1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
|
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,
TURN_END;
}
public Type type;
public Object data;
}
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 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.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 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 processEvent()
{
if (events.size() <= 0)
return;
Event evt = events.dequeue();
switch(evt.type) {
case STATE_CHANGE:
setState((StateType) evt.data);
break;
default:
RustAndDust.error(String.format("Unhandled Event Type : %s", evt.type));
}
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
public void endGame()
{
game.switchToMenu();
}
public void showEntryZone()
{
if ((stateType == StateType.DEPLOYMENT) || (stateType == StateType.REINFORCEMENT))
state.touch(null);
}
public void endDeployment()
{
this.state.execute();
turnDone();
}
public void endPlayerTurn(boolean abort)
{
if (abort)
state.abort();
turnDone();
}
public void exitBoard(boolean doit)
{
if (doit)
setState(StateType.DONE);
else
setState(StateType.ABORT);
}
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.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)
{
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);
this.state.leaveFor(nextState);
this.state = getNextState(nextState);
StateType tmp = stateType;
stateType = nextState;
this.state.enterFrom(tmp);
if (nextState == StateType.TURN_OVER)
turnDone();
}
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;
}
}
|