Class: Unit
- Inherits:
-
Object
- Object
- Unit
- Defined in:
- lib/lib/units/unit.rb
Overview
Both capturable and movable game pieces
Class Attribute Summary collapse
-
.map_symbol ⇒ Object
readonly
Returns the value of attribute map_symbol.
-
.name ⇒ Object
readonly
Returns the value of attribute name.
-
.price ⇒ Object
readonly
Returns the value of attribute price.
-
.value ⇒ Object
readonly
Returns the value of attribute value.
Instance Attribute Summary collapse
-
#cargo ⇒ Object
Returns the value of attribute cargo.
-
#cargo_max ⇒ Object
Returns the value of attribute cargo_max.
-
#faction ⇒ Object
Returns the value of attribute faction.
-
#function ⇒ Object
Returns the value of attribute function.
-
#x ⇒ Object
Returns the value of attribute x.
-
#y ⇒ Object
Returns the value of attribute y.
Instance Method Summary collapse
-
#attack!(by_whom) ⇒ Object
Process attack targeted at this unit.
- #can_be_built? ⇒ Boolean
- #can_be_captured? ⇒ Boolean
- #can_build? ⇒ Boolean
- #can_capture? ⇒ Boolean
- #can_fly? ⇒ Boolean
- #can_move? ⇒ Boolean
- #can_ride? ⇒ Boolean
- #can_sail? ⇒ Boolean
- #can_transport? ⇒ Boolean
-
#capture!(by_whom) ⇒ Object
Process capture targeted at this unit.
-
#check_movement(old_x, old_y) ⇒ Object
Process move of unit and take care of its (un)loading or start of engagement.
-
#destroy! ⇒ Object
Add <value> to the other faction and remove links to given unit.
- #draw ⇒ Object
-
#engage!(by_whom) ⇒ Object
Process engagement targeted at this unit.
- #function! ⇒ Object
-
#info ⇒ Object
Set long info string: short info string, armor, moves, function, cargo.
-
#initialize(x, y, faction, map, infopane) ⇒ Unit
constructor
A new instance of Unit.
- #is_full? ⇒ Boolean
-
#is_terrain_suitable? ⇒ Boolean
Checks if unit is on the right type of terrain (not for transported units).
- #is_transported? ⇒ Boolean
- #is_transporting? ⇒ Boolean
- #reset_moves! ⇒ Object
-
#set_function!(func) ⇒ Object
Set desired function.
-
#to_s ⇒ Object
Set short info string: type, faction, coordinates.
Constructor Details
#initialize(x, y, faction, map, infopane) ⇒ Unit
Returns a new instance of Unit.
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# File 'lib/lib/units/unit.rb', line 11 def initialize(x, y, faction, map, infopane) @x = x @y = y @faction = faction @map = map @infopane = infopane @armor_max = 1 @armor_left = @armor_max @moves_max = 1 @moves_left = @moves_max @cargo = [] # transported units @cargo_max = 0 @function = UnitFunction.new(FUNCNONE, self) # Store yourself coords_unit = @map.get_unit(@x, @y) if !coords_unit @map.set_unit(@x, @y, self) else # some town has just built you coords_unit.cargo.insert(-1, self) # -1 = to the end end end |
Class Attribute Details
.map_symbol ⇒ Object (readonly)
Returns the value of attribute map_symbol.
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# File 'lib/lib/units/unit.rb', line 6 def map_symbol @map_symbol end |
.name ⇒ Object (readonly)
Returns the value of attribute name.
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# File 'lib/lib/units/unit.rb', line 6 def name @name end |
.price ⇒ Object (readonly)
Returns the value of attribute price.
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# File 'lib/lib/units/unit.rb', line 6 def price @price end |
.value ⇒ Object (readonly)
Returns the value of attribute value.
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# File 'lib/lib/units/unit.rb', line 6 def value @value end |
Instance Attribute Details
#cargo ⇒ Object
Returns the value of attribute cargo.
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# File 'lib/lib/units/unit.rb', line 9 def cargo @cargo end |
#cargo_max ⇒ Object
Returns the value of attribute cargo_max.
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# File 'lib/lib/units/unit.rb', line 9 def cargo_max @cargo_max end |
#faction ⇒ Object
Returns the value of attribute faction.
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# File 'lib/lib/units/unit.rb', line 9 def faction @faction end |
#function ⇒ Object
Returns the value of attribute function.
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# File 'lib/lib/units/unit.rb', line 9 def function @function end |
#x ⇒ Object
Returns the value of attribute x.
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# File 'lib/lib/units/unit.rb', line 9 def x @x end |
#y ⇒ Object
Returns the value of attribute y.
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# File 'lib/lib/units/unit.rb', line 9 def y @y end |
Instance Method Details
#attack!(by_whom) ⇒ Object
Process attack targeted at this unit
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# File 'lib/lib/units/unit.rb', line 59 def attack!(by_whom) puts PROMPT + by_whom.to_s + ' is attacking ' + to_s destroy! # TODO proper combat end |
#can_be_built? ⇒ Boolean
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# File 'lib/lib/units/unit.rb', line 189 def can_be_built? self.class.price > 0 end |
#can_be_captured? ⇒ Boolean
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# File 'lib/lib/units/unit.rb', line 213 def can_be_captured? false end |
#can_build? ⇒ Boolean
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# File 'lib/lib/units/unit.rb', line 185 def can_build? false end |
#can_capture? ⇒ Boolean
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# File 'lib/lib/units/unit.rb', line 209 def can_capture? false end |
#can_fly? ⇒ Boolean
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# File 'lib/lib/units/unit.rb', line 173 def can_fly? false end |
#can_move? ⇒ Boolean
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# File 'lib/lib/units/unit.rb', line 169 def can_move? (can_fly? || can_sail? || can_ride?) && @moves_left > 0 end |
#can_ride? ⇒ Boolean
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# File 'lib/lib/units/unit.rb', line 181 def can_ride? false end |
#can_sail? ⇒ Boolean
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# File 'lib/lib/units/unit.rb', line 177 def can_sail? false end |
#can_transport? ⇒ Boolean
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# File 'lib/lib/units/unit.rb', line 193 def can_transport? @cargo_max > 0 end |
#capture!(by_whom) ⇒ Object
Process capture targeted at this unit
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# File 'lib/lib/units/unit.rb', line 65 def capture!(by_whom) unless can_be_captured? abort("unit.capture!(): This unit can\'t be captured") end if by_whom == @faction abort("unit.capture!(): This unit already belongs to faction #{@faction}") end # Add <value> to the capturing faction @infopane.add_score(by_whom - 1, self.class.value) @faction = by_whom end |
#check_movement(old_x, old_y) ⇒ Object
Process move of unit and take care of its (un)loading or start of engagement
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# File 'lib/lib/units/unit.rb', line 95 def check_movement(old_x, old_y) if @x != old_x || @y != old_y # only if it moved if @moves_left <= 0 abort("unit.check_movement(): Moving unit does not have enough move points (#{@moves_left} moves)") end oldcoords_unit = @map.get_unit(old_x, old_y) newcoords_unit = @map.get_unit(@x, @y) # If there is nobody or is there friendly unit with some cargo space (and bigger cargo space) if !newcoords_unit || \ (newcoords_unit.faction == @faction && \ newcoords_unit.can_transport? && \ @cargo_max < newcoords_unit.cargo_max && \ !newcoords_unit.is_full?) # Leave old coordinates if oldcoords_unit == self @map.set_unit(old_x, old_y, nil) else # if you have been transported oldcoords_unit.cargo.delete(self) end # Get to new coordinates if !newcoords_unit @map.set_unit(@x, @y, self) @cargo.each { |uu| uu.x = @x uu.y = @y } else # if you are going to be transported newcoords_unit.cargo.insert(-1, self) # -1 = to the end puts PROMPT + to_s + ' got loaded into '+ newcoords_unit.to_s @moves_left = 1 unless newcoords_unit.can_build? # use all your left moves unless you are getting loaded into a town end else # if there already is somebody that can't transport you (enemy or full friend) # Stay on your original tile @x = old_x @y = old_y # If it was a friend unit if newcoords_unit.faction == @faction if !newcoords_unit.can_transport? puts PROMPT + newcoords_unit.to_s + ' can\'t transport other units' else if @cargo_max >= newcoords_unit.cargo_max puts PROMPT + "#{self.class.name} can\'t fit in #{newcoords_unit.class.name}" else # thus newcoords_unit.is_full? is true puts PROMPT + newcoords_unit.to_s + ' is already full' end end else # Enemy! newcoords_unit.engage!(self) end end @moves_left -= 1 # Check if you are on an invalid type of terrain (unless transported) unless is_terrain_suitable? puts PROMPT + to_s + " found itself in a bad place" destroy! end end end |
#destroy! ⇒ Object
Add <value> to the other faction and remove links to given unit
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# File 'lib/lib/units/unit.rb', line 80 def destroy! # If you are transporting somebody, destroy them first @cargo.each { |uu| uu.destroy! } @infopane.add_score(3 - @faction - 1, self.class.value) # TODO more factions? if is_transported? coords_unit = @map.get_unit(@x, @y) coords_unit.cargo -= [self] else @map.set_unit(@x, @y, nil) end end |
#draw ⇒ Object
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# File 'lib/lib/units/unit.rb', line 164 def draw @image.draw(@x * TILESIZE, (@y + 1) * TILESIZE, ZUNIT, scale_x = 1, scale_y = 1, color = COLOUR[@faction]) end |
#engage!(by_whom) ⇒ Object
Process engagement targeted at this unit
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# File 'lib/lib/units/unit.rb', line 36 def engage!(by_whom) if by_whom == @faction abort("unit.engage!(): Engaging unit is of the same faction as this one (#{@faction})") end # Can it be captured and is it without defenders? if can_be_captured? if is_transporting? cargo[0].attack!(by_whom) else # then capture it if you can if by_whom.can_capture? puts PROMPT + by_whom.to_s + ' is capturing ' + to_s capture!(by_whom.faction) else puts PROMPT + by_whom.to_s + ' can\'t capture other units' end end else attack!(by_whom) # uncapturable transporters can't get help from their cargo end end |
#function! ⇒ Object
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# File 'lib/lib/units/unit.rb', line 254 def function! ret = @function.func!(@map, @infopane) puts to_s + ret end |
#info ⇒ Object
Set long info string: short info string, armor, moves, function, cargo
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# File 'lib/lib/units/unit.rb', line 265 def info ret = to_s + ": armor #{@armor_left}/#{@armor_max}" if @moves_max > 0 ret = ret + ", moves #{@moves_left}/#{@moves_max}" end ret = ret + ", #{@function.info}" if @cargo_max > 0 ret = ret + ", cargo #{@cargo.size}/#{@cargo_max}" end ret end |
#is_full? ⇒ Boolean
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# File 'lib/lib/units/unit.rb', line 197 def is_full? @cargo.size >= @cargo_max # just == should be enough end |
#is_terrain_suitable? ⇒ Boolean
Checks if unit is on the right type of terrain (not for transported units)
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# File 'lib/lib/units/unit.rb', line 218 def is_terrain_suitable? unless is_transported? case @map.tile(@x, @y).terrain when TILE_SEA return can_fly? || can_sail? when TILE_GROUND return can_fly? || can_ride? end end true end |
#is_transported? ⇒ Boolean
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# File 'lib/lib/units/unit.rb', line 205 def is_transported? @map.get_unit(@x, @y) != self end |
#is_transporting? ⇒ Boolean
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# File 'lib/lib/units/unit.rb', line 201 def is_transporting? @cargo.size > 0 end |
#reset_moves! ⇒ Object
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# File 'lib/lib/units/unit.rb', line 281 def reset_moves! @moves_left = @moves_max end |
#set_function!(func) ⇒ Object
Set desired function
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# File 'lib/lib/units/unit.rb', line 235 def set_function!(func) if @faction == 0 puts PROMPT + to_s + ": neutral towns can't have functions set" else if func == FUNCBUILD and !can_build? puts PROMPT + to_s + ": this unit can't build other units" return end # Check current function and set the new one if @function.func == func puts PROMPT + to_s + ": function is already set to #{@function.func}" else @function.func = func puts PROMPT + to_s + ": function set to #{@function.func}" end end end |
#to_s ⇒ Object
Set short info string: type, faction, coordinates
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# File 'lib/lib/units/unit.rb', line 260 def to_s "#{self.class.name} (FAC#{@faction} #{@x}-#{@y})" end |