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package ch.asynk.rustanddust.game;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import ch.asynk.rustanddust.engine.Pawn;
import ch.asynk.rustanddust.engine.Tile;
import ch.asynk.rustanddust.engine.Orientation;
public class Hex extends Tile
{
public enum Terrain implements TileTerrain
{
OFFMAP,
BLOCKED,
CLEAR,
HILLS,
WOODS,
TOWN,
DEPRESSION
}
public static final int FOG = 0;
public static final int SELECT = 1;
public static final int AREA = 2;
public static final int MOVE = 3;
public static final int DIRECTIONS = 4;
public static final int EXIT = 5;
public static final int OBJECTIVE = 6;
public static final int OBJECTIVE_HOLD = 7;
public static final int OBJECTIVE_GE = 8;
public static final int OBJECTIVE_US = 9;
public Terrain terrain;
public int roads;
public String toString()
{
return String.format("(%d;%d) [%f;%f] t:%s r:%d", col, row, x, y, terrain, roads);
}
public String toShort()
{
return String.format("(%d;%d)", col, row);
}
public Hex(float x, float y, int col, int row, int capacity, Army defaultArmy, TextureAtlas atlas)
{
super(x, y, col, row, capacity, defaultArmy, atlas);
this.terrain = Terrain.CLEAR;
this.roads = 0;
}
public Unit getUnit()
{
return (Unit) getTopPawn();
}
@Override
public boolean isA(TileTerrain terrain)
{
return (this.terrain == terrain);
}
@Override
public boolean isOffMap()
{
return isA(Terrain.OFFMAP);
}
@Override
public boolean blockLineOfSight(Tile from, Tile to)
{
if (isA(Terrain.DEPRESSION))
return false;
if (isA(Terrain.CLEAR) && (!hasUnits() || from.isA(Terrain.HILLS) || to.isA(Terrain.HILLS)))
return false;
return true;
}
@Override
public boolean atLeastOneMove(Pawn pawn)
{
if (hasUnits() || isA(Terrain.BLOCKED) || isA(Terrain.OFFMAP))
return false;
return true;
}
@Override
public boolean road(Orientation side)
{
return (side.s == (roads & side.s));
}
@Override
public int exitCost()
{
return 1;
}
@Override
public int costFrom(Pawn pawn, Orientation side)
{
if (side == Orientation.KEEP) return 0;
if (hasUnits()) return (Integer.MAX_VALUE / 2);
if (road(side)) return 1;
int c = 0;
switch(terrain) {
case CLEAR:
case HILLS:
c = 1;
break;
case WOODS:
case TOWN:
c = 2;
break;
case OFFMAP:
case BLOCKED:
c = (Integer.MAX_VALUE / 2);
break;
}
return c;
}
@Override
public int defense()
{
return (isA(Terrain.TOWN) ? 1 : 0);
}
}
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