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package ch.asynk.tankontank.game;
import java.util.List;
import java.util.Iterator;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import ch.asynk.tankontank.engine.Board;
import ch.asynk.tankontank.engine.Pawn;
import ch.asynk.tankontank.engine.Tile;
import ch.asynk.tankontank.engine.Orientation;
public class Hex extends Tile
{
public enum Terrain
{
OFFMAP,
BLOCKED,
CLEAR,
HILLS,
WOODS,
TOWN
}
public static final int FOG = 0;
public static final int SELECT = 1;
public static final int MOVE1 = 2;
public static final int TARGET = 3;
public static final int MOVE2 = 4;
public static final int DIRECTIONS = 5;
public static final int ASSIST = 6;
public static final int ORIENTATION = 7;
public Terrain terrain;
public int roads;
public String toString()
{
return "(" + col + ";" + row + ") [" + x + ";" + y + "] " + "t:" + terrain + " r:" + roads;
}
public Hex(float x, float y, int col, int row, TextureAtlas atlas)
{
super(x, y, col, row, atlas);
this.terrain = Terrain.CLEAR;
this.roads = 0;
}
public Unit getUnit()
{
if (isEmpty()) return null;
return (Unit) iterator().next();
}
@Override
public boolean isOffMap()
{
return terrain == Terrain.OFFMAP;
}
@Override
public boolean blockLineOfSightFrom(Tile tile)
{
if ((terrain == Terrain.CLEAR) && !hasUnits())
return false;
if ((((Hex) tile).terrain == Terrain.HILLS) && (terrain == Terrain.CLEAR))
return false;
return true;
}
@Override
public boolean atLeastOneMove(Pawn pawn)
{
if (hasUnits() || (terrain == Terrain.BLOCKED) || (terrain == Terrain.OFFMAP))
return false;
return true;
}
@Override
public boolean road(Orientation side)
{
return (side.s == (roads & side.s));
}
@Override
public int costFrom(Pawn pawn, Orientation side, boolean road)
{
if (hasUnits()) return Integer.MAX_VALUE;
if (road) return 1;
int c = 0;
switch(terrain) {
case CLEAR:
case HILLS:
c = 1;
break;
case WOODS:
case TOWN:
c = 2;
break;
case OFFMAP:
case BLOCKED:
c = Integer.MAX_VALUE;
break;
}
return c;
}
@Override
public int defenseFor(Pawn target, Board.PawnCollection foes)
{
Unit u = (Unit) target;
boolean terrainBonus = true;
for (Pawn foe : foes) {
if (((Unit) foe).type == Unit.UnitType.INFANTRY)
terrainBonus = false;
}
int tdef = 0;
int def = u.def;
switch(terrain) {
case HILLS:
if (u.type != Unit.UnitType.HARD_TARGET)
def = u.cdef;
break;
case WOODS:
case TOWN:
if (u.type != Unit.UnitType.HARD_TARGET)
def = u.cdef;
if (terrainBonus)
tdef = 1;
break;
default:
def = ((Unit) target).def;
break;
}
System.err.println(" >= " + def + " + " + tdef);
return (def + tdef);
}
}
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