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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.StateRotate;
import ch.asynk.rustanddust.game.states.StatePromote;
import ch.asynk.rustanddust.game.states.StateEngage;
import ch.asynk.rustanddust.game.states.StateBreak;
import ch.asynk.rustanddust.game.states.StateAnimation;
import ch.asynk.rustanddust.game.states.StateReinforcement;
import ch.asynk.rustanddust.game.states.StateDeployment;
import ch.asynk.rustanddust.game.states.StateWithdraw;
import ch.asynk.rustanddust.game.states.StateReplay;
class Event
{
public enum Type
{
STATE_CHANGE,
HUD_ANSWER;
}
public Type type;
public Object data;
public boolean status;
}
public abstract class Ctrl implements Disposable
{
public final RustAndDust game;
public final Battle battle;
private final IterableQueue<Event> events = new IterableQueue<Event>(4);
private final IterableStack<Event> freeEvents = new IterableStack<Event>(4);
private final StringWriter writer = new StringWriter(2048);
public Map map;
public Hud hud;
public boolean blockMap;
public boolean blockHud;
private Hex touchedHex;
protected boolean synched;
private int depth;
private final State selectState;
private final State pathState;
private final State rotateState;
private final State promoteState;
private final State engageState;
private final State breakState;
private final State animationState;
private final State reinforcementState;
private final State deploymentState;
private final State withdrawState;
private final State replayState;
private int animationCount = 0;
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.selectState = new StateSelect();
this.pathState = new StateMove();
this.rotateState = new StateRotate();
this.promoteState = new StatePromote();
this.engageState = new StateEngage();
this.breakState = new StateBreak();
this.animationState = new StateAnimation();
this.reinforcementState = new StateReinforcement();
this.deploymentState = new StateDeployment();
this.withdrawState = new StateWithdraw();
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.DONE;
this.stateAfterAnimation = StateType.DONE;
setState(battle.getState());
switch(game.config.loadMode) {
case REPLAY_ALL:
// TODO REPLAY_ALL
break;
case REPLAY_LAST:
if (synched) {
this.hud.notify(battle.toString(), 2, Position.MIDDLE_CENTER, false);
} else {
map.prepareReplayLastTurn();
setState(StateType.REPLAY);
}
break;
case LOAD:
if (synched) {
this.hud.notify(battle.toString(), 2, Position.MIDDLE_CENTER, false);
} else {
map.prepareReplayLastAction();
setState(StateType.REPLAY);
}
break;
}
}
@Override
public void dispose()
{
hud.dispose();
map.dispose();
battle.desinit();
events.clear();
freeEvents.clear();
}
// EVENTS
public void postDone() { post(StateType.DONE); }
public void postAbort() { post(StateType.ABORT); }
public void post(StateType stateType)
{
Event evt = freeEvents.pop();
if (evt == null)
evt = new Event();
evt.type = Event.Type.STATE_CHANGE;
evt.data = stateType;
events.enqueue(evt);
}
public void postAnswer(Hud.OkCancelAction what, boolean status)
{
Event evt = freeEvents.pop();
if (evt == null)
evt = new Event();
evt.type = Event.Type.HUD_ANSWER;
evt.data = what;
evt.status = status;
events.enqueue(evt);
}
public void processEvent()
{
if (events.size() <= 0)
return;
Event evt = events.dequeue();
switch(evt.type) {
case STATE_CHANGE:
setState((StateType) evt.data);
break;
case HUD_ANSWER:
handleHudAnswer(evt);
break;
default:
RustAndDust.error(String.format("Unhandled Event Type : %s %s", evt.type, evt.data));
}
freeEvents.push(evt);
}
// JSON
protected boolean isLoading()
{
return (stateType == StateType.LOADING);
}
protected void load(Marshal.Mode mode, String payload)
{
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)
{
boolean inAnimation = (this.stateType == StateType.ANIMATION);
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);
}
// Map callbacks
public void animationsOver()
{
if (hud.dialogActive())
hud.notifyAnimationsEnd();
if (stateType == StateType.ANIMATION) {
StateType tmp = stateAfterAnimation;
stateAfterAnimation = StateType.DONE;
setState(tmp);
}
}
// State callbacks
public void setAfterAnimationState(StateType after)
{
stateAfterAnimation = after;
}
// Hud callbacks
private void handleHudAnswer(Event evt)
{
switch((Hud.OkCancelAction) evt.data) {
case EXIT_BOARD:
if (evt.status) setState(StateType.DONE);
else setState(StateType.ABORT);
break;
case ABORT_TURN:
if (evt.status) {
this.state.abort();
turnDone();
}
break;
case END_DEPLOYMENT:
if (evt.status) {
this.state.execute();
turnDone();
}
break;
case QUIT_BATTLE:
if (evt.status)
game.switchToMenu();
break;
}
}
public void showEntryZone()
{
if ((stateType == StateType.DEPLOYMENT) || (stateType == StateType.REINFORCEMENT))
state.touch(null);
}
public void reinforcementHit()
{
if (this.stateType == StateType.SELECT)
setState(StateType.REINFORCEMENT);
else if (this.stateType == StateType.REINFORCEMENT)
setState(StateType.SELECT);
}
//
private void turnDone()
{
if (battle.turnDone())
hud.victory(battle.getPlayer(), battle.getOpponent());
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");
setState(StateType.TURN_OVER);
} else
setState(battle.getState());
}
}
//
public void setState(StateType nextState)
{
depth += 1;
if (depth > 1)
RustAndDust.debug(String.format("***!!!*** STATE DEPTH : %d", depth));
if (nextState == StateType.ABORT)
nextState = abortAction();
else if (nextState == StateType.DONE) {
nextState = complete();
}
if (stateType == StateType.ANIMATION) {
this.blockMap = hud.dialogActive();
if (nextState == StateType.REPLAY)
completeReplayStep();
}
hud.playerInfo.blockEndOfTurn(nextState != StateType.SELECT);
if (nextState == stateType)
RustAndDust.debug(String.format("***!!!*** STATE LOOP : %s", stateType));
this.state.leaveFor(nextState);
this.state = getNextState(nextState);
StateType tmp = stateType;
stateType = nextState;
this.state.enterFrom(tmp);
if (nextState == StateType.TURN_OVER)
turnDone();
depth -= 1;
}
private StateType complete()
{
switch(stateType) {
case DEPLOYMENT:
return completeDeployment();
case REPLAY:
return completeReplay();
default:
return completeAction();
}
}
private StateType completeDeployment()
{
if (battle.isDeploymentDone())
hud.askEndDeployment();
battle.actionDone();
return StateType.DEPLOYMENT;
}
private StateType abortAction()
{
hud.notify("Action canceled");
StateType nextState = this.state.abort();
if (nextState == StateType.ABORT)
nextState = battle.getState();
return nextState;
}
private StateType completeAction()
{
StateType nextState = this.state.execute();
if (nextState == StateType.DONE) {
if (battle.actionDone()) {
hud.notify("1 Action Point burnt");
hud.update();
}
if (battle.getPlayer().apExhausted()) {
hud.notify("No more Action Points");
nextState = StateType.TURN_OVER;
} else if (!battle.getPlayer().canDoSomething()) {
hud.notify("No available Actions");
nextState = StateType.TURN_OVER;
} else
nextState = battle.getState();
}
return nextState;
}
private StateType completeReplay()
{
if (battle.getPlayer().apExhausted()) {
return StateType.TURN_OVER;
} else if (!battle.getPlayer().canDoSomething()) {
return StateType.TURN_OVER;
} else
return battle.getState();
}
private void completeReplayStep()
{
StateType nextState = replayState.execute();
if (nextState == StateType.DONE) {
battle.getPlayer().burnDownOneAp();
hud.update();
}
}
private State getNextState(StateType nextState)
{
RustAndDust.debug("Ctrl", String.format(" %s -> %s : %s", stateType, nextState, battle.getPlayer()));
State state = this.state;
switch(nextState) {
case SELECT:
state = selectState;
break;
case MOVE:
state = pathState;
break;
case ROTATE:
state = rotateState;
break;
case PROMOTE:
state = promoteState;
break;
case ENGAGE:
state = engageState;
break;
case BREAK:
state = breakState;
break;
case WITHDRAW:
state = withdrawState;
break;
case ANIMATION:
state = animationState;
this.blockMap = true;
break;
case REINFORCEMENT:
state = reinforcementState;
break;
case DEPLOYMENT:
state = deploymentState;
break;
case REPLAY:
state = replayState;
break;
default:
break;
}
return state;
}
}
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