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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 BattleTest extends BattleCommon
{
    public BattleTest(Factory factory)
    {
        super(factory);
        _id = 0;
        name = "* Alpha Test *";
        description = "This is a fast test purpose only battlefield.";
        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(4);
    }

    @Override
    public void setNextTurn()
    {
        if (turnCount == 3) {
            Zone usEntry = new Zone(map, 1);
            usEntry.allowedMoves = (Orientation.SOUTH.s | Orientation.SOUTH_EAST.s | Orientation.SOUTH_WEST.s);
            usEntry.add(map.getHex(12, 6));
            addEntryZone(usEntry);
            addReinforcement(currentPlayer, usEntry, map.getExitZone(0), UnitCode.US_WOLVERINE);
        }
    }

    // SETUP

    @Override
    protected void setup()
    {
        players[0] = factory.getPlayer(Army.GE);
        players[1] = factory.getPlayer(Army.US);

        map.addObjective(5, 2, Army.NONE);
        map.addHoldObjective(5, 3, Army.NONE);
        map.addObjective(3, 4, Army.NONE);
        map.addHoldObjective(3, 3, Army.NONE);
    }

    @Override
    protected void deployPlayer(final Ctrl ctrl)
    {
        if (currentPlayer.army == Army.US)
            setupUS(ctrl, currentPlayer);
        else
            setupGE(ctrl, currentPlayer);
    }

    private void setupGE(final Ctrl ctrl, final Player p)
    {
        setUnit(ctrl, p, UnitCode.GE_WESPE, 6, 8, Orientation.NORTH, null);
        setUnit(ctrl, p, UnitCode.GE_TIGER, 5, 2, Orientation.NORTH, null);
        setUnit(ctrl, p, UnitCode.GE_PANZER_IV, 4, 5, Orientation.NORTH_WEST, null);
        setUnit(ctrl, p, UnitCode.GE_INFANTRY, 1, 2, Orientation.NORTH_WEST, null);
        setUnit(ctrl, p, UnitCode.GE_KINGTIGER, 1, 1, Orientation.NORTH_WEST, null);

        Zone geEntry = new Zone(map, 6);
        geEntry.orientation = Orientation.NORTH;
        geEntry.add(1, 2);
        geEntry.add(1, 1);
        geEntry.add(3, 3);
        geEntry.add(3, 4);
        addEntryZone(geEntry);
        addReinforcement(p, geEntry, UnitCode.GE_AT_GUN);
    }

    private void setupUS(final Ctrl ctrl, final Player p)
    {
        Zone usExit = new Zone(map, 9);
        usExit.orientation = Orientation.NORTH;
        usExit.add(11, 4);
        usExit.add(11, 5);
        usExit.add(12, 6);
        addExitZone(usExit);

        p.casualty(factory.getUnit(UnitCode.US_SHERMAN, true, false));
        setUnit(ctrl, p, UnitCode.US_PRIEST, 7, 6, Orientation.SOUTH_EAST, usExit);
        setUnit(ctrl, p, UnitCode.US_SHERMAN, 8, 4, Orientation.SOUTH, false, true, usExit);
        setUnit(ctrl, p, UnitCode.US_SHERMAN, 7, 3, Orientation.SOUTH, true, false, usExit);
        setUnit(ctrl, p, UnitCode.US_WOLVERINE, 11, 7, Orientation.SOUTH_EAST, usExit);
        setUnit(ctrl, p, UnitCode.US_PERSHING, 6, 5, Orientation.SOUTH, usExit);
        setUnit(ctrl, p, UnitCode.US_INFANTRY, 5, 3, Orientation.NORTH_EAST, usExit);
        setUnit(ctrl, p, UnitCode.US_AT_GUN, 6, 1, Orientation.SOUTH, usExit);
    }
}