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*
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package jsettlers.logic.movable.strategies.soldiers;
import jsettlers.common.movable.EMovableAction;
import jsettlers.common.movable.EMovableType;
import jsettlers.common.movable.ESoldierClass;
import jsettlers.logic.constants.Constants;
import jsettlers.logic.movable.Movable;
import jsettlers.logic.movable.interfaces.IAttackable;
/**
* Strategy for swordsman and pikeman {@link Movable}s.
*
* @author Andreas Eberle
*
*/
public final class InfantryStrategy extends SoldierStrategy {
private static final long serialVersionUID = -2367165698305111060L;
private static final float INFANTRY_ATTACK_DURATION = 1;
public InfantryStrategy(Movable movable, EMovableType movableType) {
super(movable, movableType);
}
@Override
public final ESoldierClass getSoldierClass() {
return ESoldierClass.INFANTRY;
}
@Override
protected boolean isEnemyAttackable(IAttackable enemy, boolean isInTower) {
int maxDistance = movable.getPos().getOnGridDistTo(enemy.getPos());
return (maxDistance == 1 || (!enemy.isTower() && super.getMovableType().isPikeman() && maxDistance <= 2));
}
@Override
protected void startAttackAnimation(IAttackable enemy) {
super.playAction(EMovableAction.ACTION1, INFANTRY_ATTACK_DURATION);
}
@Override
protected void hitEnemy(IAttackable enemy) {
enemy.receiveHit(super.getMovableType().getStrength() * getCombatStrength(), movable.getPos(), movable.getPlayer().playerId);
// decrease the enemy's health
}
@Override
protected short getMaxSearchDistance(boolean isInTower) {
return Constants.SOLDIER_SEARCH_RADIUS;
}
@Override
protected short getMinSearchDistance() {
return 0;
}
}