Exemple #1
0
 public void endTurn() {
   for (Building building : buildings) building.endTurn();
   for (Army army : armies) army.endTurn();
   if (king.getHitPoints() <= 0) {
     kingDead = true;
     if (lives-- <= 0) lose();
   }
 }
Exemple #2
0
 public void newTurn() {
   if (kingDead) newKing();
   for (Building building : buildings) building.newTurn();
   for (Army army : armies) army.newTurn();
   finished = false;
   try {
     player.newTurn();
   } catch (Exception ex) {
     ex.printStackTrace();
     System.out.println(name + " loses because he threw an exception.");
     lose();
   }
 }
  /**
   * Defines the characteristics of a <i>TranslateTransition</i>. Each call results in ONE segment
   * of motion. When that segment is finished, it "chains" another call to <i>startMotion()</i>
   * (which is NOT recursion)! The initial call is made by the managing <i>Army</i> object;
   * subsequent calls are made through the "chaining" process described here.
   *
   * @param engageInCombat TODO
   */
  public void startMotion(boolean engageInCombat) {
    Army opposingArmy = armyAllegiance.getOpposingArmy();
    Actor opponent =
        opposingArmy.findNearestOpponent(
            this); // could legitimately return a null: 1) no one is visible 2) no Actors in
                   // opposing army

    Point2D newLocation;
    if (opponent != null) {
      System.out.printf(
          "ToMove:[%.1f:%.1f] Opponent:[%.1f:%.1f]\n",
          getAvatar().getTranslateX(),
          getAvatar().getTranslateY(),
          opponent.getAvatar().getTranslateX(),
          opponent.getAvatar().getTranslateX());
      double DISTANCE_FOR_BATTLE = 50.0;
      if (engageInCombat && distanceTo(opponent) < DISTANCE_FOR_BATTLE) {
        double h1, h2, h3, h4; // debug code
        h1 = this.getHealth();
        h2 = opponent.getHealth();

        combatRound(opponent);
        h3 = this.getHealth();
        h4 = opponent.getHealth();
        h4 = h4;
        if (this.getHealth() <= 0.0) {
          armyAllegiance.removeNowDeadActor(this);
        }
        if (opponent.getHealth() <= 0.0) {
          opponent.armyAllegiance.removeNowDeadActor(opponent);
        }
      } // end if (combat)
      newLocation = findNewLocation(opponent);
    } else // end if (test for null opponent)
    newLocation = meander(); // null opponent means we wander around close to our current location

    if (tt.getStatus()
        != Animation.Status.RUNNING) { // if NOT yet RUNNING, start . . . otherwise, do nothing.
      // tt.setToX(Math.random()*getAvatar().getScene().getWidth());
      // tt.setToY(Math.random()*getAvatar().getScene().getHeight());
      tt.setToX(validateCoordinate(newLocation).getX());
      tt.setToY(validateCoordinate(newLocation).getY());
      tt.setDuration(
          Duration.seconds(MAX_SPEED / (getSpeed() * (armyAllegiance.getSpeedControllerValue()))));
      tt.setOnFinished(event -> startMotion(true)); // NOT RECURSION!!!!
      tt
          .play(); // give assembled object to the render engine (of course, play() is an
                   // object-oriented method which has access to "this" inside, and it can use
                   // "this" to give to the render engine.
    }
  } // end startMotion()
Exemple #4
0
 public void newKing() {
   king = new Hero(people.getKing(), 2, name);
   Vector<Troop> heroTroops = new Vector<Troop>();
   UnitType worker = game.getWorker(people);
   heroTroops.add(new Troop(worker, 0, king));
   Army.buildArmy(heroTroops, start, this);
 }
 @Test
 public void test() {
   Army forcesOfLight = new Army("Forces of Light", null, Color.RED);
   final int NUM_ELF = 5;
   forcesOfLight.populate(ActorFactory.Type.ELF, NUM_ELF);
   final int NUM_HOBBIT = 6;
   forcesOfLight.populate(ActorFactory.Type.HOBBIT, NUM_HOBBIT);
   final int NUM_ORC = 7;
   forcesOfLight.populate(ActorFactory.Type.ORC, NUM_ORC);
   final int NUM_WIZARD = 8;
   forcesOfLight.populate(ActorFactory.Type.WIZARD, NUM_WIZARD);
   forcesOfLight.display();
   assertTrue(
       "Number Actors created mismatches number stored",
       forcesOfLight.getSize() == NUM_ELF + NUM_HOBBIT + NUM_ORC + NUM_WIZARD);
 }
 private Point2D validateCoordinate(Point2D possibleNewLocation) {
   double maxY = armyAllegiance.getScene().getHeight();
   double maxX = armyAllegiance.getScene().getWidth();
   double myX = possibleNewLocation.getX();
   double myY = possibleNewLocation.getY();
   double newX = 0.0;
   double newY = 0.0;
   if ((myX < 0) && (myY < 0)) {
     newX = SingletonRandom.instance.getNormalDistribution(0.0, (0.25 * maxX), 2.0);
     newY = SingletonRandom.instance.getNormalDistribution(0.0, (0.25 * maxY), 2.0);
     return new Point2D(newX, newY);
   } else if ((0 < myX) && (myX < maxX) && (myY < 0)) {
     newY = SingletonRandom.instance.getNormalDistribution(0.0, (0.25 * maxY), 2.0);
     return new Point2D(myX, newY);
   } else if ((myX > maxX) && (myY < 0)) {
     newX = SingletonRandom.instance.getNormalDistribution(0.0, (0.75 * maxX), 2.0);
     newY = SingletonRandom.instance.getNormalDistribution(0.0, (0.75 * maxY), 2.0);
     return new Point2D(newX, newY);
   } else if ((0 < myX) && (myY < maxY) && (myY > 0)) {
     newX = SingletonRandom.instance.getNormalDistribution(0.0, (0.25 * maxX), 2.0);
     return new Point2D(newX, myY);
   } else if ((myX > maxX) && (myY < maxY) && (myY > 0)) {
     newX = SingletonRandom.instance.getNormalDistribution(0.0, (0.75 * maxX), 2.0);
     return new Point2D(newX, myY);
   }
   if ((myX < 0) && (myY > maxY)) {
     newX = SingletonRandom.instance.getNormalDistribution(0.0, (0.25 * maxX), 2.0);
     newY = SingletonRandom.instance.getNormalDistribution(0.0, (0.75 * maxY), 2.0);
     return new Point2D(newX, newY);
   } else if ((0 < myX) && (myX < maxX) && (myY > maxY)) {
     newY = SingletonRandom.instance.getNormalDistribution(0.0, (0.75 * maxY), 2.0);
     return new Point2D(myX, newY);
   } else if ((myX > maxX) && (myY > maxY)) {
     newX = SingletonRandom.instance.getNormalDistribution(0.0, (0.75 * maxX), 2.0);
     newY = SingletonRandom.instance.getNormalDistribution(0.0, (0.75 * maxY), 2.0);
     return new Point2D(newX, newY);
   } else {
     return new Point2D(myX, myY);
   }
 }
Exemple #7
0
 public Side(String name, boolean human, People people, Player player, Position start) {
   this.name = name;
   this.human = human;
   this.people = people;
   map = new ForestMap(this);
   messages = new Vector<String>();
   this.player = player;
   // Get the default start stuff for the given people.
   ressources = new Ressources(this.people.getStartingRessources());
   System.out.println(
       "Ressourcenlaenge: " + ressources.getRessources().size() + " Ressourcen: " + ressources);
   armies = new Vector<Army>();
   UnitType[] startingUnits = people.getStartingUnits();
   int[] numbers = people.getNumbers();
   Vector<Troop> startingTroops = new Vector<Troop>();
   int i;
   kingType = people.getKing();
   king = new Hero(kingType, 2, name);
   startingTroops.add(new Troop(startingUnits[0], numbers[0], king));
   for (i = 1; i < numbers.length; i++) {
     startingTroops.add(new Troop(startingUnits[i], numbers[i]));
   }
   Army.buildArmy(startingTroops, start, this);
   ResearchType[] startingResearchs = people.getStartingResearchs();
   int[] levels = people.getLevels();
   researchs = new Vector<Research>();
   for (i = 0; i < levels.length; i++) {
     researchs.add(new Research(startingResearchs[i], levels[i]));
   }
   buildings = new Vector<Building>();
   try {
     addBuilding(new Building(people.getHeadQuader(), start, this));
   } catch (IsAlreadyBuildException ex) {
     ex.printStackTrace();
     System.exit(1);
   }
 }
Exemple #8
0
 public void addArmy(Army army) {
   armies.add(army);
   map.addArmy(army.getPosition(), army.getSightRange());
 }
Exemple #9
0
 public void removeArmy(Army army) {
   armies.remove(army);
   Position position = army.getPosition();
   map.removeArmy(position, army.getSightRange());
 }