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package ch.asynk.rustanddust.game;
import com.badlogic.gdx.utils.Disposable;
import com.badlogic.gdx.math.Vector3;
import ch.asynk.rustanddust.RustAndDust;
import ch.asynk.rustanddust.ui.Position;
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;
public class Ctrl implements Disposable
{
public final RustAndDust game;
public final Battle battle;
public Map map;
public Hud hud;
public boolean blockMap;
public boolean blockHud;
public Vector3 mapTouch = new Vector3();
public Vector3 hudTouch = new Vector3();
private State selectState;
private State pathState;
private State rotateState;
private State promoteState;
private State engageState;
private State breakState;
private State animationState;
private State reinforcementState;
private State deploymentState;
private State withdrawState;
private int animationCount = 0;
private State state;
private StateType stateType;
private StateType stateAfterAnimation;
public Ctrl(final RustAndDust game, final Battle battle)
{
game.ctrl = this;
this.game = game;
this.battle = battle;
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.state = selectState;
this.stateType = StateType.DONE;
this.blockMap = false;
this.blockHud = false;
this.map = battle.setup();
this.hud = new Hud(game);
StateCommon.set(game);
battle.start();
hud.update();
setState(battle.getState());
this.hud.notify(battle.toString(), 2, Position.MIDDLE_CENTER, false);
}
@Override
public void dispose()
{
hud.dispose();
map.dispose();
}
// INPUTS
public boolean drag(int dx, int dy)
{
if (!blockHud && hud.drag(hudTouch.x, hudTouch.y, dx, dy))
return true;
return false;
}
public void touchDown()
{
boolean inAnimation = (this.stateType == StateType.ANIMATION);
if (!blockHud && hud.touchDown(hudTouch.x, hudTouch.y, inAnimation))
return;
if (!blockMap && state.downInMap(mapTouch.x, mapTouch.y))
state.touchDown();
}
public void touchUp()
{
if (!blockHud && hud.touchUp(hudTouch.x, hudTouch.y))
return;
if (!blockMap && state.upInMap(mapTouch.x, mapTouch.y))
state.touchUp();
}
// 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;
}
public boolean checkDeploymentDone()
{
boolean done = battle.isDeploymentDone();
if (done)
hud.askEndDeployment();
return done;
}
// Hud callbacks
public void endGame()
{
game.switchToMenu();
}
public void showEntryZone()
{
if ((stateType == StateType.DEPLOYMENT) || (stateType == StateType.REINFORCEMENT)) {
state.downInMap(-1, -1);
state.upInMap(-1, -1);
state.touchUp();
}
}
public void endDeployment()
{
setState(StateType.DONE);
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();
setState(battle.getState());
}
}
//
public void setState(StateType nextState)
{
if (nextState == StateType.ABORT)
nextState = abortAction();
else if (nextState == StateType.DONE) {
if (stateType == StateType.DEPLOYMENT)
nextState = completeDeployment();
else
nextState = completeAction();
}
if (stateType == StateType.ANIMATION)
this.blockMap = hud.dialogActive();
hud.playerInfo.blockEndOfTurn(nextState != StateType.SELECT);
this.state.leave(nextState);
this.state = getNextState(nextState);
StateType tmp = stateType;
stateType = nextState;
this.state.enter(tmp);
if (nextState == StateType.TURN_OVER)
turnDone();
}
private StateType completeDeployment()
{
battle.actionDone();
return this.state.execute();
}
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
nextState = battle.getState();
}
return nextState;
}
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;
default:
break;
}
return state;
}
}
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