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package ch.asynk.tankontank.game;
import com.badlogic.gdx.utils.Disposable;
import com.badlogic.gdx.math.Vector3;
import ch.asynk.tankontank.TankOnTank;
import ch.asynk.tankontank.ui.Position;
import ch.asynk.tankontank.game.State.StateType;
import ch.asynk.tankontank.game.states.StateSelect;
import ch.asynk.tankontank.game.states.StateMove;
import ch.asynk.tankontank.game.states.StateRotate;
import ch.asynk.tankontank.game.states.StatePromote;
import ch.asynk.tankontank.game.states.StateEngage;
import ch.asynk.tankontank.game.states.StateBreak;
import ch.asynk.tankontank.game.states.StateAnimation;
import ch.asynk.tankontank.game.states.StateReinforcement;
import ch.asynk.tankontank.game.states.StateDeployment;
import ch.asynk.tankontank.game.states.StateEscape;
public class Ctrl implements Disposable
{
private final TankOnTank game;
public final Battle battle;
public Map map;
public Hud hud;
public Config cfg;
public Player player;
public Player opponent;
public boolean blockMap;
public boolean blockHud;
public Vector3 mapTouch = new Vector3();
public Vector3 hudTouch = new Vector3();
private State selectState;
private State pathState;
private State rotateState;
private State promoteState;
private State engageState;
private State breakState;
private State animationState;
private State reinforcementState;
private State deploymentState;
private State escapeState;
private int animationCount = 0;
private State state;
private StateType stateType;
private StateType stateAfterAnimation;
public Ctrl(final TankOnTank game, final Battle battle)
{
this.game = game;
this.battle = battle;
this.cfg = game.config;
game.ctrl = this;
battle.init();
this.map = battle.getMap();
this.player = battle.getPlayer();
this.opponent = battle.opponent(player);
battle.setup(this, map);
this.selectState = new StateSelect(this, map);
this.pathState = new StateMove();
this.rotateState = new StateRotate();
this.promoteState = new StatePromote();
this.engageState = new StateEngage();
this.breakState = new StateBreak();
this.animationState = new StateAnimation();
this.reinforcementState = new StateReinforcement();
this.deploymentState = new StateDeployment();
this.escapeState = new StateEscape();
this.state = selectState;
this.stateType = StateType.DONE;
this.hud = new Hud(this, game);
this.blockMap = false;
this.blockHud = false;
hud.notify(battle.toString(), 2, Position.MIDDLE_CENTER, false);
startPlayerTurn();
}
@Override
public void dispose()
{
hud.dispose();
map.dispose();
}
public Player getPlayer(Army army)
{
return (player.is(army) ? player : opponent);
}
public boolean isInAction()
{
return (state != selectState);
}
public void setAnimationCount(int count)
{
animationCount = count;
}
public void animationDone()
{
animationCount -= 1;
if (animationCount > 0)
return;
animationCount = map.animationsDone();
if (animationCount > 0)
return;
if (hud.dialogActive())
return;
StateType tmp = stateAfterAnimation;
stateAfterAnimation = StateType.DONE;
setState(tmp);
}
private void startPlayerTurn()
{
player.turnStart();
// hud.notify(player.getName() + "'s turn", 2, Position.MIDDLE_CENTER, true);
if (battle.getReinforcement(this, map))
hud.notify("You have reinforcement", 2, Position.MIDDLE_CENTER, true);
hud.update();
setState(battle.getState(player));
}
private void endPlayerTurn()
{
player.turnEnd();
Player winner = battle.checkVictory(this);
if (winner != null)
hud.victory(winner, ((winner == player) ? opponent : player));
}
private StateType actionAborted()
{
hud.notify("Action canceled");
StateType nextState = this.state.abort();
if (nextState == StateType.ABORT)
nextState = battle.getState(player);
return nextState;
}
private void turnDone()
{
endPlayerTurn();
player = battle.getPlayer();
opponent = battle.opponent(player);
startPlayerTurn();
}
private StateType actionDone()
{
StateType nextState = this.state.execute();
if (nextState == StateType.DONE) {
map.actionDone();
if (map.activatedUnits.size() > 0) {
TankOnTank.debug("Ctrl", "burn down 1AP");
player.burnDownOneAp();
hud.update();
}
if (player.apExhausted())
hud.notifyNoMoreAP();
}
if (nextState == StateType.DONE)
nextState = battle.getState(player);
return nextState;
}
private StateType deploymentDone()
{
return this.state.execute();
}
public void setState(StateType nextState)
{
if (nextState == StateType.ABORT)
nextState = actionAborted();
else if (nextState == StateType.DONE) {
if (stateType == StateType.DEPLOYMENT)
nextState = deploymentDone();
else
nextState = actionDone();
}
if (stateType == StateType.ANIMATION) {
this.blockMap = hud.dialogActive();
}
this.state.leave(nextState);
TankOnTank.debug("Ctrl", String.format(" %s -> %s : %s", stateType, nextState, player));
switch(nextState) {
case SELECT:
this.state = selectState;
break;
case MOVE:
this.state = pathState;
break;
case ROTATE:
this.state = rotateState;
break;
case PROMOTE:
this.state = promoteState;
break;
case ENGAGE:
this.state = engageState;
break;
case BREAK:
this.state = breakState;
break;
case ESCAPE:
this.state = escapeState;
break;
case ANIMATION:
this.blockMap = true;
this.state = animationState;
break;
case REINFORCEMENT:
this.state = reinforcementState;
break;
case DEPLOYMENT:
this.state = deploymentState;
break;
default:
break;
}
StateType tmp = stateType;
stateType = nextState;
this.state.enter(tmp);
}
public void touchDown()
{
if (!blockHud && hud.touchDown(hudTouch.x, hudTouch.y))
return;
if (!blockMap && state.downInMap(mapTouch.x, mapTouch.y))
state.touchDown();
}
public void touchUp()
{
if (!blockHud && hud.touchUp(hudTouch.x, hudTouch.y))
return;
if (!blockMap && state.upInMap(mapTouch.x, mapTouch.y))
state.touchUp();
}
public void stateTouchUp()
{
state.downInMap(-1, -1);
state.upInMap(-1, -1);
state.touchUp();
}
public boolean isInAnimation()
{
return (this.stateType == StateType.ANIMATION);
}
public void setAfterAnimationState(StateType after)
{
stateAfterAnimation = after;
}
public boolean checkDeploymentDone()
{
boolean done = battle.deploymentDone(player);
if (done)
hud.askEndDeployment();
return done;
}
public void reinforcementHit()
{
if (this.stateType == StateType.SELECT)
setState(StateType.REINFORCEMENT);
else if (this.stateType == StateType.REINFORCEMENT)
setState(StateType.SELECT);
}
// Hud callbacks
public void endDeployment()
{
setState(StateType.DONE);
turnDone();
}
public void endGame()
{
game.switchToMenu();
}
public void endPlayerTurn(boolean abort)
{
if (abort)
state.abort();
turnDone();
}
public void exitBoard(boolean doit)
{
if (doit)
setState(StateType.DONE);
else
setState(StateType.ABORT);
}
}
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