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package ch.asynk.rustanddust.game.battles;
import ch.asynk.rustanddust.game.Army;
import ch.asynk.rustanddust.game.Player;
import ch.asynk.rustanddust.game.Ctrl;
import ch.asynk.rustanddust.game.Map;
import ch.asynk.rustanddust.game.Hex;
import ch.asynk.rustanddust.game.HexSet;
import ch.asynk.rustanddust.game.Zone;
import ch.asynk.rustanddust.game.Unit;
import ch.asynk.rustanddust.game.Unit.UnitId;
import ch.asynk.rustanddust.ui.Position;
import ch.asynk.rustanddust.engine.Orientation;
public class BattleFrontalAssault extends BattleCommon
{
public BattleFrontalAssault(Factory factory)
{
super(factory);
name = "Frontal Assault";
mapType = Factory.MapType.MAP_A;
}
@Override
public Player getPlayer()
{
if (!gePlayer.isDeploymentDone()) {
int n = gePlayer.reinforcement();
if (n > 4)
return gePlayer;
else {
if (usPlayer.isDeploymentDone())
return gePlayer;
else
return usPlayer;
}
}
if (gePlayer.getTurnDone() == usPlayer.getTurnDone())
return usPlayer;
return gePlayer;
}
@Override
public Position getHudPosition(Player player)
{
return (player.is(Army.US) ? Position.TOP_RIGHT: Position.TOP_LEFT);
}
@Override
public boolean deploymentDone(Player player)
{
if (player.isDeploymentDone())
return true;
return ((player.is(Army.GE) && (gePlayer.reinforcement.size() == 4)));
}
@Override
public Player checkVictory(Ctrl ctrl)
{
if (ctrl.opponent.unitsLeft() == 0)
return ctrl.player;
if ((ctrl.player.getTurnDone() < 10) || (ctrl.opponent.getTurnDone() < 10))
return null;
if (ctrl.map.objectives.count(Army.US) >= 2)
return usPlayer;
else
return gePlayer;
}
@Override
public void setup(Ctrl ctrl, Map map)
{
// G9, E6, H4
map.addObjective(2, 2, Army.NONE);
map.addObjective(6, 4, Army.NONE);
map.addObjective(6, 1, Army.NONE);
// hex rows E-H
Zone geEntry = new Zone(map, 38);
geEntry.orientation = Orientation.NORTH_WEST;
for (int i = 2; i < 12; i++)
geEntry.add(map.getHex(i, 4));
for (int i = 2; i < 11; i++)
geEntry.add(map.getHex(i, 3));
for (int i = 1; i < 11; i++)
geEntry.add(map.getHex(i, 2));
for (int i = 1; i < 10; i++)
geEntry.add(map.getHex(i, 1));
addEntryZone(geEntry);
addReinforcement(gePlayer, geEntry, UnitId.GE_PANZER_IV_HQ);
addReinforcement(gePlayer, geEntry, UnitId.GE_PANZER_IV_HQ);
addReinforcement(gePlayer, geEntry, UnitId.GE_TIGER);
addReinforcement(gePlayer, geEntry, UnitId.GE_TIGER);
addReinforcement(gePlayer, geEntry, UnitId.GE_PANZER_IV);
addReinforcement(gePlayer, geEntry, UnitId.GE_PANZER_IV);
addReinforcement(gePlayer, geEntry, UnitId.GE_PANZER_IV);
addReinforcement(gePlayer, geEntry, UnitId.GE_PANZER_IV);
// hex rows A-B
Zone usEntry = new Zone(map, 19);
usEntry.orientation = Orientation.SOUTH_EAST;
for (int i = 4; i < 14; i++)
usEntry.add(map.getHex(i, 8));
for (int i = 4; i < 13; i++)
usEntry.add(map.getHex(i, 7));
addEntryZone(usEntry);
addReinforcement(usPlayer, usEntry, UnitId.US_SHERMAN_HQ);
addReinforcement(usPlayer, usEntry, UnitId.US_SHERMAN_HQ);
addReinforcement(usPlayer, usEntry, UnitId.US_WOLVERINE);
addReinforcement(usPlayer, usEntry, UnitId.US_WOLVERINE);
addReinforcement(usPlayer, usEntry, UnitId.US_SHERMAN);
addReinforcement(usPlayer, usEntry, UnitId.US_SHERMAN);
addReinforcement(usPlayer, usEntry, UnitId.US_SHERMAN);
addReinforcement(usPlayer, usEntry, UnitId.US_SHERMAN);
addReinforcement(usPlayer, usEntry, UnitId.US_SHERMAN);
addReinforcement(usPlayer, usEntry, UnitId.US_SHERMAN);
addReinforcement(usPlayer, usEntry, UnitId.US_PRIEST);
}
}
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