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package ch.asynk.rustanddust.game;
import java.util.Random;
import com.badlogic.gdx.utils.Pool;
import com.badlogic.gdx.utils.Disposable;
public class Engagement implements Disposable, Pool.Poolable
{
private static Random rand = new Random();
private static final Pool<Engagement> engagementPool = new Pool<Engagement>() {
@Override
protected Engagement newObject() {
return new Engagement();
}
};
public static Engagement get(Unit attacker, Unit defender)
{
Engagement e = engagementPool.obtain();
e.attacker = attacker;
e.defender = defender;
e.diceRoll();
return e;
}
public static void clearPool()
{
engagementPool.clear();
}
public Unit attacker;
public Unit defender;
public UnitList assists;
public boolean success;
public int d1;
public int d2;
public int d3;
public int d4;
public int unitCount;
public int flankBonus;
public int unitDefense;
public int terrainDefense;
public int weatherDefense;
public int attackSum;
public int defenseSum;
public Engagement()
{
assists = new UnitList(10);
reset();
}
@Override
public void reset()
{
attacker = null;
defender = null;
assists.clear();
}
@Override
public void dispose()
{
assists.clear();
engagementPool.free(this);
}
public void addAssist(Unit unit)
{
assists.add(unit);
}
private void diceRoll()
{
d1 = rand.nextInt(6) + 1;
d2 = rand.nextInt(6) + 1;
d3 = rand.nextInt(6) + 1;
d4 = rand.nextInt(6) + 1;
}
public void set(int cnt, int flk, int def, int tdf, int wdf)
{
this.unitCount = cnt;
this.flankBonus = flk;
this.unitDefense = def;
this.terrainDefense = tdf;
this.weatherDefense = wdf;
if (d3 == 0)
this.attackSum = (d1 + d2 + unitCount + flankBonus);
else
this.attackSum = (d3 + d4 + unitCount + flankBonus);
this.defenseSum = (unitDefense + terrainDefense + weatherDefense);
}
@Override
public String toString()
{
int a, b;
if (d3 == 0) {
a = d1;
b = d2;
} else {
a = d3;
b = d4;
}
return String.format("Engagement : (%d + %d + %d + %d) vs (%d + %d + %d) -> %b", a, b, unitCount, flankBonus, unitDefense, terrainDefense, weatherDefense, success);
}
}
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