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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 BattleStabToTheFlank extends BattleCommon
{
public BattleStabToTheFlank(Factory factory)
{
super(factory);
name = "Stab To The Flank";
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 (!usPlayer.isDeploymentDone() || usPlayer.getCurrentTurn() == 1)
return usPlayer;
if (usPlayer.getTurnDone() > gePlayer.getTurnDone())
return gePlayer;
return usPlayer;
}
public Player checkVictory(Ctrl ctrl)
{
if (ctrl.opponent.unitsLeft() == 0)
return ctrl.player;
if ((ctrl.player.getTurnDone() < 9) || (ctrl.opponent.getTurnDone() < 9))
return null;
int gePoints = usPlayer.casualties();
int usPoints = gePlayer.casualties();
usPoints += ctrl.map.objectives.count(Army.US);
int withdrawed = usPlayer.withdrawed();
if (withdrawed == 0)
gePoints += 1;
else
usPoints += withdrawed;
if (usPoints > gePoints)
return usPlayer;
else
return gePlayer;
}
@Override
public boolean getReinforcement(Ctrl ctrl, Map map)
{
if (ctrl.player.is(Army.US))
return false;
if (ctrl.player.getCurrentTurn() != 3)
return false;
// hex rows I
Zone geEntry = new Zone(map, 9);
geEntry.allowedMoves = (Orientation.SOUTH_WEST.s | Orientation.NORTH_WEST.s);
for (int i = 0; i < 10; i++)
geEntry.add(map.getHex(i, 0));
addEntryZone(geEntry);
addReinforcement(gePlayer, geEntry, UnitId.GE_TIGER, true);
return true;
}
@Override
public void setup(Ctrl ctrl, Map map)
{
// F6, E6
map.addHoldObjective(5, 3, Army.NONE);
map.addObjective(6, 4, Army.NONE);
// hex rows D-I
Zone geEntry = new Zone(map, 57);
geEntry.orientation = Orientation.NORTH;
for (int i = 3; i < 12; i++)
geEntry.add(map.getHex(i, 5));
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));
for (int i = 0; i < 10; i++)
geEntry.add(map.getHex(i, 0));
addReinforcement(gePlayer, geEntry, UnitId.GE_PANZER_IV_HQ);
addReinforcement(gePlayer, geEntry, UnitId.GE_PANZER_IV_HQ);
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_AT_GUN);
addReinforcement(gePlayer, geEntry, UnitId.GE_INFANTRY);
// hex row I
Zone usExit = new Zone(map, 10);
usExit.orientation = Orientation.NORTH_EAST;
for (int i = 0; i < 10; i++)
geEntry.add(map.getHex(i, 0));
addExitZone(usExit);
// hex rows A-B
Zone usEntry = new Zone(map, 19);
usEntry.orientation = Orientation.SOUTH_EAST;
for (int i = 4; i < 13; i++) {
usEntry.add(map.getHex(i, 8));
usEntry.add(map.getHex(i, 7));
}
usEntry.add(map.getHex(13, 8));
addEntryZone(usEntry);
addReinforcement(usPlayer, usEntry, usExit, UnitId.US_SHERMAN_HQ);
addReinforcement(usPlayer, usEntry, usExit, UnitId.US_SHERMAN_HQ);
addReinforcement(usPlayer, usEntry, usExit, UnitId.US_SHERMAN);
addReinforcement(usPlayer, usEntry, usExit, UnitId.US_SHERMAN);
addReinforcement(usPlayer, usEntry, usExit, UnitId.US_SHERMAN);
addReinforcement(usPlayer, usEntry, usExit, UnitId.US_SHERMAN);
addReinforcement(usPlayer, usEntry, usExit, UnitId.US_SHERMAN);
addReinforcement(usPlayer, usEntry, usExit, UnitId.US_INFANTRY);
addReinforcement(usPlayer, usEntry, usExit, UnitId.US_INFANTRY);
addReinforcement(usPlayer, usEntry, usExit, UnitId.US_PRIEST);
}
}
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