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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 DISABLED = 0;
public int rng;
public int def;
public int cdef;
public int mp;
public boolean hq;
public boolean ht;
public Army army;
private boolean hasMoved;
private boolean hasFired;
public Unit(TextureAtlas atlas, String pawn, String head)
{
super(atlas, pawn, head);
hasMoved = false;
hasFired = false;
}
@Override
public int getMovementPoints()
{
return mp;
}
@Override
public int getRoadMarchBonus()
{
return 1;
}
@Override
public int getAttackRangeFrom(Tile tile)
{
if (ht && ((Hex) tile).terrain == Hex.Terrain.HILLS) return rng + 1;
return rng;
}
@Override
public int getAngleOfAttack()
{
return orientation.getFrontSides();
}
@Override
public boolean isHq()
{
return hq;
}
@Override
public boolean isUnit()
{
return true;
}
@Override
public boolean isEnemy(Pawn other)
{
return army.isEnemy(((Unit) other).army);
}
@Override
public boolean canRotate()
{
if (ht) return !hasMoved;
return (!hasMoved && !hasFired);
}
@Override
public boolean canMove()
{
if (ht) return !hasMoved;
return (!hasMoved && !hasFired);
}
@Override
public boolean canAttack()
{
if (ht) return !hasFired;
return (!hasMoved && !hasFired);
}
@Override
public boolean canAttack(Pawn other)
{
return isEnemy(other);
}
@Override
public void rotate(Orientation o)
{
hasMoved = true;
}
@Override
public void move(int cost)
{
hasMoved = true;
if (cost > mp) System.err.println("Movement point exceeded: " + cost + "/" + mp);
}
@Override
public void attack(Pawn target)
{
hasFired = true;
}
@Override
public void reset()
{
hasFired = false;
hasMoved = false;
}
@Override
public void revertLastMove()
{
hasMoved = false;
}
// hard tager
public Unit(Army army, boolean hq, int range, int defense, int movementPoints, TextureAtlas atlas, String unit, String head)
{
super(atlas, unit, head);
this.army = army;
this.hq = hq;
this.rng = range;
this.def = defense;
this.mp = movementPoints;
this.ht = true;
}
// soft tager
public Unit(Army army, boolean hq, int range, int defense, int concealedDefense, int movementPoints, TextureAtlas atlas, String unit, String head)
{
super(atlas, unit, head);
this.army = army;
this.hq = hq;
this.rng = range;
this.def = defense;
this.cdef = concealedDefense;
this.mp = movementPoints;
this.ht = false;
}
}
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