19928/jj_vitp/Implementation/classes/units/amphibious_unit.e
Jocelyn Fiat 6dde6425c2 init
2024-06-17 09:09:33 +02:00

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note
description: "[
Represents one of the air force attack units in VITP.
]"
author: "Jimmy J. Johnson"
deferred class
AMPHIBIOUS_UNIT
inherit
ATTACK_UNIT
redefine
landable_ports,
arrival_location,
-- arrival_position,
internal_is_movable
end
feature -- Access
arrival_location: LOCATION
-- The port 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
-- do
-- if nationality = game.japanese then
-- Result := [300, 70]
-- else
-- Result := [680, 300]
-- end
-- end
patrollable_sea_areas: LINKED_SET [SEA_AREA]
-- A list containing each {SEA_AREA} which Current can patrol
-- from its `home_port' at this point in the game
local
s: LINEAR [SEA_AREA]
s2: LINEAR [SEA_AREA]
a: SEA_AREA
do
create Result.make
if attached {MOVE_AMPHIBIOUS_STEP} game.sequence_of_play then
-- Current can go to any sea area adjacent to its `home_port'
check attached home_port as p then
s := p.adjacent_sea_areas
from s.start
until s.after
loop
a := s.item
Result.extend (a)
-- It can also go to a second sea area if first is not enemy's
if not a.is_enemy_controlled (nationality) then
s2 := a.adjacent_sea_areas
from s2.start
until s2.exhausted
loop
Result.extend (s2.item)
s2.forth
end
end
s.forth
end
end
end
end
raidable_sea_areas: LINKED_SET [SEA_AREA]
-- A list containing each {SEA_AREA} which Current can raid
-- from its `home_port' at this point in the game
local
s: like patrollable_sea_areas
do
create Result.make
end
landable_ports: LINKED_SET [PORT]
-- A list containing each {PORT} at which Current can
-- make a landing at this point in the game
local
lin: LINEAR [PORT]
do
io.put_string ("AMPHIBIOUS_UNIT.landable_ports: fix to account for retreats--rule 13.4 %N")
create Result.make
-- if game.stage = {GAME_SEQUENCE}.Landing_amphibious or
-- game.stage = {GAME_SEQUENCE}.Post_combat_amphibious_landing or
-- game.stage = {GAME_SEQUENCE}.End_of_turn_amphibious_landing then
-- if attached {SEA_AREA} location as s then
-- lin := s.adjoining_ports
-- from lin.start
-- until lin.exhausted
-- loop
-- Result.extend (lin.item)
-- lin.forth
-- end
-- end
-- end
end
feature -- Status report
is_sunk: BOOLEAN
-- Is this unit sunk?
do
Result := (is_at_sea or is_in_port) and damage > defense_factor
end
is_patrollable: BOOLEAN = False
-- Can this unit be a patroller for area control purposes?
is_raidable: BOOLEAN = False
-- Can this unit be a raider?
is_patrolling: BOOLEAN = False
-- Is this unit a patroller (as opposed to a raider)?
is_raiding: BOOLEAN = False
-- Is this unit a raider?
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
tf: TASK_FORCE
u_list: VITP_TABLE [ATTACK_UNIT]
au: ATTACK_UNIT
do
if not is_in_game then
Result := false
elseif game.i_boat.contains_position (a_position) or game.f_boat.contains_position (a_position) then
Result := true
else
if nationality = game.japanese then
u_list := game.allied_attack_units
else
u_list := game.japanese_attack_units
end
from u_list.start
until u_list.after or else Result
loop
au := u_list.item_for_iteration
Result := au.contains_position (a_position)
u_list.forth
end
end
-- Temp for testing
Result := false
end
feature {NONE} -- Implementation
internal_can_patrol: BOOLEAN = False
-- Can this game piece be a patroller?
internal_is_movable: BOOLEAN
-- Can Current (not the `task_force') move at this time?
local
sop: VITP_SEQUENCE_OF_PLAY
do
sop := game.sequence_of_play
Result := is_in_game and not (is_sunk or is_bottomed) and then
((sop.is_allied_player and is_allied) or
(sop.is_japanese_player and is_japanese)) and then
((sop.is_moving_amphibious_step))
if Result and sop.turn = 1 and sop.is_allied_player then
-- Only some allied ships can move on turn 1
Result := (Current = game.de_ruyter or Current = game.exeter or
Current = game.houston or Current = game.australia or
Current = game.canberra)
end
end
end