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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);
}
}
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