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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 BattleLastStand extends BattleCommon
{
public BattleLastStand(Factory factory)
{
super(factory);
name = "Last Stand";
mapType = Factory.MapType.MAP_B;
}
@Override
public Position getHudPosition(Player player)
{
return (player.is(Army.US) ? Position.TOP_RIGHT: Position.TOP_LEFT);
}
@Override
public Player getPlayer()
{
if (!gePlayer.isDeploymentDone())
return gePlayer;
if (!usPlayer.isDeploymentDone())
return usPlayer;
if (gePlayer.getTurnDone() == usPlayer.getTurnDone())
return usPlayer;
return gePlayer;
}
public Player checkVictory(Ctrl ctrl)
{
if (ctrl.opponent.unitsLeft() == 0)
return ctrl.player;
if ((ctrl.player.getTurnDone() < 8) || (ctrl.opponent.getTurnDone() < 8))
return null;
int gePoints = usPlayer.casualties();
int usPoints = gePlayer.casualties();
usPoints += ctrl.map.objectives.count(Army.US);
for (Unit unit : gePlayer.casualties) {
if (unit.isAce())
usPoints += 1;
}
if (usPoints > gePoints)
return usPlayer;
else
return gePlayer;
}
@Override
public void setup(Ctrl ctrl, Map map)
{
// A7, E6, F6, G10
map.addObjective(7, 8, Army.NONE);
map.addObjective(6, 4, Army.NONE);
map.addObjective(5, 3, Army.NONE);
map.addObjective(1, 2, Army.NONE);
// 1 hex of E7
Zone geEntry = new Zone(map, 7);
geEntry.orientation = Orientation.NORTH;
geEntry.add(map.getHex(5, 5));
geEntry.add(map.getHex(4, 4));
geEntry.add(map.getHex(4, 3));
geEntry.add(map.getHex(5, 3));
geEntry.add(map.getHex(6, 4));
geEntry.add(map.getHex(6, 5));
geEntry.add(map.getHex(5, 4));
addEntryZone(geEntry);
addReinforcement(gePlayer, geEntry, UnitId.GE_TIGER, true);
addReinforcement(gePlayer, geEntry, UnitId.GE_TIGER);
addReinforcement(gePlayer, geEntry, UnitId.GE_TIGER);
// hex rows 7-10
geEntry = new Zone(map, 32);
geEntry.orientation = Orientation.NORTH;
for (int i = 0; i < 4; i++) {
geEntry.add(map.getHex(i, 0));
geEntry.add(map.getHex((i + 1), 2));
geEntry.add(map.getHex((i + 2), 4));
geEntry.add(map.getHex((i + 3), 6));
geEntry.add(map.getHex((i + 4), 8));
}
for (int i = 0; i < 3; i++) {
geEntry.add(map.getHex((i + 1), 1));
geEntry.add(map.getHex((i + 2), 3));
geEntry.add(map.getHex((i + 3), 5));
geEntry.add(map.getHex((i + 4), 7));
}
addEntryZone(geEntry);
addReinforcement(gePlayer, geEntry, UnitId.GE_PANZER_IV);
addReinforcement(gePlayer, geEntry, UnitId.GE_WESPE);
// hex rows hex row 1 + E2 + C2
Zone usEntry = new Zone(map, 11);
usEntry.orientation = Orientation.SOUTH;
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));
usEntry.add(map.getHex(10, 4));
usEntry.add(map.getHex(11, 6));
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);
}
}
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