This commit is contained in:
Jocelyn Fiat
2024-06-17 09:09:33 +02:00
commit 6dde6425c2
560 changed files with 81728 additions and 0 deletions

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note
description: "[
Represents one of the air force attack units in VITP.
]"
author: "Jimmy J. Johnson"
deferred class
AIR_UNIT
inherit
ATTACK_UNIT
redefine
patrol_distance,
raid_distance,
arrival_location
-- arrival_position
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_location: LOCATION
-- The port or sea area at which this unit may enter the game
do
if is_returning_unit then
if nationality = game.japanese then
Result := game.uncommitted_japanese_location
else
Result := game.uncommitted_allied_location
end
else
Result := Precursor
end
end
-- arrival_position: like position
-- -- The location (latitude/longitude-like coordinates) where Current
-- -- will enter the game
-- local
-- sop: VITP_SEQUENCE_OF_PLAY
-- do
-- sop := game.sequence_of_play
-- if nationality = game.japanese then
-- Result := [250, 50]
-- else
-- if sop.turn = 1 and Current = game.eleventh_af then
-- Result := [700, 300]
-- elseif sop.turn = 1 and Current = game.fifth_af then
-- Result := [130, 320]
-- else
-- Result := [700, 560]
-- end
-- end
-- end
feature -- Status report
is_sunk: BOOLEAN
-- Has the unit been sunk this turn?
do
Result := damage >= defense_factor
end
is_patrollable: BOOLEAN = True
-- 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} -- Implementaion
end

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note
description: "[
An {AIR_UNIT} belonging to the Allied player in VITP
]"
author: "Jimmy J. Johnson"
date: "3/15/24"
copyright: "Copyright (c) 2021, Jimmy J. Johnson"
license: "Eiffel Forum v2 (http://www.eiffel.com/licensing/forum.txt)"
deferred class
ALLIED_AIR_UNIT
inherit
ALLIED_UNIT
undefine
patrol_distance,
raid_distance,
arrival_location
end
AIR_UNIT
undefine
make
end
end

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note
description: "[
An {SHIP} that belongs to the Allies.
]"
author: "Jimmy J. Johnson"
date: "5/12/24"
copyright: "Copyright (c) 2024, Jimmy J. Johnson"
license: "Eiffel Forum v2 (http://www.eiffel.com/licensing/forum.txt)"
deferred class
ALLIED_SHIP
inherit
ALLIED_UNIT
undefine
reinforceable_ports,
internal_is_movable,
is_bottomed
end
SHIP
undefine
make -- make from {ALLIED_UNIT} calls {SHIP}.make
-- reinforceable_ports
end
invariant
is_allied: nationality = {NATIONALITY_CONSTANTS}.us or
nationality = {NATIONALITY_CONSTANTS}.british or
nationality = {NATIONALITY_CONSTANTS}.australian or
nationality = {NATIONALITY_CONSTANTS}.dutch
end

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note
description: "[
Represents the corresponding air unit in VITP.
]"
author: "Jimmy J. Johnson"
class
ELEVENTH_AF
inherit
ALLIED_AIR_UNIT
redefine
make
end
create
make
feature {NONE} -- Initialization
make (a_game: like game)
-- Initialize attributes of Current
do
PRECURSOR {ALLIED_AIR_UNIT} (a_game)
nationality := game.us
home_port := arrival_port
end
feature -- Access
name: STRING_8 = "11th A.F."
-- The name of this unit.
arrival_turn: INTEGER = 2
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 9
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding air unit in game.
]"
author: "Jimmy J. Johnson"
class
FIFTH_AF
inherit
ALLIED_AIR_UNIT
redefine
make,
arrival_location,
arrival_port
end
create
make
feature {NONE} -- Initialization
make (a_game: like game)
-- Initialize attributes of Current
do
arrival_location := a_game.indonesia
arrival_port := a_game.singapore
PRECURSOR {ALLIED_AIR_UNIT} (a_game)
nationality := game.us
home_port := arrival_port
end
feature -- Access
name: STRING_8 = "5th A.F."
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 9
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
arrival_location: LOCATION
-- The port or sea area at which this unit may enter the game
arrival_port: like home_port
-- The port to which Current is assigned when it comes into
-- the game during a reinforcement action.
end

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note
description: "[
Represents the corresponding air unit in VITP.
]"
author: "Jimmy J. Johnson"
class
FOURTEENTH_AF
inherit
ALLIED_AIR_UNIT
redefine
make
end
create
make
feature {NONE} -- Initialization
make (a_game: like game)
-- Initialize attributes of Current
do
PRECURSOR {ALLIED_AIR_UNIT} (a_game)
nationality := game.us
home_port := arrival_port
end
feature -- Access
name: STRING_8 = "14th A.F."
-- The name of this unit.
arrival_turn: INTEGER = 5
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 9
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding air unit in VITP.
]"
author: "Jimmy J. Johnson"
class
MARINE
inherit
ALLIED_AIR_UNIT
redefine
make
end
create
make
feature {NONE} -- Initialization
make (a_game: like game)
-- Initialize attributes of Current
do
PRECURSOR {ALLIED_AIR_UNIT} (a_game)
nationality := game.us
home_port := arrival_port
end
feature -- Access
name: STRING_8 = "Marine"
-- The name of this unit.
arrival_turn: INTEGER = 4
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 9
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding air unit in VITP.
]"
author: "Jimmy J. Johnson"
class
NAVAL
inherit
ALLIED_AIR_UNIT
redefine
make
end
create
make
feature {NONE} -- Initialization
make (a_game: like game)
-- Initialize attributes of Current
do
PRECURSOR {ALLIED_AIR_UNIT} (a_game)
nationality := game.us
home_port := arrival_port
end
feature -- Access
name: STRING_8 = "Naval"
-- The name of this unit.
arrival_turn: INTEGER = 5
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 9
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding air unit in VITP.
]"
author: "Jimmy J. Johnson"
class
RAAF
inherit
ALLIED_AIR_UNIT
redefine
make
end
create
make
feature {NONE} -- Initialization
make (a_game: like game)
-- Initialize attributes of Current
do
PRECURSOR {ALLIED_AIR_UNIT} (a_game)
nationality := game.us
home_port := arrival_port
end
feature -- Access
name: STRING_8 = "RAAF"
-- The name of this unit.
arrival_turn: INTEGER = 3
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 9
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding air unit in VITP.
]"
author: "Jimmy J. Johnson"
class
RNZAF
inherit
ALLIED_AIR_UNIT
redefine
make
end
create
make
feature {NONE} -- Initialization
make (a_game: like game)
-- Initialize attributes of Current
do
PRECURSOR {ALLIED_AIR_UNIT} (a_game)
nationality := game.us
home_port := arrival_port
end
feature -- Access
name: STRING_8 = "RNZAF."
-- The name of this unit.
arrival_turn: INTEGER = 3
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 9
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding air unit in game.
]"
author: "Jimmy J. Johnson"
class
SEVENTH_AF
inherit
ALLIED_AIR_UNIT
redefine
make,
arrival_location,
arrival_port
end
create
make
feature {NONE} -- Initialization
make (a_game: like game)
-- Initialize attributes of Current
do
arrival_location := a_game.pearl_harbor
arrival_port := a_game.pearl_harbor
PRECURSOR {ALLIED_AIR_UNIT} (a_game)
nationality := game.us
home_port := arrival_port
end
feature -- Access
name: STRING_8 = "7th A.F."
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 9
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
arrival_location: LOCATION
-- The port or sea area at which this unit may enter the game
arrival_port: like home_port
-- The port to which Current is assigned when it comes into
-- the game during a reinforcement action.
end

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note
description: "[
Represents the corresponding air unit in VITP.
]"
author: "Jimmy J. Johnson"
class
TENTH_AF
inherit
ALLIED_AIR_UNIT
redefine
make
end
create
make
feature {NONE} -- Initialization
make (a_game: like game)
-- Initialize attributes of Current
do
PRECURSOR {ALLIED_AIR_UNIT} (a_game)
nationality := game.us
home_port := arrival_port
end
feature -- Access
name: STRING_8 = "10th A.F."
-- The name of this unit.
arrival_turn: INTEGER = 2
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 9
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding air unit in VITP.
]"
author: "Jimmy J. Johnson"
class
THIRTEENTH_AF
inherit
ALLIED_AIR_UNIT
redefine
make
end
create
make
feature {NONE} -- Initialization
make (a_game: like game)
-- Initialize attributes of Current
do
PRECURSOR {ALLIED_AIR_UNIT} (a_game)
nationality := game.us
home_port := arrival_port
end
feature -- Access
name: STRING_8 = "13th A.F."
-- The name of this unit.
arrival_turn: INTEGER = 4
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 9
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding amphibious unit in VITP.
]"
author: "Jimmy J. Johnson"
class
MARINES_1
inherit
ALLIED_AMPHIBIOUS_UNIT
create
make
feature -- Access
name: STRING_8 = "1 Marines"
-- The name of this unit.
arrival_turn: INTEGER = 3
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding amphibious unit in VITP.
]"
author: "Jimmy J. Johnson"
class
MARINES_2
inherit
ALLIED_AMPHIBIOUS_UNIT
create
make
feature -- Access
name: STRING_8 = "2 Marines"
-- The name of this unit.
arrival_turn: INTEGER = 3
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding amphibious unit in VITP.
]"
author: "Jimmy J. Johnson"
class
MARINES_3
inherit
ALLIED_AMPHIBIOUS_UNIT
create
make
feature -- Access
name: STRING_8 = "3 Marines"
-- The name of this unit.
arrival_turn: INTEGER = 5
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding amphibious unit in VITP.
]"
author: "Jimmy J. Johnson"
class
MARINES_4
inherit
ALLIED_AMPHIBIOUS_UNIT
create
make
feature -- Access
name: STRING_8 = "4 Marines"
-- The name of this unit.
arrival_turn: INTEGER = 6
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding amphibious unit in VITP.
]"
author: "Jimmy J. Johnson"
class
MARINES_5
inherit
ALLIED_AMPHIBIOUS_UNIT
create
make
feature -- Access
name: STRING_8 = "5 Marines"
-- The name of this unit.
arrival_turn: INTEGER = 8
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
ARIZONA
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Arizona"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
ASTORIA
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Astoria"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
AUSTRALIA_SHIP
inherit
AUSTRALIAN_SHIP
create
make
feature -- Access
name: STRING_8 = "Australia"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
CALIFORNIA
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "California"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 5
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
CANBERRA
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Canberra"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
CHESTER
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Chester"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
CHICAGO
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Chicago"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
DE_RUYTER
inherit
DUTCH_SHIP
redefine
arrival_location,
arrival_port
end
create
make
feature -- Access
name: STRING_8 = "De Ruyter"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
arrival_location: LOCATION
-- The port or sea area at which this unit may enter the game
do
Result := game.singapore
end
arrival_port: like home_port
-- The port to which Current is assigned when it comes into
-- the game during a reinforcement action.
do
Result := game.singapore
end
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
ENTERPRISE
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Enterprise"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 4
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
EXETER
inherit
BRITISH_SHIP
redefine
arrival_location,
arrival_port
end
create
make
feature -- Access
name: STRING_8 = "Exeter"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
arrival_location: LOCATION
-- The port or sea area at which this unit may enter the game
do
Result := game.singapore
end
arrival_port: like home_port
-- The port to which Current is assigned when it comes into
-- the game during a reinforcement action.
do
Result := game.singapore
end
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
HERMES
inherit
BRITISH_SHIP
redefine
arrival_location
end
create
make
feature -- Access
name: STRING_8 = "Hermes"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 1
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 4
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
arrival_location: LOCATION
-- The port or sea area at which this unit may enter the game
do
Result := game.bay_of_bengal
end
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
HORNET
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Hornet"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 4
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
HOUSTON
inherit
US_SHIP
redefine
arrival_location,
arrival_port
end
create
make
feature -- Access
name: STRING_8 = "Houston"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
arrival_location: LOCATION
-- The port or sea area at which this unit may enter the game
do
Result := game.philippines
end
arrival_port: like home_port
-- The port to which Current is assigned when it comes into
-- the game during a reinforcement action.
do
Result := game.philippines
end
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
INDIANAPOLIS
inherit
US_SHIP
redefine
arrival_location
end
create
make
feature -- Access
name: STRING_8 = "Indianapolis"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
arrival_location: LOCATION
-- The port or sea area at which this unit may enter the game
do
Result := game.hawaiian_islands
end
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
LEXINGTON
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Lexington"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 4
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 3
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
LOUISVILLE
inherit
US_SHIP
redefine
arrival_location,
arrival_port
end
create
make
feature -- Access
name: STRING_8 = "Louisville"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
arrival_location: LOCATION
-- The port or sea area at which this unit may enter the game
do
Result := game.coral_sea
end
arrival_port: like home_port
-- The port to which Current is assigned when it comes into
-- the game during a reinforcement action.
do
Result := game.australia
end
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
MARYLAND
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Maryland"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 5
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 5
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
MINNEAPOLIS
inherit
US_SHIP
redefine
arrival_location
end
create
make
feature -- Access
name: STRING_8 = "Minneapolis"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
arrival_location: LOCATION
-- The port or sea area at which this unit may enter the game
do
Result := game.hawaiian_islands
end
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
NEVADA
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Nevada"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
NEW_ORLEANS
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "New Orleans"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
NORTHAMPTON
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Northampton"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
OKLAHOMA
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Oklahoma"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
PENNSYLVANIA
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Pennsylvania"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
PENSACOLA
inherit
US_SHIP
redefine
arrival_location,
arrival_port
end
create
make
feature -- Access
name: STRING_8 = "Pensacola"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
arrival_location: LOCATION
-- The port or sea area at which this unit may enter the game
do
Result := game.us_mandate
end
arrival_port: like home_port
-- The port to which Current is assigned when it comes into
-- the game during a reinforcement action.
do
Result := game.samoa
end
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
PORTLAND
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Portland"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
PRINCE_OF_WALES
inherit
BRITISH_SHIP
redefine
arrival_location,
arrival_port
end
create
make
feature -- Access
name: STRING_8 = "Prince of Wales"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 5
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 6
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
arrival_location: LOCATION
-- The port or sea area at which this unit may enter the game
do
Result := game.indonesia
end
arrival_port: like home_port
-- The port to which Current is assigned when it comes into
-- the game during a reinforcement action.
do
Result := game.singapore
end
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
QUINCY
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Quincy"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
REPULSE
inherit
BRITISH_SHIP
redefine
arrival_location,
arrival_port
end
create
make
feature -- Access
name: STRING_8 = "Repulse"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 3
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 3
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 6
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
arrival_location: LOCATION
-- The port or sea area at which this unit may enter the game
do
Result := game.indonesia
end
arrival_port: like home_port
-- The port to which Current is assigned when it comes into
-- the game during a reinforcement action.
do
Result := game.singapore
end
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
REVENGE
inherit
BRITISH_SHIP
redefine
arrival_location
end
create
make
feature -- Access
name: STRING_8 = "Revenge"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 1
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 4
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
arrival_location: LOCATION
-- The port or sea area at which this unit may enter the game
do
Result := game.bay_of_bengal
end
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
SALT_LAKE_CITY
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Salt Lake City"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
SAN_FRANCISCO
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "San Francisco"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
SARATOGA
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Saratoga"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 4
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 3
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
TENNESSEE
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Tennessee"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 5
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
VINCENNES
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Vincennes"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
WEST_VIRGINIA
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "West Virginia"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 5
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 5
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
YORKTOWN
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Yorktown"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 4
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
CORNWALL
inherit
BRITISH_SHIP
create
make
feature -- Access
name: STRING_8 = "Cornwall"
-- The name of this unit.
arrival_turn: INTEGER = 2
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
DORESTSHIRE
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Dorestshire"
-- The name of this unit.
arrival_turn: INTEGER = 2
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
FORMIDABLE
inherit
BRITISH_SHIP
create
make
feature -- Access
name: STRING_8 = "Formidable"
-- The name of this unit.
arrival_turn: INTEGER = 2
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
IDAHO
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Idaho"
-- The name of this unit.
arrival_turn: INTEGER = 2
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 5
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
INDOMITABLE
inherit
BRITISH_SHIP
create
make
feature -- Access
name: STRING_8 = "Indomitable"
-- The name of this unit.
arrival_turn: INTEGER = 2
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
NEW_MEXICO
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "New Mexico"
-- The name of this unit.
arrival_turn: INTEGER = 2
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 5
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
RAMILIES
inherit
BRITISH_SHIP
create
make
feature -- Access
name: STRING_8 = "Ramilies"
-- The name of this unit.
arrival_turn: INTEGER = 2
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
RESOLUTION
inherit
BRITISH_SHIP
create
make
feature -- Access
name: STRING_8 = "Resolution"
-- The name of this unit.
arrival_turn: INTEGER = 2
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
ROYAL_SOVEREIGN
inherit
BRITISH_SHIP
create
make
feature -- Access
name: STRING_8 = "Royal Sovereign"
-- The name of this unit.
arrival_turn: INTEGER = 2
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
WARSPITE
inherit
BRITISH_SHIP
create
make
feature -- Access
name: STRING_8 = "Warspite"
-- The name of this unit.
arrival_turn: INTEGER = 2
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 4
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
COLORADO
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Colorado"
-- The name of this unit.
arrival_turn: INTEGER = 3
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 5
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 5
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
ILLUSTRIOUS
inherit
BRITISH_SHIP
create
make
feature -- Access
name: STRING_8 = "Illustrious"
-- The name of this unit.
arrival_turn: INTEGER = 3
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
MISSISSIPPI
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Mississippi"
-- The name of this unit.
arrival_turn: INTEGER = 3
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 5
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
NORTH_CAROLINA
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "North Carolina"
-- The name of this unit.
arrival_turn: INTEGER = 3
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 5
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 6
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 5
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
VALIANT
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Valiant"
-- The name of this unit.
arrival_turn: INTEGER = 3
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 4
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Dummy {SHIP} used to draw widgets for the removal of
the two 027 Bristish ships on turn 5 on the Allied Order
of Appearance Chart.
]"
author: "Jimmy J. Johnson"
date: "11/11/23"
copyright: "Copyright (c) 2023, Jimmy J. Johnson"
license: "Eiffel Forum v2 (http://www.eiffel.com/licensing/forum.txt)"
license: "Eiffel Forum v2 (http://www.eiffel.com/licensing/forum.txt)"
class
CV_027_REMOVAL
inherit
US_SHIP
redefine
make
end
create
make
feature {NONE} -- Initialization
make (a_game: like game)
-- Initialize attributes of Current
do
PRECURSOR {US_SHIP} (a_game)
location := game.still_in_box
end
feature -- Access
name: STRING_8 = "(any Br.)"
-- The name of this unit.
arrival_turn: INTEGER = 2
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
invariant
never_used: location = game.still_in_box
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
DEVONSHIRE
inherit
BRITISH_SHIP
create
make
feature -- Access
name: STRING_8 = "Devonshire"
-- The name of this unit.
arrival_turn: INTEGER = 4
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
INDIANA
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Indiana"
-- The name of this unit.
arrival_turn: INTEGER = 4
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 5
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
SHROPSHIRE
inherit
BRITISH_SHIP
create
make
feature -- Access
name: STRING_8 = "Shropshire"
-- The name of this unit.
arrival_turn: INTEGER = 4
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
SOUTH_DAKOTA
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "South Dakota"
-- The name of this unit.
arrival_turn: INTEGER = 4
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 5
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 6
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 5
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
WASHINGTON
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Washington"
-- The name of this unit.
arrival_turn: INTEGER = 4
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 5
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 5
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
WASP
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Wasp"
-- The name of this unit.
arrival_turn: INTEGER = 4
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 4
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 6
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
MASSACHUSETTS
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Massachusetts"
-- The name of this unit.
arrival_turn: INTEGER = 5
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 5
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 6
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 5
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Dummy {SHIP} used to draw a widget for the removal of
the Resolution on turn 5 on the Allied Order of Appearance
Chart.
]"
author: "Jimmy J. Johnson"
date: "11/11/23"
copyright: "Copyright (c) 2023, Jimmy J. Johnson"
license: "Eiffel Forum v2 (http://www.eiffel.com/licensing/forum.txt)"
license: "Eiffel Forum v2 (http://www.eiffel.com/licensing/forum.txt)"
class
RESOLUTION_REMOVAL
inherit
BRITISH_SHIP
redefine
make
end
create
make
feature {NONE} -- Initialization
make (a_game: like game)
-- Initialize attributes of Current
do
PRECURSOR {BRITISH_SHIP} (a_game)
location := game.still_in_box
end
feature -- Access
name: STRING_8 = "Resolution"
-- The name of this unit.
arrival_turn: INTEGER = 2
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
invariant
never_used: location = game.still_in_box
end

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note
description: "[
Dummy {SHIP} used to draw a widget for the removal of
the Revenge on turn 5 on the Allied Order of Appearance
Chart.
]"
author: "Jimmy J. Johnson"
date: "11/11/23"
copyright: "Copyright (c) 2023, Jimmy J. Johnson"
license: "Eiffel Forum v2 (http://www.eiffel.com/licensing/forum.txt)"
license: "Eiffel Forum v2 (http://www.eiffel.com/licensing/forum.txt)"
class
REVENGE_REMOVAL
inherit
BRITISH_SHIP
redefine
make
end
create
make
feature {NONE} -- Initialization
make (a_game: like game)
-- Initialize attributes of Current
do
PRECURSOR {BRITISH_SHIP} (a_game)
location := game.still_in_box
end
feature -- Access
name: STRING_8 = "Revenge"
-- The name of this unit.
arrival_turn: INTEGER = 2
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
invariant
never_used: location = game.still_in_box
end

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note
description: "[
Dummy {SHIP} used to draw a widget for the removal of
the Valiant on turn 5 on the Allied Order of Appearance
Chart.
]"
author: "Jimmy J. Johnson"
date: "11/11/23"
copyright: "Copyright (c) 2023, Jimmy J. Johnson"
license: "Eiffel Forum v2 (http://www.eiffel.com/licensing/forum.txt)"
license: "Eiffel Forum v2 (http://www.eiffel.com/licensing/forum.txt)"
class
VALIANT_REMOVAL
inherit
BRITISH_SHIP
redefine
make
end
create
make
feature {NONE} -- Initialization
make (a_game: like game)
-- Initialize attributes of Current
do
PRECURSOR {BRITISH_SHIP} (a_game)
location := game.still_in_box
end
feature -- Access
name: STRING_8 = "Valiant"
-- The name of this unit.
arrival_turn: INTEGER = 2
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 4
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
invariant
never_used: location = game.still_in_box
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
VICTORIOUS
inherit
BRITISH_SHIP
redefine
reinforceable_ports,
arrival_location,
arrival_port
end
create
make
feature -- Access
name: STRING_8 = "Victorious"
-- The name of this unit.
arrival_turn: INTEGER = 5
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
reinforceable_ports: LINKED_SET [PORT]
-- A list containing each {PORT} to which Current
-- can be moved during the reinforcement step.
do
create Result.make
if game.sequence_of_play.is_allied_player then
if game.hawaiian_islands.is_allied then
Result.extend (game.pearl_harbor)
end
end
end
arrival_location: LOCATION
-- The port or sea area at which this unit may enter the game
do
Result := arrival_port
end
arrival_port: like home_port
-- The port to which Current is assigned when it comes into
-- the game during a reinforcement action.
do
if game.pearl_harbor.nationality = game.us then
Result := game.pearl_harbor
elseif game.samoa.nationality = game.us then
Result := game.samoa
else
Result := game.default_port
end
end
end

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note
description: "[
Dummy {SHIP} used to draw a widget for the removal of
the Warspite on Turn 4 on the Allied Order of Appearance
Chart.
]"
author: "Jimmy J. Johnson"
date: "11/11/23"
copyright: "Copyright (c) 2023, Jimmy J. Johnson"
license: "Eiffel Forum v2 (http://www.eiffel.com/licensing/forum.txt)"
license: "Eiffel Forum v2 (http://www.eiffel.com/licensing/forum.txt)"
class
WARSPITE_REMOVAL
inherit
BRITISH_SHIP
redefine
make
end
create
make
feature {NONE} -- Initialization
make (a_game: like game)
-- Initialize attributes of Current
do
PRECURSOR {BRITISH_SHIP} (a_game)
location := game.still_in_box
end
feature -- Access
name: STRING_8 = "Warspite"
-- The name of this unit.
arrival_turn: INTEGER = 2
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 4
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
invariant
never_used: location = game.still_in_box
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
WICHITA
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Wichita"
-- The name of this unit.
arrival_turn: INTEGER = 5
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
ALABAMA
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Alabama"
-- The name of this unit.
arrival_turn: INTEGER = 6
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 5
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 6
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 5
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
BALTIMORE
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Baltimore"
-- The name of this unit.
arrival_turn: INTEGER = 6
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
BELLEAU_WOOD
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Belleau Wood"
-- The name of this unit.
arrival_turn: INTEGER = 6
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
BOSTON
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Boston"
-- The name of this unit.
arrival_turn: INTEGER = 6
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
COWPENS
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Cowpens"
-- The name of this unit.
arrival_turn: INTEGER = 6
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
CV_10
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "CV 10"
-- The name of this unit.
arrival_turn: INTEGER = 6
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 4
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 3
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
CV_16
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "CV_16"
-- The name of this unit.
arrival_turn: INTEGER = 6
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 4
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 3
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
ESSEX
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Essex"
-- The name of this unit.
arrival_turn: INTEGER = 6
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 4
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 3
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
INDEPENDENCE
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Independence"
-- The name of this unit.
arrival_turn: INTEGER = 6
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
MONTEREY
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Monterey"
-- The name of this unit.
arrival_turn: INTEGER = 6
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
PRINCETON
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Princeton"
-- The name of this unit.
arrival_turn: INTEGER = 6
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Dummy {SHIP} used to draw a widget for the removal of
the Victorious on turn 6 on the Allied Order of Appearance
Chart.
]"
author: "Jimmy J. Johnson"
date: "11/11/23"
copyright: "Copyright (c) 2023, Jimmy J. Johnson"
license: "Eiffel Forum v2 (http://www.eiffel.com/licensing/forum.txt)"
class
VICTORIOUS_REMOVAL
inherit
BRITISH_SHIP
redefine
make
end
create
make
feature {NONE} -- Initialization
make (a_game: like game)
-- Initialize attributes of Current
do
PRECURSOR {BRITISH_SHIP} (a_game)
location := game.still_in_box
end
feature -- Access
name: STRING_8 = "Victorious"
-- The name of this unit.
arrival_turn: INTEGER = 6
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
invariant
never_used: location = game.still_in_box
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
BATAAN
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Bataan"
-- The name of this unit.
arrival_turn: INTEGER = 7
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in VITP.
]"
author: "Jimmy J. Johnson"
class
BUNKER_HILL
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Bunker Hill"
-- The name of this unit.
arrival_turn: INTEGER = 7
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 4
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 3
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
CABOT
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Cabot"
-- The name of this unit.
arrival_turn: INTEGER = 7
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
CANBERA_II
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "Canbera II"
-- The name of this unit.
arrival_turn: INTEGER = 7
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
CV_12
inherit
US_SHIP
create
make
feature -- Access
name: STRING_8 = "CV 12"
-- The name of this unit.
arrival_turn: INTEGER = 7
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 4
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 3
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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