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path: root/core/src/ch/asynk/rustanddust/game/Unit.java
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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.engine.util.Collection;
import ch.asynk.rustanddust.engine.util.IterableSet;
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 boolean blockId = false;
    public static int unitId = 1;
    private static Collection<Unit> units = new IterableSet<Unit>(20);

    public static void clear() { unitId = 1; units.clear(); }
    public static Unit findById(int id)
    {
        for (Unit u : units) {
            if (u.id() == id)
                return u;
        }
        return null;
    }

    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, boolean selectable)
    {
        super(army, chit, body, turret, overlays, selectable);
        hq = false;
        ace = false;
        if (!blockId) {
            this.id = unitId;
            unitId += 1;
        }
        this.entryZone = null;
        this.exitZone = null;
        units.add(this);
    }

    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, boolean selectable)
    {
        this(army, chit, body, turret, overlays, selectable);
        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;
    }

    public void spendMovementPoints(int n)
    {
        mpLeft -= n;
    }

    @Override
    public int getSpentMovementPoints()
    {
        return (mp - mpLeft);
    }

    @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)
            setMoved();

        spendMovementPoints(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); }
}