19928/jj_vitp/Implementation/classes/units/submarine.e

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2024-06-17 07:09:33 +00:00
note
description: "[
Representation of a submarine in VITP.
]"
author: "Jimmy J. Johnson"
deferred class
SUBMARINE
inherit
ATTACK_UNIT
redefine
patrol_distance,
raid_distance,
-- arrival_position,
join_force, -- inapplicable
leave_force, -- inapplicable
internal_is_movable
end
feature -- Access
patrol_distance: INTEGER = 1000
-- How may sea areas can Current move through as patroller?
-- Just set to a very large number.
raid_distance: INTEGER = 1000
-- How may sea areas can Current move through as raider?
-- Just set to a very large number.
-- arrival_position: like position
-- -- The location (latitude/longitude-like coordinates) where Current
-- -- will enter the game. Redefine to make it enter at its own position.
-- do
-- if nationality = game.japanese then
-- Result := [200, 50]
-- else
-- Result := [750, 600]
-- end
-- end
patrollable_sea_areas: LINKED_SET [SEA_AREA]
-- A list containing each {SEA_AREA} which Current can patrol
-- from its `home_port' at this point in the game
do
create Result.make
end
raidable_sea_areas: LINKED_SET [SEA_AREA]
-- A list containing each {SEA_AREA} which Current can raid
-- from its `home_port' at this point in the game
do
create Result.make
from game.sea_areas.start
until game.sea_areas.after
loop
Result.extend (game.sea_areas.item_for_iteration)
game.sea_areas.forth
end
end
feature -- Status report
is_sunk: BOOLEAN = False
-- Submarines do not take fire
is_patrollable: BOOLEAN = False
-- Can this unit be a patroller for area control purposes?
is_raidable: BOOLEAN = False
-- Can this unit be a raider?
is_patrolling: BOOLEAN = False
-- Is this unit a patroller (as opposed to a raider)?
-- Air units a `is_patrollable' but don't move as patrollers.
is_raiding: BOOLEAN = False
-- Is this unit a raider?
feature -- Basic operations
return_to_port (a_port: PORT)
require
-- is_return_allowed: is_at_sea and then a_port.controller = nationality and then
-- (location.adjoins (a_port) or else a_port.is_major)
do
location := a_port
end
repair
-- Do repairs on the ship
require
-- is_in_port: location.is_port
port_has_repair_capability:
do
end
join_force (a_other: ATTACK_UNIT)
-- Join forces with `a_other' as a single `task_force'
do
check
do_not_call: false then
-- Because inapplicable to {AIR_UNIT}
end
end
leave_force
-- Remove Current from the `task_force' to which it belongs, but only
-- if there are other ships in the force, and put it in its own.
do
check
do_not_call: false then
-- Because inapplicable to {AIR_UNIT}
end
end
feature -- Query
is_incompatible_position (a_position: VITP_POSITION): BOOLEAN
-- Is `a_position' located on a unit with which Current is NOT
-- allowed to `join_force' (e.g. on a submarine or an enemy)?
local
u_list: VITP_TABLE [ATTACK_UNIT]
au: ATTACK_UNIT
do
if not is_in_game then
Result := false
else
u_list := game.all_attack_units
from u_list.start
until u_list.after or else Result
loop
au := u_list.item_for_iteration
Result := au.contains_position (a_position)
u_list.forth
end
end
-- Temp for testing
Result := false
end
feature {NONE} -- Implementation
internal_is_movable: BOOLEAN
-- Can Current (not the `task_force') move at this time?
local
sop: VITP_SEQUENCE_OF_PLAY
do
sop := game.sequence_of_play
Result := not is_sunk and
(sop.is_moving_submarine_step) -- or else
-- sop.is_returning_submarine_to_port_step)
end
end