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package ch.asynk.rustanddust.game.battles;
import ch.asynk.rustanddust.game.Army;
import ch.asynk.rustanddust.game.Player;
import ch.asynk.rustanddust.game.Zone;
import ch.asynk.rustanddust.game.Unit.UnitCode;
import ch.asynk.rustanddust.game.Ctrl;
import ch.asynk.rustanddust.game.Factory;
import ch.asynk.rustanddust.ui.Position;
import ch.asynk.rustanddust.engine.Orientation;
public class Battle00 extends BattleCommon
{
public Battle00(Factory factory)
{
super(factory);
_id = 1;
name = "Les Fleurs du mal";
description = "This is a test battle."
+ "\nDon't expect it to be neither interesting,\nnor well ballanced."
+ "\n\nThe victory conditions are:"
+ "\n * at any point, destroy all enemy units."
+ "\n * after 8 turns,\n hold more objectives than your opponent."
+ "";
mapType = Factory.MapType.MAP_00;
}
@Override
public Position getHudPosition()
{
return (currentPlayer.is(Army.US) ? Position.TOP_RIGHT: Position.TOP_LEFT);
}
@Override
public Player getWinner()
{
return getWinner(8);
}
@Override
public void setNextTurn() { }
// SETUP
@Override
protected void setup()
{
players[0] = factory.getPlayer(Army.US);
players[1] = factory.getPlayer(Army.GE);
map.addHoldObjective(5, 2, Army.NONE);
map.addObjective(11, 7, Army.US);
}
@Override
protected void deployPlayer(final Ctrl ctrl)
{
if (currentPlayer.army == Army.US)
setupUS(ctrl, currentPlayer);
else
setupGE(ctrl, currentPlayer);
}
private void setupUS(final Ctrl ctrl, final Player p)
{
setUnit(ctrl, p, UnitCode.US_AT_GUN, 11, 7, Orientation.SOUTH, null);
Zone usEntry = new Zone(map, 10);
usEntry.orientation = Orientation.SOUTH;
usEntry.add(8, 0);
usEntry.add(9, 0);
usEntry.add(8, 1);
usEntry.add(9, 1);
usEntry.add(9, 2);
usEntry.add(10, 2);
usEntry.add(9, 3);
usEntry.add(10, 3);
usEntry.add(10, 4);
usEntry.add(11, 4);
addEntryZone(usEntry);
addReinforcement(p, usEntry, UnitCode.US_SHERMAN, true, false);
addReinforcement(p, usEntry, UnitCode.US_SHERMAN);
addReinforcement(p, usEntry, UnitCode.US_SHERMAN);
addReinforcement(p, usEntry, UnitCode.US_SHERMAN);
addReinforcement(p, usEntry, UnitCode.US_WOLVERINE, true, false);
addReinforcement(p, usEntry, UnitCode.US_WOLVERINE);
addReinforcement(p, usEntry, UnitCode.US_PERSHING);
addReinforcement(p, usEntry, UnitCode.US_PRIEST);
}
private void setupGE(final Ctrl ctrl, final Player p)
{
Zone geEntry = new Zone(map, 8);
geEntry.orientation = Orientation.NORTH;
geEntry.add(4, 8);
geEntry.add(5, 8);
geEntry.add(4, 7);
geEntry.add(5, 7);
geEntry.add(3, 6);
geEntry.add(4, 6);
geEntry.add(3, 5);
geEntry.add(4, 5);
addEntryZone(geEntry);
addReinforcement(p, geEntry, UnitCode.GE_PANZER_IV, true, false);
addReinforcement(p, geEntry, UnitCode.GE_PANZER_IV);
addReinforcement(p, geEntry, UnitCode.GE_PANZER_IV);
addReinforcement(p, geEntry, UnitCode.GE_PANZER_IV, true, false);
addReinforcement(p, geEntry, UnitCode.GE_TIGER);
addReinforcement(p, geEntry, UnitCode.GE_TIGER);
addReinforcement(p, geEntry, UnitCode.GE_WESPE);
}
}
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