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package ch.asynk.rustanddust.game.states;
import ch.asynk.rustanddust.RustAndDust;
import ch.asynk.rustanddust.ui.Position;
import ch.asynk.rustanddust.game.Hex;
import ch.asynk.rustanddust.game.Unit;
import ch.asynk.rustanddust.game.Ctrl.MsgType;
import ch.asynk.rustanddust.game.hud.ActionButtons.Buttons;
public class StateSelect extends StateCommon
{
private boolean isEnemy;
@Override
public void enterFrom(StateType prevState)
{
clear();
}
@Override
public boolean processMsg(MsgType msg, Object data)
{
switch(msg)
{
case OK:
clear();
ctrl.postTurnDone();
return true;
case PROMOTE:
changeTo(StateType.PROMOTE);
return true;
case CANCEL:
clear();
return true;
}
return false;
}
@Override
public void touch(Hex hex)
{
Unit unit = hex.getUnit();
if (!isEnemy && (selectedUnit() != null)) {
if (map.movesContains(hex)) {
// quick move
to = hex;
changeTo(StateType.MOVE);
return;
}
if (map.unitsTargetContains(unit)) {
// quick fire
to = hex;
activate(unit);
changeTo(StateType.ENGAGE);
return;
}
}
hide();
if ((unit == null) || hex.isOffMap()) {
select(null);
return;
}
isEnemy = ctrl.battle.getPlayer().isEnemy(unit);
if (!isEnemy && (selectedUnit() == unit) && unit.canMove()) {
if (unit.isHq() && (map.unitsActivableSize() > 1)) {
ctrl.hud.notify("HQ activation", Position.MIDDLE_CENTER);
to = null;
} else
to = hex;
changeTo(StateType.MOVE);
} else {
select(hex, unit);
ctrl.hud.notify(selectedUnit().toString());
}
}
private void select(Hex hex, Unit unit)
{
selectedHex = hex;
select(unit);
RustAndDust.debug(String.format(" %s - %s", selectedUnit(), selectedHex));
map.hexSelect(selectedHex);
if (isEnemy && !cfg.showEnemyPossibilities)
return;
if(map.movesCollect(selectedUnit()) > 0) {
map.collectMoveable(selectedUnit());
if (cfg.showMoves) map.movesShow();
if (cfg.showMoveAssists) map.unitsActivableShow();
unit.hideActiveable();
}
if (map.collectTargets(selectedUnit(), (isEnemy ? ctrl.battle.getPlayer() : ctrl.battle.getOpponent()).units) > 0) {
if (cfg.showTargets) map.unitsTargetShow();
unit.hideActiveable();
}
ctrl.hud.actionButtons.show((ctrl.battle.getPlayer().canPromote(selectedUnit())) ? Buttons.PROMOTE.b : 0 );
}
private void changeTo(StateType nextState)
{
hide();
ctrl.post(nextState);
}
private void hide()
{
if (selectedHex != null)
map.hexUnselect(selectedHex);
map.movesHide();
map.unitsTargetHide();
map.unitsActivableHide();
ctrl.hud.actionButtons.hide();
}
private void clear()
{
hide();
map.clearMoves();
map.clearUnits();
to = null;
isEnemy = false;
selectedHex = null;
select(null);
activate(null);
}
}
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