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path: root/core/src/ch/asynk/tankontank/game/Ctrl.java
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package ch.asynk.tankontank.game;

import com.badlogic.gdx.utils.Disposable;

import ch.asynk.tankontank.TankOnTank;
import ch.asynk.tankontank.game.hud.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;

import ch.asynk.tankontank.screens.OptionsScreen;

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;

    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;

        this.map = battle.getMap();
        battle.setup(this, map);
        this.player = battle.getPlayer();
        this.opponent = battle.opponent(player);

        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 boolean mayProcessTouch()
    {
        return (state != animationState);
    }

    public void setAnimationCount(int count)
    {
        animationCount = count;
    }

    public void animationDone()
    {
        animationCount -= 1;
        if (animationCount == 0) {
            StateType tmp = stateAfterAnimation;
            stateAfterAnimation = StateType.DONE;
            setState(tmp);
        }
        if (animationCount < 0)
            TankOnTank.debug("    animationCount < 0");
    }

    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.done();

        if (nextState == StateType.DONE) {
            map.actionDone();
            if (map.activatedUnits.size() > 0) {
                TankOnTank.debug("burn down 1AP");
                player.burnDownOneAp();
                hud.update();
            }
            if (player.apExhausted())
                hud.notifyEndOfTurn();
        }

        if (nextState == StateType.DONE)
            nextState = battle.getState(player);

        return nextState;
    }

    private StateType deploymentDone()
    {
        StateType nextState = this.state.done();
        turnDone();
        return nextState;
    }

    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();
        }

        this.state.leave(nextState);

        TankOnTank.debug("  switch to : " + nextState);

        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.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(float hx, float hy, float mx, float my)
    {
        if (!blockHud && hud.touchDown(hx, hy))
            return;

        if (!blockMap && state.downInMap(mx, my))
            state.touchDown();
    }

    public void touchUp(float hx, float hy, float mx, float my)
    {
        if (!blockHud && hud.touchUp(hx, hy))
            return;

        if (!blockMap && state.upInMap(mx, my))
            state.touchUp();
    }

    public void stateTouchUp()
    {
        this.state.touchUp();
    }

    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);
    }

    public void endDeployment()
    {
        deploymentDone();
    }

    public void endGame()
    {
        game.setScreen(new OptionsScreen(game));
    }

    public void endPlayerTurn(boolean abort)
    {
        if (abort)
            state.abort();
        turnDone();
    }

    public void exitBoard(boolean doit)
    {
        if (doit)
            setState(StateType.DONE);
        else
            setState(StateType.ABORT);
    }
}