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package ch.asynk.tankontank.game;
import java.util.Random;
import com.badlogic.gdx.audio.Sound;
import com.badlogic.gdx.assets.AssetManager;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import ch.asynk.tankontank.TankOnTank;
import ch.asynk.tankontank.engine.Pawn;
import ch.asynk.tankontank.engine.Board;
import ch.asynk.tankontank.engine.Tile;
import ch.asynk.tankontank.engine.Faction;
import ch.asynk.tankontank.engine.Move;
import ch.asynk.tankontank.engine.SelectedTile;
import ch.asynk.tankontank.engine.ObjectiveSet;
import ch.asynk.tankontank.engine.Orientation;
import ch.asynk.tankontank.engine.Meteorology;
import ch.asynk.tankontank.engine.PathBuilder;
import ch.asynk.tankontank.engine.gfx.Moveable;
import ch.asynk.tankontank.engine.gfx.Animation;
import ch.asynk.tankontank.engine.gfx.animations.AnimationSequence;
import ch.asynk.tankontank.engine.gfx.animations.DiceAnimation;
import ch.asynk.tankontank.engine.gfx.animations.FireAnimation;
import ch.asynk.tankontank.engine.gfx.animations.TankFireAnimation;
import ch.asynk.tankontank.engine.gfx.animations.InfantryFireAnimation;
import ch.asynk.tankontank.engine.gfx.animations.PromoteAnimation;
import ch.asynk.tankontank.engine.gfx.animations.DestroyAnimation;
import ch.asynk.tankontank.engine.gfx.animations.SoundAnimation;
import ch.asynk.tankontank.engine.gfx.animations.RunnableAnimation;
import ch.asynk.tankontank.engine.gfx.animations.MoveToAnimation.MoveToAnimationCb;
import ch.asynk.tankontank.ui.Position;
public abstract class Map extends Board implements MoveToAnimationCb, ObjectiveSet.ObjectiveCb
{
private final Ctrl ctrl;
private Random rand = new Random();
public final HexSet possibleMoves;
public final PathBuilder pathBuilder;
public final UnitList moveableUnits;
public final UnitList possibleTargets;
public final UnitList engagementAssists;
public final UnitList activatedUnits;
public final UnitList breakUnits;
public final ObjectiveSet objectives;
public final Meteorology meteorology;
private final DestroyAnimation destroy;
private final Sound tankMoveSound;
private final Sound infantryMoveSound;
private Sound sound;
private long soundId = -1;
private Animation animationClosure;
protected abstract void setup();
public class Engagement
{
public Army attacker;
public Army defender;
public boolean success;
public int d1;
public int d2;
public int d3;
public int d4;
public int unitCount;
public int flankBonus;
public int unitDefense;
public int terrainDefense;
public int weatherDefense;
public int attack;
public int defense;
public void set(int d1, int d2, int d3, int d4, int cnt, int flk, int def, int tdf, int wdf)
{
this.d1 = d1;
this.d2 = d2;
this.d3 = d3;
this.d4 = d4;
this.unitCount = cnt;
this.flankBonus = flk;
this.unitDefense = def;
this.terrainDefense = tdf;
this.weatherDefense = wdf;
if (d3 == 0)
this.attack = (d1 + d2 + unitCount + flankBonus);
else
this.attack = (d3 + d4 + unitCount + flankBonus);
this.defense = (unitDefense + terrainDefense + weatherDefense);
}
}
private Engagement engagement;
public int d6()
{
return rand.nextInt(6) + 1;
}
public Map(final TankOnTank game, Board.Config cfg, String textureName)
{
super(game.factory, cfg, game.manager.get(textureName, Texture.class),
new SelectedTile(game.manager.get("data/hex.png", Texture.class), new float[] {.2f, .1f, .1f, .1f, .2f, .1f} ));
this.ctrl = game.ctrl;
this.destroy = new DestroyAnimation();
this.tankMoveSound = game.manager.get("sounds/tank_move.mp3", Sound.class);
this.infantryMoveSound = game.manager.get("sounds/infantry_move.mp3", Sound.class);
DiceAnimation.init(game.manager.get("data/dice.png", Texture.class), 16, 9, game.manager.get("sounds/dice.mp3", Sound.class));
PromoteAnimation.init(game.manager.get("data/hud.atlas", TextureAtlas.class),
game.manager.get("sounds/promote_us.mp3", Sound.class),
game.manager.get("sounds/promote_ge.mp3", Sound.class));
FireAnimation.init(
game.manager.get("data/infantry_fire.png", Texture.class), 1, 8,
game.manager.get("data/tank_fire.png", Texture.class), 1, 8,
game.manager.get("data/explosions.png", Texture.class), 16, 8,
game.manager.get("sounds/infantry_fire.mp3", Sound.class),
game.manager.get("sounds/tank_fire.mp3", Sound.class),
game.manager.get("sounds/tank_fire_short.mp3", Sound.class),
game.manager.get("sounds/explosion.mp3", Sound.class),
game.manager.get("sounds/explosion_short.mp3", Sound.class)
);
setup();
possibleMoves = new HexSet(this, 40);
pathBuilder = new PathBuilder(this, 10, 20, 5, 10);
moveableUnits = new UnitList(6);
possibleTargets = new UnitList(10);
engagementAssists = new UnitList(6);
activatedUnits = new UnitList(7);
breakUnits = new UnitList(4);
objectives = new ObjectiveSet(this, 4);
meteorology = new Meteorology();
engagement = new Engagement();
}
@Override
public void dispose()
{
super.dispose();
clearAll();
destroy.dispose();
pathBuilder.dispose();
DiceAnimation.free();
PromoteAnimation.free();
FireAnimation.free();
}
public void clearAll()
{
possibleMoves.clear();
possibleTargets.clear();
pathBuilder.clear();
moveableUnits.clear();
engagementAssists.clear();
activatedUnits.clear();
breakUnits.clear();
}
public Hex getHexAt(float x, float y)
{
return (Hex) getTileAt(x, y);
}
public Hex getHex(int col, int row)
{
return (Hex) getTile(col, row);
}
public void addObjective(int col, int row, Army army)
{
addObjective(col, row, army, true);
}
public void addHoldObjective(int col, int row, Army army)
{
addObjective(col, row, army, false);
}
private void addObjective(int col, int row, Army army, boolean persistent)
{
Hex hex = getHex(col, row);
objectives.add(hex, army, persistent);
showObjective(hex, army, !persistent);
}
private void claim(Hex hex, Army army)
{
showObjective(hex, objectives.claim(hex, army));
}
private void unclaim(Hex hex)
{
showObjective(hex, objectives.unclaim(hex));
}
public int collectPossibleMoves(Unit unit)
{
if (!unit.canMove()) {
possibleMoves.clear();
return 0;
}
return collectPossibleMoves(unit, possibleMoves.asTiles());
}
public int togglePathBuilderHex(Hex hex)
{
return pathBuilder.toggleCtrlTile(hex);
}
public int collectPossibleTargets(Unit unit, UnitList foes)
{
if (!unit.canEngage()) {
possibleTargets.clear();
return 0;
}
// return collectPossibleTargets(unit, possibleTargets);
return collectPossibleTargets(unit, foes.asPawns(), possibleTargets.asPawns());
}
public int collectMoveableUnits(Unit unit)
{
if (unit.canHQMove()) {
collectMoveAssists(unit, moveableUnits.asPawns());
} else {
moveableUnits.clear();
}
if (unit.canMove())
moveableUnits.add(unit);
return moveableUnits.size();
}
public int collectAttackAssists(Unit unit, Unit target, UnitList units)
{
int s = collectAttackAssists(unit, target, units.asPawns(), engagementAssists.asPawns());
activatedUnits.add(unit);
return s;
}
public boolean toggleAttackAssist(Unit unit)
{
if (activatedUnits.contains(unit)) {
activatedUnits.remove(unit);
unit.hideAttack();
unit.showAttackAssist();
return false;
} else {
activatedUnits.add(unit);
unit.showAttack();
unit.hideAttackAssist();
return true;
}
}
public void collectAndShowMovesAndAssits(Unit unit)
{
hidePossibleMoves();
hideMoveableUnits();
collectPossibleMoves(unit);
collectMoveableUnits(unit);
showPossibleMoves();
showMoveableUnits();
activatedUnits.clear();
}
public int animationsDone()
{
if (animationClosure != null) {
addAnimation(animationClosure);
animationClosure = null;
return 1;
}
return 0;
}
// -> implement MoveToAnimationCb
@Override
public void moveToAnimationEnter(Moveable moveable, float x, float y, float r)
{
claim(getHexAt(x, y), (Army) moveable.getFaction());
}
@Override
public void moveToAnimationLeave(Moveable moveable, float x, float y, float r)
{
unclaim(getHexAt(x, y));
}
@Override
public void moveToAnimationDone(Moveable moveable, float x, float y, float r)
{
}
// <- implement MoveToAnimationCb
private int process(Unit unit, Move move)
{
TankOnTank.debug("Process", String.format("%s %s", move.type, move.toString()));
int r = 1;
switch(move.type) {
case REGULAR:
initMove(unit);
movePawn(unit, move, notifyDoneAnimation(unit), this);
r = moveableUnits.size();
break;
case EXIT:
initMove(unit);
movePawn(unit, move, notifyDoneAnimation(unit), this);
ctrl.player.unitWithdraw(unit);
r = moveableUnits.size();
break;
case SET:
// FIXME SET -> activatedUnits.add(unit); ??
setPawnOnto(unit, move);
ctrl.player.unitEntry(unit);
claim((Hex) move.to, unit.getArmy());
break;
case ENTER:
// FIXME ENTER -> activatedUnits.add(unit); ??
enterPawn(unit, move);
ctrl.player.unitEntry(unit);
claim((Hex) move.to, unit.getArmy());
break;
default:
System.err.println(String.format("process wrong type %s", move.type));
r = -1;
break;
}
return r;
}
// STATES ENTRY ->
public void turnDone()
{
objectives.forget();
}
public void actionDone()
{
objectives.forget();
}
public boolean enterBoard(Unit unit, Hex to, int allowedMoves)
{
Orientation entry = findBestEntry(unit, to, allowedMoves);
if (entry == Orientation.KEEP)
return false;
return (process(unit, Move.getEnter(unit, to, entry)) == 1);
}
public boolean setOnBoard(Unit unit, Hex to, Orientation entry)
{
return (process(unit, Move.getSet(unit, to, entry)) == 1);
}
public int exitBoard(Unit unit)
{
return process(unit, pathBuilder.getExitMove());
}
public void promoteUnit(final Player player, final Unit unit)
{
activatedUnits.add(unit);
Hex hex = unit.getHex();
AnimationSequence seq = AnimationSequence.get(2);
seq.addAnimation(PromoteAnimation.get((unit.getArmy() == Army.US), ctrl.mapTouch.x, ctrl.mapTouch.y, hex.getX(), hex.getY(), ctrl.cfg.fxVolume));
seq.addAnimation ( RunnableAnimation.get(unit, new Runnable() {
@Override
public void run() {
player.promote(unit);
animationDone();
}
}));
addAnimation(seq);
}
public int moveUnit(Unit unit)
{
return process(unit, pathBuilder.getMove());
}
public void revertMoves()
{
TankOnTank.debug(" revertMoves()");
for (Unit unit: activatedUnits) {
revertLastPawnMove(unit, notifyDoneAnimation(unit));
}
activatedUnits.clear();
objectives.revert(this);
}
public void revertEnter(Unit unit)
{
TankOnTank.debug(" revertEnter()"+ unit);
unit.reset();
removePawn(unit);
objectives.revert(this);
ctrl.player.revertUnitEntry(unit);
}
// STATES ENTRY <-
private void initMove(Unit unit)
{
moveableUnits.remove(unit);
activatedUnits.add(unit);
playMoveSound(unit);
}
private void playMoveSound(Unit unit)
{
if (unit.isA(Unit.UnitType.INFANTRY))
sound = infantryMoveSound;
else
sound = tankMoveSound;
soundId = sound.play(ctrl.cfg.fxVolume);
}
private RunnableAnimation notifyDoneAnimation(final Unit unit)
{
return RunnableAnimation.get(unit, new Runnable() {
@Override
public void run() {
animationDone();
}
});
}
private void animationDone()
{
if (soundId >= 0)
addAnimation( SoundAnimation.get(SoundAnimation.Action.FADE_OUT, sound, soundId, ctrl.cfg.fxVolume, 0.5f));
soundId = -1;
ctrl.animationDone();
}
private boolean resolveFight(Unit unit, final Unit target, boolean mayReroll)
{
int d1 = d6();
int d2 = d6();
int d3 = 0;
int d4 = 0;
int die = d1 + d2;
int distance = 0;
boolean night = (meteorology.day == Meteorology.Day.NIGHT);
boolean flankAttack = false;
boolean terrainBonus = true;
for (Pawn assist : activatedUnits) {
if (assist.isFlankAttack())
flankAttack = true;
if (assist.isA(Unit.UnitType.INFANTRY))
terrainBonus = false;
if (night) {
int d = distance(assist.getTile(), target.getTile());
if (d > distance)
distance = d;
}
}
int cnt = activatedUnits.size();
int def = target.getDefense(unit.getTile());
int flk = (flankAttack ? Unit.FLANK_ATTACK_BONUS : 0);
int tdf = (terrainBonus ? target.getTile().defense() : 0);
int wdf = 0;
if (night) {
if (distance > 3)
wdf = 3;
else if (distance > 2)
wdf = 2;
else if (distance > 1)
wdf = 1;
}
int s1 = (die + cnt + flk);
int s2 = (def + tdf + wdf);
boolean success = false;
if (die == 2) {
success = false;
} else if (die == 12) {
success = true;
} else {
success = (s1 >= s2);
}
if (!success && mayReroll) {
d3 = d6();
d4 = d6();
die = d3 + d4;
TankOnTank.debug(String.format("Reroll: (%d %d -> %d %d)", d1, d2, d3, d4));
s1 = (die + cnt + flk);
if (die == 2) {
success = false;
} else if (die == 12) {
success = true;
} else {
success = (s1 >= s2);
}
}
engagement.set(d1, d2, d3, d4, cnt, flk, def, tdf, wdf);
engagement.success = success;
engagement.attacker = ctrl.player.army;
engagement.defender = ctrl.opponent.army;
ctrl.hud.engagementSummary(engagement, ctrl.cfg.fxVolume);
return success;
}
private void addEngagementAnimation(Unit target)
{
FireAnimation.reset();
Hex to = target.getHex();
for (Unit u : activatedUnits) {
Hex from = u.getHex();
AnimationSequence seq = AnimationSequence.get(2);
float halfWidth = (u.getWidth() / 2f);
if (u.isA(Unit.UnitType.INFANTRY))
seq.addAnimation(InfantryFireAnimation.get(ctrl.cfg.fxVolume, from.getX(), from.getY(), to.getX(), to.getY(), halfWidth));
else
seq.addAnimation(TankFireAnimation.get(ctrl.cfg.fxVolume, from.getX(), from.getY(), to.getX(), to.getY(), halfWidth));
seq.addAnimation(notifyDoneAnimation(target));
addAnimation(seq);
}
}
public boolean engageUnit(Unit unit, final Unit target)
{
boolean mayReroll = false;
for (Unit assist : activatedUnits) {
if (assist.isAce())
mayReroll = true;
}
boolean success = resolveFight(unit, target, mayReroll);
breakUnits.clear();
for (Unit u : activatedUnits) {
u.engage();
if (u.isA(Unit.UnitType.INFANTRY))
breakUnits.add(u);
}
if ((activatedUnits.size() == 1) && unit.isA(Unit.UnitType.AT_GUN) && target.isHardTarget())
activatedUnits.clear();
if (success) {
unclaim(target.getHex());
removePawn(target);
destroy.set(2f, target);
addAnimation(destroy);
}
addEngagementAnimation(target);
return success;
}
// SHOW / HIDE
public void togglePathOverlay(Hex hex)
{
boolean enable= !hex.isOverlayEnabled(Hex.MOVE);
enableOverlayOn(hex, Hex.MOVE, enable);
}
private void showUnitsOverlay(UnitList units, int overlay, boolean on)
{
for (Unit unit : units)
unit.enableOverlay(overlay, on);
}
public void showMoveableUnits() { showUnitsOverlay(moveableUnits, Unit.MOVE, true); }
public void hideMoveableUnits() { showUnitsOverlay(moveableUnits, Unit.MOVE, false); }
public void showPossibleTargets() { showUnitsOverlay(possibleTargets, Unit.TARGET, true); }
public void hidePossibleTargets() { showUnitsOverlay(possibleTargets, Unit.TARGET, false); }
public void showAttackAssists() { showUnitsOverlay(engagementAssists, Unit.MAY_FIRE, true); }
public void hideAttackAssists() { showUnitsOverlay(engagementAssists, Unit.FIRE, false);
showUnitsOverlay(engagementAssists, Unit.MAY_FIRE, false); }
public void showBreakUnits() { showUnitsOverlay(breakUnits, Unit.MOVE, true); }
public void hideBreakUnits() { showUnitsOverlay(breakUnits, Unit.MOVE, false); }
public void showPossibleMoves() { possibleMoves.enable(Hex.AREA, true); }
public void hidePossibleMoves() { possibleMoves.enable(Hex.AREA, false); }
public void showPathBuilder() { pathBuilder.enable(Hex.AREA, true); }
public void hidePathBuilder() { pathBuilder.enable(Hex.AREA, false); }
public void showPath(Hex dst) { pathBuilder.enable(Hex.MOVE, true); showMove(dst); }
public void hidePath(Hex dst) { pathBuilder.enable(Hex.MOVE, false); hideMove(dst); }
public void selectHex(Hex hex) { selectedTile.set(hex); }
public void unselectHex(Hex hex) { selectedTile.hide(); }
public void showMove(Hex hex) { enableOverlayOn(hex, Hex.MOVE, true); }
public void hideMove(Hex hex) { enableOverlayOn(hex, Hex.MOVE, false); }
public void showDirections(Hex hex) { enableOverlayOn(hex, Hex.DIRECTIONS, true); }
public void hideDirections(Hex hex) { enableOverlayOn(hex, Hex.DIRECTIONS, false); }
public void showOrientation(Hex hex, Orientation o) { enableOverlayOn(hex, Hex.ORIENTATION, o, true); }
public void hideOrientation(Hex hex) { enableOverlayOn(hex, Hex.ORIENTATION, false); }
public void showExit(Hex hex) { enableOverlayOn(hex, Hex.EXIT, true); }
public void hideExit(Hex hex) { enableOverlayOn(hex, Hex.EXIT, false); }
public void showObjective(Hex hex, Army army, boolean hold)
{
if (hold)
enableOverlayOn(hex, Hex.OBJECTIVE_HOLD, true);
else
enableOverlayOn(hex, Hex.OBJECTIVE, true);
}
// -> implement ObjectiveSet.ObjectiveCb
public void showObjective(Tile tile, Faction faction)
{
showObjective((Hex) tile, (Army) faction);
}
// <- implement MoveToAnimationCb
public void showObjective(Hex hex, Army army)
{
if (army == null)
army = Army.NONE;
switch(army) {
case GE:
enableOverlayOn(hex, Hex.OBJECTIVE_GE, true);
enableOverlayOn(hex, Hex.OBJECTIVE_US, false);
break;
case US:
enableOverlayOn(hex, Hex.OBJECTIVE_GE, false);
enableOverlayOn(hex, Hex.OBJECTIVE_US, true);
break;
case NONE:
default:
enableOverlayOn(hex, Hex.OBJECTIVE_GE, false);
enableOverlayOn(hex, Hex.OBJECTIVE_US, false);
break;
}
}
}
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