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package ch.asynk.rustanddust.game;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.graphics.g2d.TextureAtlas.AtlasRegion;
import ch.asynk.rustanddust.engine.Pawn;
import ch.asynk.rustanddust.engine.Tile;
import ch.asynk.rustanddust.engine.HeadedPawn;
import ch.asynk.rustanddust.game.Hex.Terrain;
import ch.asynk.rustanddust.RustAndDust;
public class Unit extends HeadedPawn
{
public static final int ACTIVEABLE = 0;
public static final int TARGET = 1;
public static final int FIRE = 2;
public static final int MAY_FIRE = 3;
public static final int ACE = 4;
public static final int HQ = 5;
public static final int HAS_FIRED = 6;
public static final int HAS_MOVED = 7;
public static final int FLANK_ATTACK_BONUS = 1;
public static int unitId = 1;
public enum UnitType implements Pawn.PawnType
{
HARD_TARGET,
INFANTRY,
AT_GUN,
ARTILLERY
}
public enum UnitCode implements Pawn.PawnCode
{
GE_AT_GUN("German Anti-Tank Gun"),
GE_INFANTRY("German Infantry"),
GE_KINGTIGER("German King Tiger"),
GE_PANZER_IV("German Panzer IV"),
GE_TIGER("German Tiger"),
GE_WESPE("German Wespe"),
US_AT_GUN("US Anti-Tank Gun"),
US_INFANTRY("US Infantry"),
US_PERSHING("US Pershing"),
US_PRIEST("US Priest"),
US_SHERMAN("US Sherman"),
US_WOLVERINE("US Wolverine");
private String s;
UnitCode(String s) { this.s = s; }
public String toString() { return s; }
}
private int id;
public int rng;
public int def;
public int cdef;
public int mp;
public int mpLeft;
public UnitCode code;
public UnitType type;
public boolean hq;
public boolean ace;
public boolean hasMoved;
public boolean hasFired;
public Zone entryZone;
public Zone exitZone;
protected Unit(Army army, AtlasRegion chit, AtlasRegion body, AtlasRegion turret, TextureAtlas overlays)
{
super(army, chit, body, turret, overlays);
hq = false;
ace = false;
this.id = unitId;
unitId += 1;
this.entryZone = null;
this.exitZone = null;
}
private void commonSetup()
{
mpLeft = mp;
enableOverlay(HQ, isHq());
enableOverlay(ACE, isAce());
this.hasMoved = false;
this.hasFired = false;
updateDescr();
}
private void updateDescr()
{
this.descr = String.format("[%d] %s%s%s (%d - %d ", id, code.toString(), (hq ? " HQ" : ""), (ace ? " Ace" : ""), rng, def);
if (cdef == -1)
this.descr += "-" + mp + ")";
else
this.descr += "/" + cdef + "-" + mp + ")";
}
public Unit(Army army, UnitCode code, UnitType type, boolean hq, boolean ace, int range, int defense, int concealedDefense, int movementPoints,
AtlasRegion chit, AtlasRegion body, AtlasRegion turret, TextureAtlas overlays)
{
this(army, chit, body, turret, overlays);
this.hq = hq;
this.ace = ace;
this.rng = range;
this.def = defense;
this.cdef = concealedDefense;
this.mp = movementPoints;
this.code = code;
this.type = type;
commonSetup();
}
public int id() { return id; }
public void id(int i) { id = i; updateDescr(); }
public Army getArmy()
{
return (Army) getFaction();
}
public Hex getHex()
{
return (Hex) getTile();
}
public boolean isAce()
{
return ace;
}
@Override
public int getMovementPoints()
{
return mpLeft;
}
@Override
public int getRoadMarchBonus()
{
return 1;
}
@Override
public int getEngagementRangeFrom(Tile tile)
{
if (tile.isA(Terrain.DEPRESSION))
return 1;
if (!isA(UnitType.INFANTRY) && tile.isA(Terrain.HILLS))
return rng + 1;
return rng;
}
@Override
public int getAngleOfAttack()
{
return orientation.getFrontSides();
}
@Override
public int getFlankSides()
{
return orientation.getBackSides();
}
@Override
public int getDefense(Tile tile)
{
if (!isHardTarget() && (tile.isA(Terrain.HILLS) || tile.isA(Terrain.WOODS) || tile.isA(Terrain.TOWN)))
return cdef;
return def;
}
@Override
public boolean preventDefenseOn(Tile tile)
{
if (isA(UnitType.INFANTRY) && (tile.isA(Terrain.WOODS) || tile.isA(Terrain.TOWN)))
return true;
return false;
}
@Override
public boolean isUnit()
{
return true;
}
@Override
public boolean isA(PawnCode c)
{
return (code == c);
}
@Override
public boolean isA(PawnType t)
{
return (type == t);
}
@Override
public boolean isHardTarget()
{
return (isA(UnitType.HARD_TARGET) || isA(UnitType.ARTILLERY));
}
@Override
public boolean isHq()
{
return hq;
}
@Override
public boolean isHqOf(Pawn other)
{
return (isHq() && other.isA(code));
}
public void promote()
{
setHq(true);
}
public void degrade()
{
setHq(false);
}
private void setHq(boolean hq)
{
this.hq = hq;
updateDescr();
enableOverlay(HQ, hq);
}
@Override
public boolean canRotate()
{
return canMove();
}
@Override
public boolean canMove()
{
if (isHardTarget()) return !hasMoved;
return (!hasMoved && !hasFired);
}
@Override
public boolean canEngage()
{
if (isHardTarget()) return !hasFired;
return (!hasMoved && !hasFired);
}
@Override
public boolean canAssistEngagementWithoutLos()
{
return isA(UnitType.ARTILLERY);
}
@Override
public boolean canEngage(Pawn other)
{
return (isEnemy(other) && canEngage());
}
@Override
public boolean canBreak()
{
return isA(UnitType.INFANTRY);
}
public boolean canHQMove()
{
return (isHq() && ((move == null) || (!move.isEnter())));
}
public void setMoved()
{
hasMoved = true;
updateOverlays();
}
public void setFired()
{
hasFired = true;
updateOverlays();
}
@Override
public void move()
{
int cost = move.cost;
if ((cost > 0) && move.roadMarch) {
cost -= getRoadMarchBonus();
if (cost < 1) cost = 1;
}
if (cost > mpLeft)
RustAndDust.debug("ERROR: Movement point exceeded: " + cost + "/" + mpLeft + " please report");
if ((cost > 0) && move.isFinal())
setMoved();
mpLeft -= cost;
}
@Override
public void engage()
{
setFired();
}
@Override
public void reset()
{
super.reset();
mpLeft = mp;
hasFired = false;
hasMoved = false;
hideHasMoved();
hideHasFired();
}
@Override
public void revertLastMove()
{
hasMoved = false;
mpLeft = mp;
updateOverlays();
move = null;
}
private void updateOverlays()
{
enableOverlay(HAS_MOVED, !canMove());
enableOverlay(HAS_FIRED, !canEngage());
}
// SHOW / HIDE
public void showActiveable() { enableOverlay(ACTIVEABLE, true); }
public void hideActiveable() { enableOverlay(ACTIVEABLE, false); }
public void showTarget() { enableOverlay(TARGET, true); }
public void hideTarget() { enableOverlay(TARGET, false); }
public void showAttack() { enableOverlay(FIRE, true); }
public void hideAttack() { enableOverlay(FIRE, false); }
public void showAttackAssist() { enableOverlay(MAY_FIRE, true); }
public void hideAttackAssist() { enableOverlay(MAY_FIRE, false); }
public void showHasMoved() { enableOverlay(HAS_MOVED, true); }
public void hideHasMoved() { enableOverlay(HAS_MOVED, false); }
public void showHasFired() { enableOverlay(HAS_FIRED, true); }
public void hideHasFired() { enableOverlay(HAS_FIRED, false); }
}
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