/* * Copyright (c) 2003-onwards Shaven Puppy Ltd * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'Shaven Puppy' nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package worm.buildings; import org.lwjgl.util.Point; import worm.Barracks; import worm.Worm; import worm.WormGameState; import worm.entities.Building; import worm.entities.Unit; import worm.features.LayersFeature; import worm.features.ResearchFeature; import worm.features.UnitFeature; import worm.screens.GameScreen; /** * $Id: BarracksBuildingFeature.java,v 1.7 2010/11/02 17:21:32 foo Exp $ * Spawner * @author $Author: foo $ * @version $Revision: 1.7 $ */ public class BarracksBuildingFeature extends BuildingFeature { private static final long serialVersionUID = 1L; private int baseProductionRate; private int buffedProductionRate; private int maxReactors; private int productionRatePerReactor; private int unitsPerReactor; private int maxUnits; /** Unit to spawn */ private String unit; /** Buffed unit */ private String buffedUnit; /** Sergeant */ private String sergeant; /** Buffed cost */ private int buffedCost; /** Spawn appearance */ private LayersFeature spawnAppearance; /** Spawn offset */ private Point spawnOffset; /* * Transient data */ private transient UnitFeature unitFeature, buffedUnitFeature, sergeantFeature; /** * Building instances */ private class BarracksBuildingInstance extends Building implements Barracks { private static final long serialVersionUID = 1L; private final boolean buffed; private final int productionRate; private int tick; private int counter; private int numUnits; private int phase; private static final int PHASE_NORMAL = 0; private static final int PHASE_SPAWN = 1; private static final int PHASE_WAIT = 2; /** * @param feature * @param x * @param y */ protected BarracksBuildingInstance(boolean ghost) { super(BarracksBuildingFeature.this, ghost); buffed = buffedCost > getCost() && Worm.getGameState().isResearched(ResearchFeature.DROIDBUFF); productionRate = buffed ? buffedProductionRate : baseProductionRate; } @Override public void onUnitRemoved(Unit unit) { numUnits --; } private int getMaxUnits() { return maxUnits + Math.min(maxReactors, getReactors()) * unitsPerReactor; } @Override protected void doBuildingTick() { WormGameState gameState = Worm.getGameState(); // If units is over max or game over, wait if (!gameState.isPlaying() || numUnits >= getMaxUnits()) { return; } switch (phase) { case PHASE_NORMAL: tickNormal(); break; case PHASE_SPAWN: tickSpawn(); break; case PHASE_WAIT: tickWait(); break; default: assert false : "Unknown phase "+phase; } } private void tickNormal() { tick ++; if (tick >= getProductionRate()) { cancelUndo(); if (spawnAppearance != null) { // Start spawn animation phase = PHASE_SPAWN; updateAppearance(); } else { tick = 0; spawnUnit(); } } } private void tickSpawn() { // Wait for event 1 if (getEvent() == 1) { // Spawn! spawnUnit(); phase = PHASE_WAIT; } } private void tickWait() { // Wait for event 2 if (getEvent() == 2) { // Back to normal tick = 0; phase = PHASE_NORMAL; updateAppearance(); } } private void spawnUnit() { UnitFeature uf; if (buffed) { counter ++; if (counter >= getMaxUnits()) { counter = 0; uf = sergeantFeature; } else { uf = buffedUnitFeature; } } else { uf = unitFeature; } numUnits ++; uf.spawn(this, GameScreen.getInstance(), getX() + spawnOffset.getX(), getY() + spawnOffset.getY()); } boolean isSpawning() { return phase == PHASE_SPAWN; } private int getProductionRate() { return productionRate - Math.min(maxReactors, getReactors()) * productionRatePerReactor; } @Override protected void doOnBuild() { Worm.getGameState().addSpawners(1); } @Override protected void doBuildingDestroy() { Worm.getGameState().addSpawners(-1); } @Override protected void adjustProximity(Building target, int delta) { target.addSpawners(delta); } } /** * @param name */ public BarracksBuildingFeature(String name) { super(name); } @Override public Building doSpawn(boolean ghost) { return new BarracksBuildingInstance(ghost); } @Override public boolean isAffectedBy(BuildingFeature feature) { return feature instanceof ReactorBuildingFeature || feature instanceof ShieldGeneratorBuildingFeature || feature instanceof CloakBuildingFeature; } @Override public int getNumAvailable() { return 1; } @Override public int getShopValue() { if (buffedCost > 0 && Worm.getGameState().isResearched(ResearchFeature.DROIDBUFF)) { return buffedCost; } else { return super.getShopValue(); } } @Override public LayersFeature getAppearance(Building building) { BarracksBuildingInstance bbi = (BarracksBuildingInstance) building; if (bbi.isSpawning() && spawnAppearance != null) { return spawnAppearance; } else { return super.getAppearance(building); } } }