empi 0.21 → 0.25
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- checksums.yaml +4 -4
- data/lib/empi.rb +8 -5
- data/lib/lib/game_states/build_state.rb +68 -0
- data/lib/{game_state.rb → lib/game_states/game_state.rb} +0 -0
- data/lib/lib/game_states/play_state.rb +149 -0
- data/lib/{escape_state.rb → lib/game_states/quit_state.rb} +4 -5
- data/lib/lib/game_states/set_state.rb +75 -0
- data/lib/lib/game_states/welcome_state.rb +85 -0
- data/lib/lib/game_states/win_state.rb +61 -0
- data/lib/{army.rb → lib/units/army.rb} +2 -2
- data/lib/{ship.rb → lib/units/ship.rb} +2 -2
- data/lib/{town.rb → lib/units/town.rb} +31 -23
- data/lib/{unit.rb → lib/units/unit.rb} +73 -47
- data/lib/{unitFunction.rb → lib/units/unit_function.rb} +13 -4
- data/lib/lib/user_interface/cursor.rb +252 -0
- data/lib/lib/user_interface/infopane.rb +49 -0
- data/lib/lib/user_interface/map.rb +189 -0
- data/lib/lib/user_interface/tile.rb +56 -0
- metadata +23 -19
- data/lib/build_state.rb +0 -54
- data/lib/cursor.rb +0 -167
- data/lib/infopane.rb +0 -38
- data/lib/map.rb +0 -153
- data/lib/play_state.rb +0 -98
- data/lib/tile.rb +0 -36
@@ -0,0 +1,61 @@
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+
require 'singleton'
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require_relative './game_state'
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require_relative './play_state'
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require_relative './welcome_state'
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6
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+
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7
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# Game state of summary of won game
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8
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class WinState < GameState
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include Singleton
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attr_reader :faction
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# What to do just after state gets activated
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#def after_start
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#end
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# What to do just before state gets deactivated
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#def before_end
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#end
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# Process given button
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def update(button)
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case(button)
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when Gosu::KbEscape then
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25
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GameState.switch!(WelcomeState.instance)
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when Gosu::KbReturn then
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GameState.switch!(PlayState.instance)
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end
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end
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def draw
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winner_text = "VICTORY FOR FACTION #{@faction}"
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summary_text = "Summary:
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victory type: #{@type}
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35
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won on turn: #{@turn}
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36
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ending score: #{@score}"
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options_text = 'Do you want to continue playing?
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Enter – resume
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39
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Esc – return to menu'
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win_summary = Gosu::Image.from_text(
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winner_text + "\n\n\n" + summary_text + "\n\n" + options_text, 20)
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win_summary.draw((2*TILESIZE) + XTEXT, (2*TILESIZE) + YTEXT, ZTEXT)
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end
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def set_victory!(faction, type, turn, score)
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@faction = faction
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@type = type
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@turn = turn
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@score = score.clone # separate object is neeeded
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GameState.switch!(WinState.instance)
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end
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def unset_victory!()
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@faction = nil
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@type = nil
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@turn = nil
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@score = nil
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end
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end
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@@ -9,9 +9,9 @@ class Army < Unit
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def initialize(x, y, faction, map, infopane)
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super
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dir_path = File.dirname(__FILE__)
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@image = Gosu::Image.new(dir_path + '
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@image = Gosu::Image.new(dir_path + '/../../media/army.png')
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@
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@armour_left = @armour_max = 3
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@moves_max = 5
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end
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@@ -9,9 +9,9 @@ class Ship < Unit
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def initialize(x, y, faction, map, infopane)
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super
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dir_path = File.dirname(__FILE__)
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-
@image = Gosu::Image.new(dir_path + '
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@image = Gosu::Image.new(dir_path + '/../../media/ship.png')
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@
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@armour_left = @armour_max = 1
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@moves_max = 2
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@cargo_max = 3
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end
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@@ -1,10 +1,10 @@
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require_relative './game_state'
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require_relative './build_state'
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-
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require_relative './army'
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require_relative './ship'
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require_relative './unit'
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require_relative './../game_states/game_state'
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require_relative './../game_states/build_state'
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7
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class Town < Unit
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@name = 'town'
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@map_symbol = 'T'
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@@ -15,18 +15,19 @@ class Town < Unit
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def initialize(x, y, faction, map, infopane)
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super
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dir_path = File.dirname(__FILE__)
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@image = Gosu::Image.new(dir_path + '
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@image = Gosu::Image.new(dir_path + '/../../media/town.png')
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@
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@armour_left = @armour_max = 1
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@moves_max = 0
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@cargo_max = 10
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23
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24
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-
@starting_project = Army unless @faction == 0
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@starting_project = Army unless @faction == 0 # used once at the game start
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@default_project = Army # used after capture
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@project = nil
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@parts_built = 0
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@parts_needed = 0
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29
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-
set_function!(FUNCBUILD)
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set_function!(FUNCBUILD, @faction) unless @faction == 0
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end
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def can_build?
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@@ -47,17 +48,21 @@ class Town < Unit
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super
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# Reset build process
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# 1) remove old project so that it is not disclosed
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# 2) set default project so that there is always some set (remove old parts)
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# 3) offer change of the project to the new owner
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@function.func = FUNCNONE
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@project = nil
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@
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set_function!(FUNCBUILD)
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set_project!(@default_project)
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set_function!(FUNCBUILD, @faction)
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end
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# Set desired function and possibly also project
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56
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-
def set_function!(func)
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61
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+
def set_function!(func, commanding_faction)
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super
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63
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59
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if @faction != 0 and
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# Set
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if @faction != 0 and commanding_faction == @faction and func == FUNCBUILD
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65
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# Set starting project once or ask player about next project
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66
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if @starting_project
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set_project!(@starting_project)
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@starting_project = nil
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@@ -70,15 +75,10 @@ class Town < Unit
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75
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# Set desired project
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def set_project!(desired_project)
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-
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-
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75
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[Army, Ship].collect { |ii| [ii, ii.price] } # TODO all subclasses of Unit which can_be_built?
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]
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-
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unless prices.key?(desired_project)
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abort("town.set_project!(): Unknown project (#{desired_project})")
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unless price_list.key?(desired_project)
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abort("Town.set_project!(): Unknown project (#{desired_project})")
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80
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end
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81
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-
@parts_needed =
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81
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+
@parts_needed = price_list[desired_project]
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# Compare new setting with the old one
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if desired_project == @project
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@@ -90,11 +90,19 @@ class Town < Unit
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@parts_built = 0
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91
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new_project_set_text = PROMPT + to_s + ": project set to #{@project.name} (#{build_info} done)"
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-
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-
puts new_project_set_text
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if previous_project and lost_parts > 0 # parts were lost but not due to capture
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puts new_project_set_text + ", losing #{lost_parts} " +
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"part#{ 's' unless lost_parts == 1 } of #{previous_project.name}"
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else
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-
puts new_project_set_text
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puts new_project_set_text
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end
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end
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end
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# Load all prices
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def price_list
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prices = Hash[
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[Army, Ship].collect { |ii| [ii, ii.price] } # TODO all subclasses of Unit which can_be_built?
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]
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end
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end
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@@ -1,4 +1,4 @@
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require_relative './
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require_relative './unit_function'
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2
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# Both capturable and movable game pieces
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class Unit
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@@ -6,7 +6,8 @@ class Unit
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attr_reader :name, :map_symbol, :price, :value
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end
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-
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attr_reader :armour_left
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attr_accessor :x, :y, :faction, :function, :cargo, :cargo_max
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def initialize(x, y, faction, map, infopane)
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@x = x
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@@ -15,8 +16,8 @@ class Unit
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@map = map
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@infopane = infopane
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@
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@
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@armour_max = 1
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@armour_left = @armour_max
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@moves_max = 1
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@moves_left = @moves_max
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@cargo = [] # transported units
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@@ -34,8 +35,8 @@ class Unit
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# Process engagement targeted at this unit
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def engage!(by_whom)
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-
if by_whom == @faction
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abort("
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if by_whom.faction == @faction
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abort("Unit.engage!(): Engaging unit is of the same faction as this one (#{@faction})")
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end
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# Can it be captured and is it without defenders?
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@@ -45,7 +46,7 @@ class Unit
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else # then capture it if you can
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if by_whom.can_capture?
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puts PROMPT + by_whom.to_s + ' is capturing ' + to_s
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capture!(by_whom
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capture!(by_whom)
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else
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puts PROMPT + by_whom.to_s + ' can\'t capture other units'
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end
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@@ -64,20 +65,22 @@ class Unit
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65
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# Process capture targeted at this unit
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def capture!(by_whom)
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unless can_be_captured?
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abort("
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abort("Unit.capture!(): This unit can\'t be captured")
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end
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70
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70
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-
if by_whom == @faction
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abort("
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if by_whom.faction == @faction
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abort("Unit.capture!(): This unit already belongs to faction #{@faction}")
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end
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75
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# Add <value> to the capturing faction
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75
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-
@infopane.add_score(by_whom - 1, self.class.value)
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-
@faction = by_whom
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@infopane.add_score(by_whom.faction - 1, self.class.value)
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@faction = by_whom.faction
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77
78
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end
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78
79
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79
80
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# Add <value> to the other faction and remove links to given unit
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def destroy!
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82
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@armour_left = 0 # for non-attack damage
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83
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+
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81
84
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# If you are transporting somebody, destroy them first
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85
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@cargo.each { |uu| uu.destroy! }
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83
86
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@@ -95,16 +98,17 @@ class Unit
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95
98
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def check_movement(old_x, old_y)
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96
99
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if @x != old_x || @y != old_y # only if it moved
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97
100
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if @moves_left <= 0
|
98
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-
abort("
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101
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+
abort("Unit.check_movement(): Moving unit does not have enough move points (#{@moves_left} moves)")
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99
102
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end
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100
103
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|
101
104
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oldcoords_unit = @map.get_unit(old_x, old_y)
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105
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newcoords_unit = @map.get_unit(@x, @y)
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103
106
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|
104
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-
# If there is nobody or is there friendly unit with some cargo space
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107
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+
# If there is nobody or is there friendly unit with some cargo space (and bigger cargo space)
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105
108
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if !newcoords_unit || \
|
106
109
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(newcoords_unit.faction == @faction && \
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107
110
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newcoords_unit.can_transport? && \
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111
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+
@cargo_max < newcoords_unit.cargo_max && \
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108
112
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!newcoords_unit.is_full?)
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109
113
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|
110
114
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# Leave old coordinates
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@@ -115,35 +119,40 @@ class Unit
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115
119
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end
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116
120
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|
117
121
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# Get to new coordinates
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118
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-
if newcoords_unit
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122
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+
if !newcoords_unit
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119
123
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@map.set_unit(@x, @y, self)
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120
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-
@cargo.each { |uu|
|
121
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-
uu.x = @x
|
122
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-
uu.y = @y
|
123
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-
}
|
124
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-
|
125
124
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else # if you are going to be transported
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126
125
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newcoords_unit.cargo.insert(-1, self) # -1 = to the end
|
127
126
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puts PROMPT + to_s + ' got loaded into '+ newcoords_unit.to_s
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128
127
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@moves_left = 1 unless newcoords_unit.can_build? # use all your left moves unless you are getting loaded into a town
|
129
128
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end
|
130
129
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|
130
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+
# Update position of your cargo
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131
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+
@cargo.each { |uu|
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132
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+
uu.x = @x
|
133
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+
uu.y = @y
|
134
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+
}
|
135
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+
|
131
136
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else # if there already is somebody that can't transport you (enemy or full friend)
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132
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-
|
133
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-
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134
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-
|
135
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-
|
136
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-
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137
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-
|
138
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-
|
139
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-
|
140
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-
|
137
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+
# Stay on your original tile
|
138
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+
@x = old_x
|
139
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+
@y = old_y
|
140
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+
|
141
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+
# If it was a friend unit
|
142
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+
if newcoords_unit.faction == @faction
|
143
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+
if !newcoords_unit.can_transport?
|
144
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+
puts PROMPT + newcoords_unit.to_s + ' can\'t transport other units'
|
145
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+
else
|
146
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+
if @cargo_max >= newcoords_unit.cargo_max
|
147
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+
puts PROMPT + "#{self.class.name} can\'t fit in #{newcoords_unit.class.name}"
|
148
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+
else # thus newcoords_unit.is_full? is true
|
141
149
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puts PROMPT + newcoords_unit.to_s + ' is already full'
|
142
150
|
end
|
143
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-
else
|
144
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-
# Enemy!
|
145
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-
newcoords_unit.engage!(self)
|
146
151
|
end
|
152
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+
else
|
153
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+
# Enemy!
|
154
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+
newcoords_unit.engage!(self)
|
155
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+
end
|
147
156
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end
|
148
157
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@moves_left -= 1
|
149
158
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|
@@ -155,12 +164,17 @@ class Unit
|
|
155
164
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end
|
156
165
|
end
|
157
166
|
|
158
|
-
|
159
167
|
def draw
|
160
168
|
@image.draw(@x * TILESIZE, (@y + 1) * TILESIZE, ZUNIT,
|
161
169
|
scale_x = 1, scale_y = 1, color = COLOUR[@faction])
|
162
170
|
end
|
163
171
|
|
172
|
+
def is_waiting_for_commands?
|
173
|
+
@faction == @infopane.faction and
|
174
|
+
function == FUNCNONE and
|
175
|
+
can_move?
|
176
|
+
end
|
177
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+
|
164
178
|
def can_move?
|
165
179
|
(can_fly? || can_sail? || can_ride?) && @moves_left > 0
|
166
180
|
end
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@@ -227,19 +241,31 @@ class Unit
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end
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# Set desired function
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-
def set_function!(func)
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-
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-
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-
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-
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-
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+
def set_function!(func, commanding_faction)
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# Check your neutrality
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if @faction == 0
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puts PROMPT + to_s + ": neutral units can't have functions set"
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return
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end
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-
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-
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-
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-
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-
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# Check origin of command
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if commanding_faction != @faction
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puts PROMPT + to_s + ": this unit does not take commands from other factions"
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return
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end
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# Check your abilities
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if func == FUNCBUILD and !can_build?
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puts PROMPT + to_s + ": this unit can't build other units"
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return
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end
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# Check current function and set the new one
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if @function.func == func
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puts PROMPT + to_s + ": function is already set to #{@function.func}"
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else
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@function.func = func
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puts PROMPT + to_s + ": function set to #{@function.func}"
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end
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end
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@@ -253,9 +279,9 @@ class Unit
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"#{self.class.name} (FAC#{@faction} #{@x}-#{@y})"
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end
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# Set long info string: short info string,
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# Set long info string: short info string, armour, moves, function, cargo
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def info
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ret = to_s + ":
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ret = to_s + ": armour #{@armour_left}/#{@armour_max}"
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if @moves_max > 0
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ret = ret + ", moves #{@moves_left}/#{@moves_max}"
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@@ -12,6 +12,9 @@ class UnitFunction
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when FUNCNONE
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"no function"
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when FUNCBUILD
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unless @unit.project
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abort("UnitFunction.info(): No project set (" + @unit.to_s + ")")
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end
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"building #{@unit.project.name} (#{@unit.build_info})"
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when FUNCSENTRY
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"sentrying"
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@@ -19,11 +22,13 @@ class UnitFunction
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end
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def func!(map, infopane)
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ret = " didn't actually do anything (ERROR)"
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-
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case @func
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# Build given unit
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when FUNCBUILD
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unless @unit.project
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abort("UnitFunction.func!(): No project set (" + @unit.to_s + ")")
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end
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+
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@unit.parts_built += 1
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unless @unit.parts_built >= @unit.parts_needed # just == should be enough
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@@ -34,9 +39,9 @@ class UnitFunction
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@unit.project.new(@unit.x, @unit.y, @unit.faction, map, infopane)
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end
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# Wake when enemies are nearby
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# Wake when enemies are nearby (checking just map units is enough)
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when FUNCSENTRY
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-
units_around = map.all_units.select { |uu|
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+
units_around = map.all_units(0,0).select { |uu|
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(uu.x - @unit.x).abs <= 1 &&
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(uu.y - @unit.y).abs <= 1 &&
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uu.faction != @unit.faction
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@@ -49,6 +54,10 @@ class UnitFunction
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end
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end
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unless ret
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abort("UnitFunction.func!(): Functionable unit didn't function (" + @unit.to_s + ")")
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end
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+
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ret
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end
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end
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