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package ch.asynk.rustanddust.game.battles;

import ch.asynk.rustanddust.game.Zone;
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.Unit;
import ch.asynk.rustanddust.game.Unit.UnitId;
import ch.asynk.rustanddust.ui.Position;
import ch.asynk.rustanddust.engine.Orientation;

public class BattleHeadToHead extends BattleCommon
{
    private Army firstArmy;

    public BattleHeadToHead(Factory factory)
    {
        super(factory);
        name = "Head To Head";
        firstArmy = ((random.nextInt(2) == 0) ? Army.US : Army.GE);
        mapType = Factory.MapType.MAP_A;
    }

    @Override
    public Player getPlayer()
    {
        if (gePlayer.getTurnDone() == usPlayer.getTurnDone())
            return ((firstArmy == Army.US) ? usPlayer : gePlayer);
        else
            return ((firstArmy == Army.US) ? gePlayer : usPlayer);
    }

    @Override
    public Position getHudPosition(Player player)
    {
        return (player.is(Army.US) ? Position.TOP_RIGHT: Position.TOP_LEFT);
    }

    @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;
        if (ctrl.map.objectives.count(Army.GE) >= 2)
            return gePlayer;

        return null;
    }

    @Override
    public void setup(Ctrl ctrl, Map map)
    {
        // end deployment
        usPlayer.turnEnd();
        gePlayer.turnEnd();

        // B6, E6, H4
        map.addObjective(7, 7, Army.NONE);
        map.addObjective(6, 4, Army.NONE);
        map.addObjective(6, 1, Army.NONE);

        // southern hex row
        Zone geEntry = new Zone(map, 9);
        geEntry.allowedMoves = (Orientation.NORTH.s | Orientation.NORTH_EAST.s | Orientation.NORTH_WEST.s);
        geEntry.add(map.getHex(0, 0));
        geEntry.add(map.getHex(1, 1));
        geEntry.add(map.getHex(1, 2));
        geEntry.add(map.getHex(2, 3));
        geEntry.add(map.getHex(2, 4));
        geEntry.add(map.getHex(3, 5));
        geEntry.add(map.getHex(3, 6));
        geEntry.add(map.getHex(4, 7));
        geEntry.add(map.getHex(4, 8));
        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);

        // northern hex row
        Zone usEntry = new Zone(map, 9);
        usEntry.allowedMoves = (Orientation.SOUTH.s | Orientation.SOUTH_EAST.s | Orientation.SOUTH_WEST.s);
        usEntry.add(map.getHex(9, 0));
        usEntry.add(map.getHex(9, 1));
        usEntry.add(map.getHex(10, 2));
        usEntry.add(map.getHex(10, 3));
        usEntry.add(map.getHex(11, 4));
        usEntry.add(map.getHex(11, 5));
        usEntry.add(map.getHex(12, 6));
        usEntry.add(map.getHex(12, 7));
        usEntry.add(map.getHex(13, 8));
        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_PRIEST);
    }
}