private void attacks(Territory t) { if (from == null) { if (t.getOwner() == this) { from = t; System.out.println("attacking from " + from); } } else if (to == null) { if (t.getOwner() != this) { to = t; System.out.println("attacking from " + from + " to " + to); } } }
private void tacticalMoves(Territory t) { if (from == null) { if (t.getOwner() == this && getUnitsInTerritory(t) > 1) { from = t; System.out.println("fortifying from " + from); } } else if (to == null) { if (t.getOwner() == this) { to = t; System.out.println("fortifying from " + from + " to " + to); } } }
/** * paintComponent schreibt alle Laendernamen an die entsprechende Stelle der Landkarte * (Hintergrundgrafik) und zeichnet die Laendergrenzen auf der Landkarte nach. * * @param g Zeichenflaeche der Landkarte */ public void paintComponent(Graphics g) { Shape shape; Graphics2D g2d = (Graphics2D) g; g2d.drawImage(img, 0, 0, this.getWidth(), this.getHeight(), this); Font myFont = new Font("Times New Roman", Font.BOLD, 12); g2d.setFont(myFont); g2d.setStroke(new BasicStroke(2.0f)); Territory territory; Color color; ListIterator territories = worldMap.getTerritories().listIterator(); while (territories.hasNext()) { territory = (Territory) territories.next(); if (territory.getOwner() != null) { color = territory.getOwner().getPlayerColor(); } else { color = Color.WHITE; } g2d.setColor(color); g2d.drawString( territory.getName(), (int) territory.getMidpoint().getX() - 15, (int) territory.getMidpoint().getY() - 10); g2d.drawString( new Integer(territory.getArmySize()).toString(), (int) territory.getMidpoint().getX(), (int) territory.getMidpoint().getY()); } if (territoryBattle.size() != 0) { for (int j = 0; j < territoryBattle.size(); j++) { g2d.setColor(territoryBattle.get(j).getOwner().getPlayerColor()); // g2d.fillPolygon(territoryTmp.getFrontiers()); Sieht bei unseren Grenzen nicht huebsch // aus g2d.drawPolygon(territoryBattle.get(j).getFrontiers()); } } repaint(); }
public void editVision() { System.out.println("editing vision now in servergame"); this.backup(); for (Player p : myGame.getPlayers()) { GameState tempState = this.readState(); GameMap map = tempState.getMap(); for (Territory t : myGame.getMap().getTerritories()) { if (!t.getOwner().onTeam(p) && !t.isAdjacentTo(p) && !t.hasSpy(p)) { // if territory is not yours AND you're not adjacent to it AND you don't have a spy there // hide it from your view with a fogged territory map.replaceTerritory(map.getTerritory(t.getID())); } } myServer.sendGameByPlayer(tempState, p.getPlayer()); } }
public void onClick(Territory t) { switch (stage) { case 1: // reinforcement phase if (t.getOwner() == this) { reinforce(t, 1); armiesLeft--; } reinforcements(t); break; case 2: // attack phase attacks(t); break; case 3: // tactical move phase tacticalMoves(t); break; } }
private void reinforcements(Territory t) { if (t.getOwner() == this) { reinforce(t, 1); armiesLeft--; } }