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package ch.asynk.tankontank.game;
import java.util.Random;
import ch.asynk.tankontank.TankOnTank;
import ch.asynk.tankontank.engine.Pawn;
public class Player extends ch.asynk.tankontank.engine.Player
{
private static final float MOVE_TIME = 0.4f;
private static Random rand = new Random();
private int turn;
private int apSpent;
private int actionPoints;
private boolean deploymentDone;
// stats
public int actionCount;
public int lostEngagementCount;
public int wonEngagementCount;
public Player(final TankOnTank game, Army army, int n)
{
super(army, n);
this.turn = 0;
this.apSpent = 0;
this.actionPoints = 0;
this.deploymentDone = false;
this.actionCount = 0;
this.lostEngagementCount = 0;
this.wonEngagementCount = 0;
}
public String toString()
{
return faction + " AP: " + actionPoints +
" units:" + units.size() + " casualties:" + casualties.size();
}
public String getStats()
{
return String.format("%s\n%4d\n%4d\n%4d\n%4d\n%4d", getName(), actionCount, unitsLeft(), casualties.size(), wonEngagementCount, lostEngagementCount);
}
public int getAp()
{
return ((apSpent < actionPoints) ? (apSpent + 1) : apSpent);
}
public int getTurn()
{
return turn;
}
public boolean apExhausted()
{
return (apSpent == actionPoints);
}
public void deploymentDone()
{
deploymentDone = true;
}
public void burnDownOneAp()
{
apSpent += 1;
actionCount += 1;
if (apSpent > actionPoints) TankOnTank.debug("ERROR: spent too much AP, please report");
}
@Override
public void turnEnd()
{
}
@Override
public void turnStart()
{
if (!deploymentDone)
return;
turn += 1;
for (Pawn pawn : units)
pawn.reset();
computeActionPoints();
}
public int d6()
{
return rand.nextInt(6) + 1;
}
private void computeActionPoints()
{
this.actionPoints = 2;
if (d6() > 2) {
this.actionPoints += 1;
if (d6() > 3)
this.actionPoints += 1;
}
apSpent = 0;
}
public boolean canPromote(Pawn pawn)
{
if (pawn.isHq()) return false;
for (Pawn p: casualties)
if (p.isHqOf(pawn)) return true;
return false;
}
public Unit promote(Unit unit)
{
for (Pawn p: casualties) {
if (p.isHqOf(unit)) {
units.remove(unit);
casualties.add(unit);
units.add(p);
casualties.remove(p);
return (Unit) p;
}
}
return null;
}
}
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