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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.util.GameRecord;
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
{
enum Mode
{
LOADING,
REPLAY,
PLAY,
}
private static final boolean debugCtrl = false;
public enum MsgType
{
OK,
CANCEL,
PROMOTE,
ANIMATIONS_DONE,
UNIT_DOCK_SELECT,
UNIT_DOCK_TOGGLE,
UNIT_DEPLOYED,
UNIT_UNDEPLOYED,
}
public enum EventType
{
ORDER,
ORDER_DONE,
STATE_CHANGE,
ANIMATION,
REPLAY_DONE,
TURN_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;
private float blockEvents;
public boolean blockMap;
public boolean blockHud;
private Hex touchedHex;
protected int gameId;
protected boolean synched;
private boolean replayBattle;
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 Mode mode;
private State state;
private StateType stateType;
private StateType stateAfterAnimation;
public abstract void init();
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.blockEvents = 1.0f;
this.blockMap = true;
this.blockHud = false;
this.touchedHex = null;
this.gameId = -1;
this.synched = false;
this.replayBattle = 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.mode = Mode.LOADING;
this.map = battle.init();
init();
StateCommon.set(game);
hud.update();
this.stateType = StateType.WAIT_EVENT;
this.stateAfterAnimation = battle.getState();
setState(StateType.ANIMATION);
switch(game.config.loadMode)
{
case NEW:
this.hud.notify(battle.toString(), 2, Position.MIDDLE_CENTER, false);
break;
case RESUME:
if (!synched) {
map.prepareReplayLastAction();
this.stateAfterAnimation = StateType.REPLAY;
}
break;
case REPLAY_LAST:
map.prepareReplayLastTurn();
this.stateAfterAnimation = StateType.REPLAY;
break;
case REPLAY_BATTLE:
this.replayBattle = true;
map.prepareReplayLastTurn();
this.stateAfterAnimation = StateType.REPLAY;
break;
}
}
@Override
public void dispose()
{
hud.dispose();
map.dispose();
battle.desinit();
events.clear();
freeEvents.clear();
}
// JSON
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();
}
// DB
private void storeInitialState()
{
game.db.storeGameState(gameId, battle.getTurnCount(), battle.getPlayer().id, unload(Marshal.Mode.PLAYERS), unload(Marshal.Mode.MAP));
game.db.storeTurnState(gameId);
}
private void storeGameState()
{
game.db.storeGameState(gameId, battle.getTurnCount(), battle.getPlayer().id, unload(Marshal.Mode.PLAYERS), unload(Marshal.Mode.MAP));
}
private void storeGameOrders()
{
game.db.storeGameOrders(gameId, unload(Marshal.Mode.ORDERS));
}
private void storeTurnOrders()
{
game.db.storeTurnOrders(gameId, battle.getTurnCount(), unload(Marshal.Mode.ORDERS));
}
private void storeNewGameTurn()
{
game.db.storeGameState(gameId, battle.getTurnCount(), battle.getPlayer().id, unload(Marshal.Mode.PLAYERS), unload(Marshal.Mode.MAP));
game.db.clearGameOrders(gameId);
game.db.storeTurnState(gameId);
}
private boolean loadTurn(int turn)
{
GameRecord r = game.db.loadTurn(gameId, turn);
if (r == null)
return false;
battle.turnDone();
load(Marshal.Mode.PLAYER, r.players);
validateState(r);
load(Marshal.Mode.ORDERS, r.orders);
r.dispose();
return true;
}
private void validateState(GameRecord r)
{
String playersH = game.db.getDigest(unload(Marshal.Mode.PLAYERS));
if (!playersH.equals(r.playersH)) {
RustAndDust.error("playersH does not match");
System.err.println("DB");
System.err.println(r.players);
System.err.println("UNLOAD");
System.err.println(unload(Marshal.Mode.PLAYERS));
}
String mapH = game.db.getDigest(unload(Marshal.Mode.MAP));
if (!mapH.equals(r.mapH)) {
RustAndDust.error("mapH does not match");
System.err.println("DB");
System.err.println(r.map);
System.err.println("UNLOAD");
System.err.println(unload(Marshal.Mode.MAP));
}
}
// 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)
{
RustAndDust.debug(String.format("Msg : %s %s", msgType, 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 postTurnDone() { postEvent(EventType.TURN_DONE); }
public void postActionAborted() { postEvent(EventType.ACTION_ABORTED); }
public void postReplayDone(StateType stateType) { postEvent(EventType.REPLAY_DONE, stateType); }
public void post(StateType stateType)
{
postEvent(EventType.STATE_CHANGE, stateType);
}
public void postOrder(Order order)
{
postOrder(order, null);
}
public void postInitOrder(Order order)
{
// postEvent(EventType.ORDER, order);
// postEvent(EventType.ORDER_DONE, stateType);
executeOrder(order);
orderDone(null);
}
public void postOrder(Order order, StateType stateType)
{
postEvent(EventType.ORDER, order);
switch(order.type)
{
case END:
case REVERT:
break;
default:
postEvent(EventType.ANIMATION, 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(float delta)
{
if (blockEvents > 0f) {
blockEvents -= delta;
if (blockEvents > 0f)
return;
}
if ((events.size() <= 0) || inAnimation())
return;
Event evt = events.dequeue();
RustAndDust.debug(evt.toString());
switch(evt.type)
{
case ORDER: executeOrder((Order) evt.data); break;
case ORDER_DONE: orderDone((StateType) evt.data); break;
case STATE_CHANGE: setState((StateType) evt.data); break;
case REPLAY_DONE: replayDone((StateType) evt.data); break;
case TURN_DONE: turnDone(); break;
case ACTION_ABORTED: abortAction(); break;
case EXIT_BATTLE: exitBattle(); break;
case ANIMATION:
stateAfterAnimation = (StateType) evt.data;
setState(StateType.ANIMATION);
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 (mode == Mode.LOADING) {
this.mode = ((stateAfterAnimation == StateType.REPLAY) ? Mode.REPLAY : Mode.PLAY);
if (mode == Mode.PLAY) {
map.clear();
storeInitialState();
}
}
this.blockMap = false;
StateType tmp = stateAfterAnimation;
stateAfterAnimation = StateType.WAIT_EVENT;
setState(tmp);
}
private void replayDone(StateType nextState)
{
if (debugCtrl) RustAndDust.debug(" REPLAY DONE");
if (replayBattle) {
if (loadTurn(battle.getTurnCount() + 1)) {
map.prepareReplayLastTurn();
setState(StateType.REPLAY);
this.stateAfterAnimation = StateType.REPLAY;
blockEvents = 0.5f;
return;
}
nextState = null;
}
hud.notify("Replay Done", Position.MIDDLE_CENTER);
this.mode = Mode.PLAY;
if (nextState != null) {
setState(nextState);
} else {
if (!synched) {
storeGameState();
synched = true;
}
checkPlayer(battle.getState());
}
}
private void executeOrder(Order order)
{
if (debugCtrl) RustAndDust.debug(" EXECUTE ORDER");
lastOrder = order;
map.execute(order);
if ((order.type == Order.OrderType.ENGAGE) && !order.replay) {
game.ctrl.hud.engagementSummary(order.engagement);
}
if (this.mode == Mode.PLAY)
storeGameOrders();
hud.update();
}
private void orderDone(StateType nextState)
{
if (debugCtrl) RustAndDust.debug(" ORDER DONE -> " + nextState);
Order order = this.lastOrder;
this.lastOrder = null;
if (nextState == null)
nextState = battle.getState();
completeOrder(order);
if (mode == Mode.LOADING)
return;
if (mode == Mode.REPLAY) {
if (order.cost > 0)
battle.getPlayer().burnDownOneAp();
hud.update();
blockEvents = 0.2f;
post(nextState);
return;
}
if (order.cost == 0) {
post(nextState);
return;
}
battle.getPlayer().burnDownOneAp();
hud.notify("1 Action Point burnt");
checkPlayer(nextState);
storeGameState();
}
private void checkPlayer(StateType nextState)
{
if (battle.getPlayer().apExhausted()) {
if (mode == Mode.PLAY)
hud.notify("No more Action Points");
postTurnDone();
} else if (!battle.getPlayer().canDoSomething()) {
if (mode == Mode.PLAY)
hud.notify("No available Actions");
postTurnDone();
} else {
post(nextState);
}
hud.update();
}
private void completeOrder(Order order)
{
switch(order.type)
{
case MOVE: completeMoveOrder(order, (Unit) order.move.pawn); break;
case ENGAGE: completeEngagementOrder(order, order.engagement.defender); break;
case PROMOTE: battle.getPlayer().promote(order.leader); break;
case REVERT: break;
case END: break;
default: break;
}
}
private void completeEngagementOrder(Order order, Unit unit)
{
if (order.engagement.success) {
battle.getPlayer().engagementWon += 1;
battle.getOpponent().casualty(unit);
} else {
battle.getPlayer().engagementLost += 1;
}
}
private void completeMoveOrder(Order order, Unit unit)
{
switch(order.move.type)
{
case EXIT: battle.getPlayer().unitWithdraw(unit); break;
case SET: battle.getPlayer().unitEntry(unit); break;
case ENTER: battle.getPlayer().unitEntry(unit); break;
case REGULAR: break;
default: break;
}
}
private void turnDone()
{
if (debugCtrl) RustAndDust.debug(" TURN DONE");
setState(StateType.WAIT_EVENT);
storeTurnOrders();
if (battle.turnDone())
hud.victory(battle.getPlayer(), battle.getOpponent());
else {
hud.update();
if (battle.getPlayer().hasReinforcement())
hud.notify("You have reinforcement");
if (!battle.getPlayer().canDoSomething()) {
hud.notify("No available Actions");
postTurnDone();
} else {
post(battle.getState());
}
}
storeNewGameTurn();
}
private void abortAction()
{
if (debugCtrl) RustAndDust.debug(" ABORT ACTION");
post(battle.getState());
}
private void exitBattle()
{
if (debugCtrl) RustAndDust.debug(" EXIT BATTLE");
Unit.clear();
game.switchToMenu();
}
private void unitDockToggle()
{
if (this.stateType == StateType.SELECT) {
sendMsg(MsgType.CANCEL);
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("***!!!*** STATE LOOP ********************************************************************** " + stateType);
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));
if ((this.mode == Mode.PLAY) && (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(" State Change", String.format("%s -> %s", stateType, nextState));
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;
}
}
|