Class: Unit
- Inherits:
-
Object
- Object
- Unit
- Defined in:
- lib/unit.rb
Overview
All capturable game pieces
Instance Attribute Summary collapse
-
#cargo ⇒ Object
Returns the value of attribute cargo.
-
#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
- #can_build? ⇒ Boolean
- #can_fly? ⇒ Boolean
- #can_move ⇒ Object
- #can_ride? ⇒ Boolean
- #can_sail? ⇒ Boolean
-
#can_transport? ⇒ Boolean
Unit is able to both transport other units and currently has some space left.
- #capture(by_whom) ⇒ Object
-
#check_movement(old_x, old_y) ⇒ Object
Processes move of unit and takes care of its (un)loading or attack.
-
#destroy ⇒ Object
Add <value> to the other faction.
- #draw ⇒ Object
- #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_transporting? ⇒ Boolean
- #reset_moves ⇒ Object
- #set_function(func) ⇒ Object
- #tile_check ⇒ Object
-
#to_s ⇒ Object
Set short info string: type, faction, coordinates.
- #update(key) ⇒ Object
Constructor Details
#initialize(x, y, faction, map, infopane) ⇒ Unit
Returns a new instance of Unit.
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# File 'lib/unit.rb', line 8 def initialize(x, y, faction, map, infopane) @x = x @y = y @faction = faction @map = map @infopane = infopane @name = 'unit' @value = 1 @armor_max = 1 @armor_left = @armor_max @moves_max = 1 @moves_left = @moves_max @cargo = [] # transported units @cargo_max = 0 @function = UnitFunction.new(FUNCNONE) # 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 |
Instance Attribute Details
#cargo ⇒ Object
Returns the value of attribute cargo.
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# File 'lib/unit.rb', line 5 def cargo @cargo end |
#faction ⇒ Object
Returns the value of attribute faction.
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# File 'lib/unit.rb', line 5 def faction @faction end |
#function ⇒ Object
Returns the value of attribute function.
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# File 'lib/unit.rb', line 5 def function @function end |
#x ⇒ Object
Returns the value of attribute x.
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# File 'lib/unit.rb', line 5 def x @x end |
#y ⇒ Object
Returns the value of attribute y.
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# File 'lib/unit.rb', line 5 def y @y end |
Instance Method Details
#can_build? ⇒ Boolean
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# File 'lib/unit.rb', line 171 def can_build? false end |
#can_fly? ⇒ Boolean
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# File 'lib/unit.rb', line 159 def can_fly? false end |
#can_move ⇒ Object
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# File 'lib/unit.rb', line 155 def can_move (can_fly? || can_sail? || can_ride?) && @moves_left > 0 end |
#can_ride? ⇒ Boolean
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# File 'lib/unit.rb', line 167 def can_ride? false end |
#can_sail? ⇒ Boolean
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# File 'lib/unit.rb', line 163 def can_sail? false end |
#can_transport? ⇒ Boolean
Unit is able to both transport other units and currently has some space left
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# File 'lib/unit.rb', line 176 def can_transport? @cargo_max > 0 && @cargo.size < @cargo_max end |
#capture(by_whom) ⇒ Object
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# File 'lib/unit.rb', line 43 def capture(by_whom) # add <value> to the capturing faction @infopane.add_score(by_whom - 1, @value) @faction = by_whom # if you are a town, start building units if can_build? set_function(FUNCBUILD) end end |
#check_movement(old_x, old_y) ⇒ Object
Processes move of unit and takes care of its (un)loading or attack
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# File 'lib/unit.rb', line 103 def check_movement(old_x, old_y) if @x != old_x || @y != old_y 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 if !newcoords_unit || \ (newcoords_unit.faction == @faction && newcoords_unit.can_transport?) # Leave old coordinates if oldcoords_unit == self @map.set_unit(old_x, old_y, nil) else # if you have been transported puts "oldcoords_unit.cargo = \"#{oldcoords_unit.cargo}\"" oldcoords_unit.cargo.delete(self) puts "oldcoords_unit.cargo = \"#{oldcoords_unit.cargo}\"" end # Get to new coordinates if newcoords_unit == nil @map.set_unit(@x, @y, self) else # if you are going to be transported newcoords_unit.cargo.insert(-1, self) # -1 = to the end end else # if there already is somebody # Stay on your original tile @x = old_x @y = old_y # Don't capture allies if newcoords_unit.faction != @faction puts to_s + ' is capturing ' + newcoords_unit.to_s # TODO capture only towns, do combat otherwise newcoords_unit.capture(@faction) end end @moves_left -= 1 # Check if unit is on invalid type of tile if tile_check == false puts to_s + " found itself in a bad place" destroy end end end |
#destroy ⇒ Object
Add <value> to the other faction
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# File 'lib/unit.rb', line 37 def destroy @infopane.add_score(3 - @faction - 1, @value) # TODO more factions? # TODO is this deleted enough? @map.set_unit(@x, @y, nil) end |
#draw ⇒ Object
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# File 'lib/unit.rb', line 150 def draw @image.draw(@x * TILESIZE, (@y + 1) * TILESIZE, ZUNIT, scale_x = 1, scale_y = 1, color = COLOUR[@faction]) end |
#function! ⇒ Object
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# File 'lib/unit.rb', line 214 def function! ret = @function.func!(@x, @y, @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/unit.rb', line 225 def info ret = to_s + ": armor #{@armor_left}/#{@armor_max}" if can_move ret = ret + ", moves #{@moves_left}/#{@moves_max}" end ret = ret + ", func #{@function.func}" if @cargo.size > 0 ret = ret + ", transports #{@cargo.size} units" end ret end |
#is_transporting? ⇒ Boolean
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# File 'lib/unit.rb', line 180 def is_transporting? @cargo.size > 0 end |
#reset_moves ⇒ Object
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# File 'lib/unit.rb', line 241 def reset_moves @moves_left = @moves_max end |
#set_function(func) ⇒ Object
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# File 'lib/unit.rb', line 198 def set_function(func) unless @faction == 0 # neutral faction doesn't need functions if (func == FUNCBUILD && !can_build?) puts to_s + ": this unit can't build other units" end if @function == func puts to_s + ": function already set to #{@function.func}" else @function.func = func puts to_s + ": function set to #{@function.func}" end end end |
#tile_check ⇒ Object
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# File 'lib/unit.rb', line 184 def tile_check case @map.tile(@x, @y) when TILE_SEA return can_fly? || can_sail? when TILE_GROUND return can_fly? || can_ride? end true end |
#to_s ⇒ Object
Set short info string: type, faction, coordinates
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# File 'lib/unit.rb', line 220 def to_s "#{@name} (FAC#{@faction} #{@x}-#{@y})" end |
#update(key) ⇒ Object
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# File 'lib/unit.rb', line 54 def update(key) old_x = @x old_y = @y case key # Cardinal directions when Gosu::KbLeft, Gosu::KbA then @x -= 1 unless @x <= 0 when Gosu::KbRight, Gosu::KbD then @x += 1 unless @x >= MAPX when Gosu::KbUp, Gosu::KbW then @y -= 1 unless @y <= 0 when Gosu::KbDown, Gosu::KbX then @y += 1 unless @y >= MAPY # Intercardinal directions when Gosu::KbQ then unless @x <= 0 || @y <= 0 @x -= 1 @y -= 1 end when Gosu::KbE then unless @x >= MAPX || @y <= 0 @x += 1 @y -= 1 end when Gosu::KbZ then unless @x <= 0 || @y >= MAPY @x -= 1 @y += 1 end when Gosu::KbC then unless @x >= MAPX || @y >= MAPY @x += 1 @y += 1 end # Functions when Gosu::KbS then set_function(FUNCSENTRY) when Gosu::KbB then set_function(FUNCBUILD) end check_movement(old_x, old_y) end |