine.util.IterableStack;
import ch.asynk.rustanddust.ui.Position;
import ch.asynk.rustanddust.util.Marshal;
import ch.asynk.rustanddust.game.ctrl.Solo;
import ch.asynk.rustanddust.game.State.StateType;
import ch.asynk.rustanddust.game.states.StateCommon;
import ch.asynk.rustanddust.game.states.StateSelect;
import ch.asynk.rustanddust.game.states.StateMove;
import ch.asynk.rustanddust.game.states.StatePromote;
import ch.asynk.rustanddust.game.states.StateEngage;
import ch.asynk.rustanddust.game.states.StateAnimation;
import ch.asynk.rustanddust.game.states.StateDeployment;
// import ch.asynk.rustanddust.game.states.StateReinforcement;
import ch.asynk.rustanddust.game.states.StateReplay;
public abstract class Ctrl implements Disposable
{
private static final boolean debugCtrl = true;
public enum MsgType
{
OK,
CANCEL,
PROMOTE,
ANIMATIONS_DONE,
UNIT_DOCK_SELECT,
UNIT_DOCK_TOGGLE,
UNIT_DEPLOYED,
}
public enum EventType
{
ORDER,
ORDER_DONE,
STATE_CHANGE,
ANIMATED_STATE_CHANGE,
REPLAY_STEP,
REPLAY_DONE,
TURN_DONE,
// ACTION_DONE,
ACTION_ABORTED,
EXIT_BATTLE,
}
class Event
{
public EventType type;
public Object data;
@Override
public String toString() { return String.format("Event : %s - %s", type, (data == null) ? "" : data); }
}
public final RustAndDust game;
public final Battle battle;
private final StringWriter writer = new StringWriter(2048);
private final IterableQueue<Event> events = new IterableQueue<Event>(4);
private final IterableStack<Event> freeEvents = new IterableStack<Event>(4);
public Map map;
public Hud hud;
public boolean blockMap;
public boolean blockHud;
private Hex touchedHex;
protected boolean synched;
private int depth;
private Order lastOrder;
private final State selectState;
private final State moveState;
private final State promoteState;
private final State engageState;
private final State animationState;
private final State deploymentState;
// private final State reinforcementState;
private final State replayState;
private State state;
private StateType stateType;
private StateType stateAfterAnimation;
public abstract void init();
protected abstract void actionDoneCb();
protected abstract void turnDoneCb();
public abstract void orderProcessedCb();
public static Ctrl getCtrl(final RustAndDust game)
{
Ctrl ctrl = null;
switch(game.config.gameMode) {
case SOLO:
ctrl = new Solo(game);
break;
}
return ctrl;
}
public Ctrl(final RustAndDust game)
{
game.ctrl = this;
this.game = game;
this.battle = game.config.battle;
this.hud = new Hud(game);
this.blockMap = false;
this.blockHud = false;
this.touchedHex = null;
this.synched = false;
this.depth = 0;
this.lastOrder = null;
this.selectState = new StateSelect();
this.moveState = new StateMove();
this.promoteState = new StatePromote();
this.engageState = new StateEngage();
this.animationState = new StateAnimation();
this.deploymentState = new StateDeployment();
// this.reinforcementState = new StateReinforcement();
this.replayState = new StateReplay();
this.stateType = StateType.LOADING;
battle.init();
this.map = battle.getMap();
init();
StateCommon.set(game);
hud.update();
this.state = selectState;
this.stateType = StateType.WAIT_EVENT;
this.stateAfterAnimation = StateType.WAIT_EVENT;
if (synched) {
setState(battle.getState());
this.hud.notify(battle.toString(), 2, Position.MIDDLE_CENTER, false);
return;
}
switch(game.config.loadMode) {
case REPLAY_ALL:
// TODO REPLAY_ALL
break;
case REPLAY_LAST:
map.prepareReplayLastTurn();
setState(StateType.REPLAY);
break;
case LOAD:
map.prepareReplayLastAction();
setState(StateType.REPLAY);
break;
}
}
@Override
public void dispose()
{
hud.dispose();
map.dispose();
battle.desinit();
events.clear();
freeEvents.clear();
}
// JSON
protected boolean isLoading()
{
return (stateType == StateType.LOADING);
}
protected void load(Marshal.Mode mode, String payload)
{
if (payload == null) return;
JsonValue root = new JsonReader().parse(payload);
battle.load(mode, root);
}
protected String unload(Marshal.Mode mode)
{
Json json = new Json(OutputType.json);
writer.getBuffer().setLength(0);
json.setWriter(writer);
battle.unload(mode, json);
writer.flush();
return writer.toString();
}
// INPUTS
public boolean drag(float x, float y, int dx, int dy)
{
if (!blockHud && hud.drag(x, y, dx, dy))
return true;
return false;
}
public void touchDown(float hudX, float hudY, float mapX, float mapY)
{
if (!blockHud && hud.hit(hudX, hudY, inAnimation()))
return;
touchedHex = (blockMap ? null : map.getHexAt(mapX, mapY));
}
public void touchUp(float hudX, float hudY, float mapX, float mapY)
{
if (!blockMap && (touchedHex != null) && (touchedHex == map.getHexAt(mapX, mapY)))
state.touch(touchedHex);
}
// MESSAGES
public void sendMsg(MsgType msgType)
{
sendMsg(msgType, null);
}
public void sendMsg(MsgType msgType, Object data)
{
switch(msgType) {
case ANIMATIONS_DONE:
animationsDone();
break;
case UNIT_DOCK_TOGGLE:
unitDockToggle();
break;
case UNIT_DEPLOYED:
deploymentState.processMsg(msgType, data);
break;
default:
if (!this.state.processMsg(msgType, data))
RustAndDust.error(String.format("%s does not handle msg : %s %s", this.state, msgType, data));
break;
}
}
// EVENTS
public void postReplayDone() { postEvent(EventType.REPLAY_DONE); }
public void postTurnDone() { postEvent(EventType.TURN_DONE); }
// public void postActionDone() { postEvent(EventType.ACTION_DONE); }
public void postActionAborted() { postEvent(EventType.ACTION_ABORTED); }
public void post(StateType stateType)
{
postEvent(EventType.STATE_CHANGE, stateType);
}
// public void postTransitionTo(StateType stateType)
// {
// postEvent(EventType.ANIMATED_STATE_CHANGE, stateType);
// }
// public void postTransitionToDone()
// {
// postEvent(EventType.ANIMATED_STATE_CHANGE, StateType.WAIT_EVENT);
// postEvent(EventType.ACTION_DONE);
// }
// public void postTransitionToAborted()
// {
// postEvent(EventType.ANIMATED_STATE_CHANGE, StateType.WAIT_EVENT);
// postEvent(EventType.ACTION_ABORTED);
// }
public void postOrder(Order order)
{
postOrder(order, null);
}
public void postOrder(Order order, StateType stateType)
{
postEvent(EventType.ORDER, order);
// FIXME maybe use postActionDone()
if (order.type != Order.OrderType.END)
postEvent(EventType.ANIMATED_STATE_CHANGE, StateType.WAIT_EVENT);
postEvent(EventType.ORDER_DONE, stateType);
}
public void postEvent(EventType type)
{
postEvent(type, null);
}
public void postEvent(EventType type, Object data)
{
Event evt = freeEvents.pop();
if (evt == null)
evt = new Event();
evt.type = type;
evt.data = data;
events.enqueue(evt);
}
public void processEvent()
{
if ((events.size() <= 0) || inAnimation())
return;
Event evt = events.dequeue();
RustAndDust.debug(evt.toString());
switch(evt.type) {
case ORDER:
lastOrder = (Order) evt.data;
map.execute(lastOrder);
break;
case ORDER_DONE:
orderDone((StateType) evt.data);
break;
case STATE_CHANGE:
setState((StateType) evt.data);
break;
case ANIMATED_STATE_CHANGE:
stateAfterAnimation = (StateType) evt.data;
setState(StateType.ANIMATION);
break;
case REPLAY_STEP:
replayStep((boolean) evt.data);
break;
case REPLAY_DONE:
replayDone();
break;
case TURN_DONE:
turnDone();
break;
// case ACTION_DONE:
// actionDone();
// break;
case ACTION_ABORTED:
abortAction();
break;
case EXIT_BATTLE:
exitBattle();
break;
default:
RustAndDust.error(String.format("Unhandled Event Type : %s %s", evt.type, evt.data));
}
freeEvents.push(evt);
}
private boolean inAnimation()
{
return (this.stateType == StateType.ANIMATION);
}
private void animationsDone()
{
if (debugCtrl) RustAndDust.debug("ANIMATIONS DONE");
if (hud.dialogActive())
hud.notifyAnimationsDone();
if (stateType == StateType.ANIMATION) {
sendMsg(MsgType.OK, null);
StateType tmp = stateAfterAnimation;
stateAfterAnimation = StateType.WAIT_EVENT;
setState(tmp);
}
}
private void replayStep(boolean burnAp)
{
if (debugCtrl) RustAndDust.debug("REPLAY STEP --> burn down 1 AP " + burnAp);
if (burnAp)
battle.getPlayer().burnDownOneAp();
map.actionDone();
hud.update();
}
private void replayDone()
{
if (debugCtrl) RustAndDust.debug("REPLAY DONE --> check turn change");
if (battle.getPlayer().apExhausted())
postTurnDone();
else if (!battle.getPlayer().canDoSomething())
postTurnDone();
else
post(battle.getState());
}
private void orderDone(StateType nextState)
{
if (debugCtrl) RustAndDust.debug("ORDER DONE");
if (lastOrder.cost == 0) {
post((nextState == null) ? battle.getState() : nextState);
return;
}
battle.getPlayer().burnDownOneAp();
hud.notify("1 Action Point burnt");
hud.update();
if (battle.getPlayer().apExhausted()) {
hud.notify("No more Action Points");
postTurnDone();
} else if (!battle.getPlayer().canDoSomething()) {
hud.notify("No available Actions");
postTurnDone();
} else {
post((nextState == null) ? battle.getState() : nextState);
}
}
// private void actionDone()
// {
// if (debugCtrl) RustAndDust.debug("ACTION DONE");
// if (battle.actionDone()) {
// hud.notify("1 Action Point burnt");
// hud.update();
// }
// if (battle.getPlayer().apExhausted()) {
// hud.notify("No more Action Points");
// postTurnDone();
// } else if (!battle.getPlayer().canDoSomething()) {
// hud.notify("No available Actions");
// postTurnDone();
// } else {
// post(battle.getState());
// }
// }
private void turnDone()
{
if (debugCtrl) RustAndDust.debug("TURN DONE");
if (battle.turnDone()) {
hud.victory(battle.getPlayer(), battle.getOpponent());
// FIXME BATTLE OVER
}
else {
if (battle.getPlayer().hasReinforcement())
hud.notify("You have reinforcement", 2, Position.MIDDLE_CENTER, true);
hud.update();
if (!battle.getPlayer().canDoSomething()) {
hud.notify("No available Actions");
// FIXME DOUBLE TURN DONE
postTurnDone();
} else {
post(battle.getState());
}
}
}
private void abortAction()
{
if (debugCtrl) RustAndDust.debug("ABORT ACTION");
// sendMsg(MsgType.CANCEL); this will loop
post(battle.getState());
}
private void exitBattle()
{
if (debugCtrl) RustAndDust.debug("EXIT BATTLE");
System.err.println("FIXME exitBattle NOT IMPLEMENTED YET");
}
private void unitDockToggle()
{
// if (this.stateType == StateType.SELECT)
// post(StateType.REINFORCEMENT);
// else if (this.stateType == StateType.REINFORCEMENT) {
// sendMsg(MsgType.OK);
// post(StateType.SELECT);
// }
}
//
private void setState(StateType nextState)
{
if (stateType == nextState) {
RustAndDust.error(String.format("***!!!*** STATE LOOP : %d", depth));
return;
}
if (nextState == StateType.WAIT_EVENT) {
stateType = nextState;
if (debugCtrl) RustAndDust.debug("WAIT_EVENT");
return;
}
depth += 1;
if (depth > 1)
RustAndDust.error(String.format("***!!!*** STATE DEPTH : %d", depth));
// FIXME handle corner cases (is ok here ?)
if (nextState == StateType.DEPLOYMENT) {
if (battle.isDeploymentDone())
hud.askEndDeployment();
}
//
hud.playerInfo.blockEndOfTurn(nextState != StateType.SELECT);
this.state = getNextState(nextState);
StateType tmp = stateType;
stateType = nextState;
this.state.enterFrom(tmp);
depth -= 1;
}
private State getNextState(StateType nextState)
{
RustAndDust.debug("Ctrl", String.format("%s -> %s : %s", stateType, nextState, battle.getPlayer()));
switch(nextState) {
case SELECT: return selectState;
case MOVE: return moveState;
case PROMOTE: return promoteState;
case ENGAGE: return engageState;
case ANIMATION: return animationState;
case DEPLOYMENT: return deploymentState;
// case REINFORCEMENT: return reinforcementState;
case REPLAY: return replayState;
default:
RustAndDust.error(String.format("Unhandled State : %s", nextState));
}
return this.state;
}
}
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