Ejemplo n.º 1
0
  /**
   * Creates the sprite for this entity. Fortunately it is no longer an extra pain to create
   * transparent images in AWT.
   */
  @Override
  public void prepare() {
    final IBoard board = bv.game.getBoard();

    // recalculate bounds & label
    getBounds();

    // create image for buffer
    GraphicsConfiguration config =
        GraphicsEnvironment.getLocalGraphicsEnvironment()
            .getDefaultScreenDevice()
            .getDefaultConfiguration();
    image = config.createCompatibleImage(bounds.width, bounds.height, Transparency.TRANSLUCENT);
    Graphics2D graph = (Graphics2D) image.getGraphics();
    GUIPreferences.AntiAliasifSet(graph);

    // translate everything (=correction for label placement)
    graph.translate(-hexOrigin.x, -hexOrigin.y);

    if (!bv.useIsometric()) {
      // The entity sprite is drawn when the hexes are rendered.
      // So do not include the sprite info here.
      if (onlyDetectedBySensors()) {
        graph.drawImage(bv.getScaledImage(radarBlipImage, true), 0, 0, this);
      } else {
        // draw the unit icon translucent if:
        // hidden from the enemy (and activated graphics setting); or
        // submerged
        boolean translucentHiddenUnits =
            GUIPreferences.getInstance()
                .getBoolean(GUIPreferences.ADVANCED_TRANSLUCENT_HIDDEN_UNITS);
        boolean shouldBeTranslucent =
            (trackThisEntitiesVisibilityInfo(entity) && !entity.isVisibleToEnemy())
                || entity.isHidden();
        if ((shouldBeTranslucent && translucentHiddenUnits) || (entity.relHeight() < 0)) {
          graph.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, 0.5f));
        }
        graph.drawImage(
            bv.getScaledImage(bv.tileManager.imageFor(entity, secondaryPos), true), 0, 0, this);
        graph.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, 1.0f));
      }
    }

    // scale the following draws according to board zoom
    graph.scale(bv.scale, bv.scale);

    boolean isInfantry = (entity instanceof Infantry);
    boolean isAero = (entity instanceof Aero);

    if ((isAero && ((Aero) entity).isSpheroid() && !board.inSpace()) && (secondaryPos == 1)) {
      graph.setColor(Color.WHITE);
      graph.draw(bv.facingPolys[entity.getFacing()]);
    }

    if ((secondaryPos == -1) || (secondaryPos == 6)) {

      // Gather unit conditions
      ArrayList<Status> stStr = new ArrayList<Status>();
      criticalStatus = false;

      // Determine if the entity has a locked turret,
      // and if it is a gun emplacement
      boolean turretLocked = false;
      int crewStunned = 0;
      boolean ge = false;
      if (entity instanceof Tank) {
        turretLocked = !((Tank) entity).hasNoTurret() && !entity.canChangeSecondaryFacing();
        crewStunned = ((Tank) entity).getStunnedTurns();
        ge = entity instanceof GunEmplacement;
      }

      // draw elevation/altitude if non-zero
      if (entity.isAirborne()) {
        if (!board.inSpace()) {
          stStr.add(new Status(Color.CYAN, "A", SMALL));
          stStr.add(new Status(Color.CYAN, Integer.toString(entity.getAltitude()), SMALL));
        }
      } else if (entity.getElevation() != 0) {
        stStr.add(new Status(Color.CYAN, Integer.toString(entity.getElevation()), SMALL));
      }

      // Shutdown
      if (entity.isManualShutdown()) {
        stStr.add(new Status(Color.YELLOW, "SHUTDOWN"));
      } else if (entity.isShutDown()) {
        stStr.add(new Status(Color.RED, "SHUTDOWN"));
      }

      // Prone, Hulldown, Stuck, Immobile, Jammed
      if (entity.isProne()) stStr.add(new Status(Color.RED, "PRONE"));
      if (entity.isHiddenActivating()) stStr.add(new Status(Color.RED, "ACTIVATING"));
      if (entity.isHidden()) stStr.add(new Status(Color.RED, "HIDDEN"));
      if (entity.isHullDown()) stStr.add(new Status(Color.ORANGE, "HULLDOWN"));
      if ((entity.isStuck())) stStr.add(new Status(Color.ORANGE, "STUCK"));
      if (!ge && entity.isImmobile()) stStr.add(new Status(Color.RED, "IMMOBILE"));
      if (isAffectedByECM()) stStr.add(new Status(Color.YELLOW, "Jammed"));

      // Turret Lock
      if (turretLocked) stStr.add(new Status(Color.YELLOW, "LOCKED"));

      // Grappling & Swarming
      if (entity.getGrappled() != Entity.NONE) {
        if (entity.isGrappleAttacker()) {
          stStr.add(new Status(Color.YELLOW, "GRAPPLER"));
        } else {
          stStr.add(new Status(Color.RED, "GRAPPLED"));
        }
      }
      if (entity.getSwarmAttackerId() != Entity.NONE) {
        stStr.add(new Status(Color.RED, "SWARMED"));
      }

      // Transporting
      if ((entity.getLoadedUnits()).size() > 0) {
        stStr.add(new Status(Color.YELLOW, "T", SMALL));
      }

      // Hidden, Unseen Unit
      if (trackThisEntitiesVisibilityInfo(entity)) {
        if (!entity.isEverSeenByEnemy()) {
          stStr.add(new Status(Color.GREEN, "U", SMALL));
        } else if (!entity.isVisibleToEnemy()) {
          stStr.add(new Status(Color.GREEN, "H", SMALL));
        }
      }

      // Crew
      if (entity.getCrew().isDead()) stStr.add(new Status(Color.RED, "CrewDead"));
      if (crewStunned > 0) {
        stStr.add(new Status(Color.YELLOW, "STUNNED", new Object[] {crewStunned}));
      }

      // Infantry
      if (isInfantry) {
        int dig = ((Infantry) entity).getDugIn();
        if (dig == Infantry.DUG_IN_COMPLETE) {
          stStr.add(new Status(Color.PINK, "D", SMALL));
        } else if (dig != Infantry.DUG_IN_NONE) {
          stStr.add(new Status(Color.YELLOW, "Working", DIRECT));
          stStr.add(new Status(Color.PINK, "D", SMALL));
        } else if (((Infantry) entity).isTakingCover()) {
          stStr.add(new Status(Color.YELLOW, "TakingCover"));
        }
      }

      // Aero
      if (isAero) {
        Aero a = (Aero) entity;
        if (a.isRolled()) stStr.add(new Status(Color.YELLOW, "ROLLED"));
        if (a.getFuel() <= 0) stStr.add(new Status(Color.RED, "FUEL"));
        if (a.isEvading()) stStr.add(new Status(Color.GREEN, "EVADE"));

        if (a.isOutControlTotal() & a.isRandomMove()) {
          stStr.add(new Status(Color.RED, "RANDOM"));
        } else if (a.isOutControlTotal()) {
          stStr.add(new Status(Color.RED, "CONTROL"));
        }
      }

      if (GUIPreferences.getInstance().getShowDamageLevel()) {
        Color damageColor = getDamageColor();
        if (damageColor != null) {
          stStr.add(new Status(damageColor, 0, SMALL));
        }
      }

      // Unit Label
      // no scaling for the label, its size is changed by varying
      // the font size directly => better control
      graph.scale(1 / bv.scale, 1 / bv.scale);

      // Label background
      if (criticalStatus) {
        graph.setColor(LABEL_CRITICAL_BACK);
      } else {
        graph.setColor(LABEL_BACK);
      }
      graph.fillRoundRect(labelRect.x, labelRect.y, labelRect.width, labelRect.height, 5, 10);

      // Label text
      graph.setFont(labelFont);
      Color textColor = LABEL_TEXT_COLOR;
      if (!entity.isDone() && !onlyDetectedBySensors()) {
        textColor =
            GUIPreferences.getInstance().getColor(GUIPreferences.ADVANCED_UNITOVERVIEW_VALID_COLOR);
      }
      if (isSelected) {
        textColor =
            GUIPreferences.getInstance()
                .getColor(GUIPreferences.ADVANCED_UNITOVERVIEW_SELECTED_COLOR);
      }
      bv.drawCenteredText(
          graph,
          getAdjShortName(),
          labelRect.x + labelRect.width / 2,
          labelRect.y + labelRect.height / 2 - 1,
          textColor,
          (entity.isDone() && !onlyDetectedBySensors()));

      // Past here, everything is drawing status that shouldn't be seen
      // on a sensor return, so we'll just quit here
      if (onlyDetectedBySensors()) {
        graph.dispose();
        return;
      }

      // Draw all the status information now
      drawStatusStrings(graph, stStr);

      // from here, scale the following draws according to board zoom
      graph.scale(bv.scale, bv.scale);

      // draw facing
      graph.setColor(Color.white);
      if ((entity.getFacing() != -1)
          && !(isInfantry
              && !((Infantry) entity).hasFieldGun()
              && !((Infantry) entity).isTakingCover())
          && !(isAero && ((Aero) entity).isSpheroid() && !board.inSpace())) {
        graph.draw(bv.facingPolys[entity.getFacing()]);
      }

      // determine secondary facing for non-mechs & flipped arms
      int secFacing = entity.getFacing();
      if (!((entity instanceof Mech) || (entity instanceof Protomech))) {
        secFacing = entity.getSecondaryFacing();
      } else if (entity.getArmsFlipped()) {
        secFacing = (entity.getFacing() + 3) % 6;
      }
      // draw red secondary facing arrow if necessary
      if ((secFacing != -1) && (secFacing != entity.getFacing())) {
        graph.setColor(Color.red);
        graph.draw(bv.facingPolys[secFacing]);
      }
      if ((entity instanceof Aero) && this.bv.game.useVectorMove()) {
        for (int head : entity.getHeading()) {
          graph.setColor(Color.red);
          graph.draw(bv.facingPolys[head]);
        }
      }

      // armor and internal status bars
      int baseBarLength = 23;
      int barLength = 0;
      double percentRemaining = 0.00;

      percentRemaining = entity.getArmorRemainingPercent();
      barLength = (int) (baseBarLength * percentRemaining);

      graph.setColor(Color.darkGray);
      graph.fillRect(56, 7, 23, 3);
      graph.setColor(Color.lightGray);
      graph.fillRect(55, 6, 23, 3);
      graph.setColor(getStatusBarColor(percentRemaining));
      graph.fillRect(55, 6, barLength, 3);

      if (!ge) {
        // Gun emplacements don't have internal structure
        percentRemaining = entity.getInternalRemainingPercent();
        barLength = (int) (baseBarLength * percentRemaining);

        graph.setColor(Color.darkGray);
        graph.fillRect(56, 11, 23, 3);
        graph.setColor(Color.lightGray);
        graph.fillRect(55, 10, 23, 3);
        graph.setColor(getStatusBarColor(percentRemaining));
        graph.fillRect(55, 10, barLength, 3);
      }
    }

    graph.dispose();
  }
Ejemplo n.º 2
0
  /** To-hit number for the mech to push another mech */
  public static ToHitData toHit(IGame game, int attackerId, Targetable target) {
    final Entity ae = game.getEntity(attackerId);
    int targetId = Entity.NONE;
    Entity te = null;
    if (target.getTargetType() == Targetable.TYPE_ENTITY) {
      te = (Entity) target;
      targetId = target.getTargetId();
    }
    if (ae == null)
      return new ToHitData(ToHitData.IMPOSSIBLE, "You can't attack from a null entity!");
    if (te == null) return new ToHitData(ToHitData.IMPOSSIBLE, "You can't target a null entity!");
    IHex attHex = game.getBoard().getHex(ae.getPosition());
    IHex targHex = game.getBoard().getHex(te.getPosition());
    final int attackerElevation = ae.getElevation() + attHex.getElevation();
    final int targetElevation = target.getElevation() + targHex.getElevation();
    final boolean targetInBuilding = Compute.isInBuilding(game, te);
    Building bldg = null;
    if (targetInBuilding) {
      bldg = game.getBoard().getBuildingAt(te.getPosition());
    }
    ToHitData toHit = null;

    // arguments legal?
    if (ae == null || target == null) {
      throw new IllegalArgumentException("Attacker or target not valid");
    }

    // can't target yourself
    if (ae.equals(te)) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "You can't target yourself");
    }

    // non-mechs can't push
    if (!(ae instanceof Mech)) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Non-mechs can't push");
    }

    // Quads can't push
    if (ae.entityIsQuad()) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Attacker is a quad");
    }

    // can't make physical attacks while spotting
    if (ae.isSpotting()) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Attacker is spotting this turn");
    }

    // Can only push mechs
    if (te != null && !(te instanceof Mech)) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Target is not a mech");
    }

    // Can't push with flipped arms
    if (ae.getArmsFlipped()) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Arms are flipped to the rear. Can not push.");
    }

    // Can't target a transported entity.
    if (te != null && Entity.NONE != te.getTransportId()) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Target is a passenger.");
    }

    // Can't target a entity conducting a swarm attack.
    if (te != null && Entity.NONE != te.getSwarmTargetId()) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Target is swarming a Mek.");
    }

    // check if both arms are present
    if (ae.isLocationBad(Mech.LOC_RARM) || ae.isLocationBad(Mech.LOC_LARM)) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Arm missing");
    }

    // check if attacker has fired arm-mounted weapons
    if (ae.weaponFiredFrom(Mech.LOC_RARM) || ae.weaponFiredFrom(Mech.LOC_LARM)) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Weapons fired from arm this turn");
    }

    // check range
    if (ae.getPosition().distance(target.getPosition()) > 1) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Target not in range");
    }

    // target must be at same elevation
    if (attackerElevation != targetElevation) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Target not at same elevation");
    }

    // can't push mech making non-pushing displacement attack
    if (te != null && te.hasDisplacementAttack() && !te.isPushing()) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Target is making a charge/DFA attack");
    }

    // can't push mech pushing another, different mech
    if (te != null && te.isPushing() && te.getDisplacementAttack().getTargetId() != ae.getId()) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Target is pushing another mech");
    }

    // can't do anything but counter-push if the target of another attack
    if (ae.isTargetOfDisplacementAttack()
        && ae.findTargetedDisplacement().getEntityId() != target.getTargetId()) {
      return new ToHitData(
          ToHitData.IMPOSSIBLE, "Attacker is the target of another push/charge/DFA");
    }

    // can't attack the target of another displacement attack
    if (te != null
        && te.isTargetOfDisplacementAttack()
        && te.findTargetedDisplacement().getEntityId() != ae.getId()) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Target is the target of another push/charge/DFA");
    }

    // check facing
    if (!target.getPosition().equals(ae.getPosition().translated(ae.getFacing()))) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Target not directly ahead of feet");
    }

    // can't push while prone
    if (ae.isProne()) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Attacker is prone");
    }

    // can't push prone mechs
    if (te != null && te.isProne()) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Target is prone");
    }

    // Can't target units in buildings (from the outside).
    if (targetInBuilding) {
      if (!Compute.isInBuilding(game, ae)) {
        return new ToHitData(ToHitData.IMPOSSIBLE, "Target is inside building");
      } else if (!game.getBoard().getBuildingAt(ae.getPosition()).equals(bldg)) {
        return new ToHitData(ToHitData.IMPOSSIBLE, "Target is inside differnt building");
      }
    }

    // Attacks against adjacent buildings automatically hit.
    if ((target.getTargetType() == Targetable.TYPE_BUILDING)
        || (target.getTargetType() == Targetable.TYPE_FUEL_TANK)) {
      return new ToHitData(
          ToHitData.IMPOSSIBLE,
          "You can not push a building (well, you can, but it won't do anything).");
    }

    // Can't target woods or ignite a building with a physical.
    if (target.getTargetType() == Targetable.TYPE_BLDG_IGNITE
        || target.getTargetType() == Targetable.TYPE_HEX_CLEAR
        || target.getTargetType() == Targetable.TYPE_HEX_IGNITE) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Invalid attack");
    }

    // Set the base BTH
    int base = 4;

    if (game.getOptions().booleanOption("maxtech_physical_BTH")) {
      base = ae.getCrew().getPiloting() - 1;
    }

    toHit = new ToHitData(base, "base");

    // attacker movement
    toHit.append(Compute.getAttackerMovementModifier(game, attackerId));

    // target movement
    toHit.append(Compute.getTargetMovementModifier(game, targetId));

    // attacker terrain
    toHit.append(Compute.getAttackerTerrainModifier(game, attackerId));

    // target terrain
    toHit.append(Compute.getTargetTerrainModifier(game, te));

    // damaged or missing actuators
    if (!ae.hasWorkingSystem(Mech.ACTUATOR_SHOULDER, Mech.LOC_RARM)) {
      toHit.addModifier(2, "Right Shoulder destroyed");
    }
    if (!ae.hasWorkingSystem(Mech.ACTUATOR_SHOULDER, Mech.LOC_LARM)) {
      toHit.addModifier(2, "Left Shoulder destroyed");
    }

    // water partial cover?
    if (te.height() > 0
        && te.getElevation() == -1
        && targHex.terrainLevel(Terrains.WATER) == te.height()) {
      toHit.addModifier(3, "target has partial cover");
    }

    // target immobile
    toHit.append(Compute.getImmobileMod(te));

    Compute.modifyPhysicalBTHForAdvantages(ae, te, toHit, game);

    toHit.append(nightModifiers(game, target, null, ae));
    // side and elevation shouldn't matter

    // If it has a torso-mounted cockpit and two head sensor hits or three sensor hits...
    // It gets a =4 penalty for being blind!
    if (((Mech) ae).getCockpitType() == Mech.COCKPIT_TORSO_MOUNTED) {
      int sensorHits =
          ae.getBadCriticals(CriticalSlot.TYPE_SYSTEM, Mech.SYSTEM_SENSORS, Mech.LOC_HEAD);
      int sensorHits2 =
          ae.getBadCriticals(CriticalSlot.TYPE_SYSTEM, Mech.SYSTEM_SENSORS, Mech.LOC_CT);
      if ((sensorHits + sensorHits2) == 3) {
        return new ToHitData(
            ToHitData.IMPOSSIBLE, "Sensors Completely Destroyed for Torso-Mounted Cockpit");
      } else if (sensorHits == 2) {
        toHit.addModifier(4, "Head Sensors Destroyed for Torso-Mounted Cockpit");
      }
    }

    // done!
    return toHit;
  }