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package ch.asynk.tankontank.game;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import ch.asynk.tankontank.engine.Pawn;
import ch.asynk.tankontank.engine.Tile;
import ch.asynk.tankontank.engine.HeadedPawn;
import ch.asynk.tankontank.engine.Orientation;
public class Unit extends HeadedPawn
{
public static final int MOVE = 0;
public static final int TARGET = 1;
public static final int FIRE = 2;
public static final int MAY_FIRE = 3;
public enum UnitType implements Pawn.PawnType
{
HARD_TARGET,
HARD_TARGET_HQ,
INFANTRY,
AT_GUN,
ARTILLERY
}
public enum UnitId
{
GE_AT_GUN("German Anti-Tank Gun"),
GE_INFANTRY("German Infantry"),
GE_KINGTIGER("German King Tiger"),
GE_PANZER_IV("German Panzer IV"),
GE_PANZER_IV_HQ("German Panzer IV HQ"),
GE_TIGER("German Tiger"),
GE_WESPE("German Wespe"),
US_AT_GUN("US Anti-Tank Gun"),
US_INFANTRY("US Infantry"),
US_PERSHING("US Pershing"),
US_PERSHING_HQ("US Pershing HQ"),
US_PRIEST("US Priest"),
US_SHERMAN("US Sherman"),
US_SHERMAN_HQ("US Sherman HQ"),
US_WOLVERINE("US Wolverine");
private String s;
UnitId(String s) { this.s = s; }
public String toString() { return s; }
}
public int rng;
public int def;
public int cdef;
public int mp;
public UnitType type;
public UnitId id;
private boolean hasMoved;
private boolean hasFired;
protected Unit(Army army, String pawn, String head, TextureAtlas pawns, TextureAtlas overlays)
{
super(army, pawn, head, pawns, overlays);
}
// hard tager
public Unit(Army army, UnitId id, UnitType type, int range, int defense, int movementPoints, String unit, String head, TextureAtlas pawns, TextureAtlas overlays)
{
this(army, unit, head, pawns, overlays);
this.rng = range;
this.def = defense;
this.mp = movementPoints;
this.id = id;
this.type = type;
this.hasMoved = false;
this.hasFired = false;
this.descr = id.toString() + " (" + rng + "-" + def + "-" + mp + ")";
}
// soft tager
public Unit(Army army, UnitId id, UnitType type, int range, int defense, int concealedDefense, int movementPoints, String unit, String head, TextureAtlas pawns, TextureAtlas overlays)
{
this(army, unit, head, pawns, overlays);
this.rng = range;
this.def = defense;
this.cdef = concealedDefense;
this.mp = movementPoints;
this.id = id;
this.type = type;
this.hasMoved = false;
this.hasFired = false;
this.descr = id.toString() + " (" + rng + "-" + def + "/" + cdef + "-" + mp + ")";
}
public Hex getHex()
{
return (Hex) getTile();
}
@Override
public int getMovementPoints()
{
return mp;
}
@Override
public int getRoadMarchBonus()
{
return 1;
}
@Override
public int getAttackRangeFrom(Tile tile)
{
if ((type != UnitType.INFANTRY) && (((Hex) tile).terrain == Hex.Terrain.HILLS))
return rng + 1;
return rng;
}
@Override
public int getAngleOfAttack()
{
return orientation.getFrontSides();
}
@Override
public int getFlankSides()
{
return orientation.getBackSides();
}
@Override
public boolean isUnit()
{
return true;
}
@Override
public boolean isA(PawnType t)
{
return (type == t);
}
@Override
public boolean isHq()
{
return (type == UnitType.HARD_TARGET_HQ);
}
@Override
public boolean isHqOf(Pawn other)
{
if ((id == UnitId.GE_PANZER_IV_HQ) && (((Unit)other).id == UnitId.GE_PANZER_IV)) return true;
if ((id == UnitId.US_PERSHING_HQ) && (((Unit)other).id == UnitId.US_PERSHING)) return true;
if ((id == UnitId.US_SHERMAN_HQ) && (((Unit)other).id == UnitId.US_SHERMAN)) return true;
return false;
}
@Override
public boolean isHardTarget()
{
return ((type == UnitType.HARD_TARGET) || (type == UnitType.HARD_TARGET_HQ) || (type == UnitType.ARTILLERY));
}
@Override
public boolean canRotate()
{
if (isHardTarget()) return !hasMoved;
return (!hasMoved && !hasFired);
}
@Override
public boolean canMove()
{
if (isHardTarget()) return !hasMoved;
return (!hasMoved && !hasFired);
}
@Override
public boolean canAttack()
{
if (isHardTarget()) return !hasFired;
return (!hasMoved && !hasFired);
}
@Override
public boolean canAssistAttackWithoutLos()
{
return (type == UnitType.ARTILLERY);
}
@Override
public boolean canAttack(Pawn other)
{
return (isEnemy(other) && canAttack());
}
@Override
public void rotate(Orientation o)
{
hasMoved = true;
}
@Override
public void move(int cost)
{
hasMoved = true;
if (cost > mp) System.err.println("ERROR: Movement point exceeded: " + cost + "/" + mp + " please report");
}
@Override
public void attack(Pawn target)
{
hasFired = true;
}
@Override
public void reset()
{
hasFired = false;
hasMoved = false;
}
@Override
public void revertLastMove()
{
hasMoved = false;
}
// SHOW / HIDE
public void showMoveable() { enableOverlay(MOVE, true); }
public void hideMoveable() { enableOverlay(MOVE, false); }
public void showTarget() { enableOverlay(TARGET, true); }
public void hideTarget() { enableOverlay(TARGET, false); }
public void showAttack() { enableOverlay(FIRE, true); }
public void hideAttack() { enableOverlay(FIRE, false); }
public void showAttackAssist() { enableOverlay(MAY_FIRE, true); }
public void hideAttackAssist() { enableOverlay(MAY_FIRE, false); }
}
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