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path: root/core/src/ch/asynk/rustanddust/game/Ctrl.java
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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;
    }
}