/*******************************************************************************
* Copyright (c) 2015, 2016
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*******************************************************************************/
package jsettlers.common.movable;
import java.util.EnumSet;
import java.util.Set;
import jsettlers.common.material.EMaterialType;
import jsettlers.common.selectable.ESelectionType;
/**
* Defines all types of movables with the tool they need, their selection level and if they need their players ground.
*
* @author Andreas Eberle
*
*/
public enum EMovableType {
BEARER(EMaterialType.NO_MATERIAL, ESelectionType.PEOPLE, true),
SMITH(EMaterialType.HAMMER, ESelectionType.PEOPLE, true),
LUMBERJACK(EMaterialType.AXE, ESelectionType.PEOPLE, true),
STONECUTTER(EMaterialType.PICK, ESelectionType.PEOPLE, true),
SAWMILLER(EMaterialType.SAW, ESelectionType.PEOPLE, true),
FORESTER(EMaterialType.NO_MATERIAL, ESelectionType.PEOPLE, true),
MELTER(EMaterialType.NO_MATERIAL, ESelectionType.PEOPLE, true),
MINER(EMaterialType.PICK, ESelectionType.PEOPLE, true),
FISHERMAN(EMaterialType.FISHINGROD, ESelectionType.PEOPLE, true),
FARMER(EMaterialType.SCYTHE, ESelectionType.PEOPLE, true),
MILLER(EMaterialType.NO_MATERIAL, ESelectionType.PEOPLE, true),
BAKER(EMaterialType.NO_MATERIAL, ESelectionType.PEOPLE, true),
PIG_FARMER(EMaterialType.NO_MATERIAL, ESelectionType.PEOPLE, true),
SLAUGHTERER(EMaterialType.AXE, ESelectionType.PEOPLE, true),
CHARCOAL_BURNER(EMaterialType.NO_MATERIAL, ESelectionType.PEOPLE, true),
WATERWORKER(EMaterialType.NO_MATERIAL, ESelectionType.PEOPLE, true),
WINEGROWER(EMaterialType.NO_MATERIAL, ESelectionType.PEOPLE, true),
HEALER(EMaterialType.NO_MATERIAL, ESelectionType.PEOPLE, true),
BRICKLAYER(EMaterialType.HAMMER, ESelectionType.PEOPLE, true),
DIGGER(EMaterialType.BLADE, ESelectionType.PEOPLE, true),
THIEF(EMaterialType.NO_MATERIAL, ESelectionType.SPECIALISTS, false),
PIONEER(EMaterialType.NO_MATERIAL, ESelectionType.SPECIALISTS, false),
GEOLOGIST(EMaterialType.NO_MATERIAL, ESelectionType.SPECIALISTS, false),
MAGE(EMaterialType.NO_MATERIAL, ESelectionType.PEOPLE, false, 0.7, 100f, 0f),
SWORDSMAN_L1(EMaterialType.SWORD, ESelectionType.SOLDIERS, false, 0.45, 100f, 10f),
SWORDSMAN_L2(EMaterialType.SWORD, ESelectionType.SOLDIERS, false, 0.45, 120f, 14f),
SWORDSMAN_L3(EMaterialType.SWORD, ESelectionType.SOLDIERS, false, 0.45, 150f, 20f),
PIKEMAN_L1(EMaterialType.SPEAR, ESelectionType.SOLDIERS, false, 0.5, 200f, 4f),
PIKEMAN_L2(EMaterialType.SPEAR, ESelectionType.SOLDIERS, false, 0.5, 240f, 5f),
PIKEMAN_L3(EMaterialType.SPEAR, ESelectionType.SOLDIERS, false, 0.5, 300f, 6f),
BOWMAN_L1(EMaterialType.BOW, ESelectionType.SOLDIERS, false, 0.6, 100f, 5f),
BOWMAN_L2(EMaterialType.BOW, ESelectionType.SOLDIERS, false, 0.6, 120f, 6f),
BOWMAN_L3(EMaterialType.BOW, ESelectionType.SOLDIERS, false, 0.6, 150f, 7f),
DONKEY(EMaterialType.NO_MATERIAL, ESelectionType.PEOPLE, false),
WHITEFLAGGED_DONKEY(EMaterialType.NO_MATERIAL, ESelectionType.PEOPLE, false);
/**
* All step durations will be multiplied with this speedup factor.
*/
private static final float STEP_DURATION_SPEEDUP_FACTOR = 0.75f;
public static final double DEFAULT_STEP_DURATION_SECONDS = 0.6;
public static final float DEFAULT_HEALTH = 100f;
public static final float DEFAULT_STRENGTH = 0f;
public static final EMovableType[] VALUES = EMovableType.values();
public static final int NUMBER_OF_MOVABLETYPES = VALUES.length;
private final EMaterialType tool;
private final ESelectionType selectionType;
private final boolean needsPlayersGround;
private final short stepDurationMs;
private final float health;
private final float strength;
public static final Set<EMovableType> swordsmen = EnumSet.of(
SWORDSMAN_L1, SWORDSMAN_L2, SWORDSMAN_L3);
public static final Set<EMovableType> pikemen = EnumSet.of(
PIKEMAN_L1, PIKEMAN_L2, PIKEMAN_L3);
public static final Set<EMovableType> bowmen = EnumSet.of(
BOWMAN_L1, BOWMAN_L2, BOWMAN_L3);
public static final Set<EMovableType> soldiers = EnumSet.of(
SWORDSMAN_L1, SWORDSMAN_L2, SWORDSMAN_L3,
PIKEMAN_L1, PIKEMAN_L2, PIKEMAN_L3,
BOWMAN_L1, BOWMAN_L2, BOWMAN_L3);
public static final Set<EMovableType> infantry = EnumSet.of(
SWORDSMAN_L1, SWORDSMAN_L2, SWORDSMAN_L3,
PIKEMAN_L1, PIKEMAN_L2, PIKEMAN_L3);
EMovableType(EMaterialType tool, ESelectionType selectionType, boolean needsPlayersGround) {
this(tool, selectionType, needsPlayersGround, DEFAULT_STEP_DURATION_SECONDS, DEFAULT_HEALTH, DEFAULT_STRENGTH);
}
EMovableType(EMaterialType tool, ESelectionType selectionType, boolean needsPlayersGround, double stepDurationSec, float health, float strength) {
this.tool = tool;
this.selectionType = selectionType;
this.needsPlayersGround = needsPlayersGround;
this.stepDurationMs = (short) (stepDurationSec * 1000 * STEP_DURATION_SPEEDUP_FACTOR);
this.health = health;
this.strength = strength;
}
/**
* @return the tool this settler needs to do his job.
*/
public final EMaterialType getTool() {
return tool;
}
/**
* @return selection type of this movable type
*/
public final ESelectionType getSelectionType() {
return selectionType;
}
public final boolean needsPlayersGround() {
return needsPlayersGround;
}
public float getStrength() {
return strength;
}
public float getHealth() {
return health;
}
public final boolean isPlayerControllable() {
return !needsPlayersGround;
}
public short getStepDurationMs() {
return stepDurationMs;
}
public boolean isBowman() {
return bowmen.contains(this);
}
public boolean isSoldier() {
return soldiers.contains(this);
}
public boolean isSwordsman() {
return swordsmen.contains(this);
}
public boolean isPikeman() {
return pikemen.contains(this);
}
public boolean isInfantry() {
return infantry.contains(this);
}
public ESoldierType getSoldierType() {
if (isBowman()) {
return ESoldierType.BOWMAN;
} else if (isPikeman()) {
return ESoldierType.PIKEMAN;
} else if (isSwordsman()) {
return ESoldierType.SWORDSMAN;
} else {
return null;
}
}
public ESoldierClass getSoldierClass() {
if (isBowman()) {
return ESoldierClass.BOWMAN;
} else if (isInfantry()) {
return ESoldierClass.INFANTRY;
} else {
return null;
}
}
}