Beispiel #1
0
 public function terrainInit($terrainDoc)
 {
     parent::terrainInit($terrainDoc);
 }
Beispiel #2
0
 function __construct($data = null, $arg = false, $scenario = false, $game = false)
 {
     parent::__construct($data, $arg, $scenario, $game);
     $crt = new \Wargame\Troops\CombatResultsTable();
     $this->combatRules->injectCrt($crt);
     if ($data) {
     } else {
         $this->victory = new \Wargame\Victory("\\Wargame\\Troops\\Troops\\troopsVictoryCore");
         $this->mapData->blocksZoc->blocked = true;
         $this->mapData->blocksZoc->blocksnonroad = true;
         $this->moveRules->enterZoc = 0;
         $this->moveRules->exitZoc = 0;
         $this->moveRules->noZocZoc = false;
         $this->moveRules->zocBlocksRetreat = false;
         $this->moveRules->oneHex = false;
         $this->gameRules->gameHasCombatResolutionMode = false;
         // game data
         if (!empty($scenario->seven)) {
             $this->gameRules->setMaxTurn(12);
         } elseif (!empty($scenario->one)) {
             $this->gameRules->setMaxTurn(18);
         } else {
             $this->gameRules->setMaxTurn(15);
         }
         if (!empty($scenario->one)) {
             $this->gameRules->setInitialPhaseMode(BLUE_DEPLOY_PHASE, DEPLOY_MODE);
             $this->gameRules->attackingForceId = BLUE_FORCE;
             /* object oriented! */
             $this->gameRules->defendingForceId = RED_FORCE;
             /* object oriented! */
             $this->force->setAttackingForceId($this->gameRules->attackingForceId);
             /* so object oriented */
             $this->gameRules->addPhaseChange(BLUE_DEPLOY_PHASE, RED_DEPLOY_PHASE, DEPLOY_MODE, RED_FORCE, BLUE_FORCE, false);
             $this->gameRules->addPhaseChange(RED_DEPLOY_PHASE, BLUE_MOVE_PHASE, MOVING_MODE, BLUE_FORCE, RED_FORCE, false);
         } else {
             $this->gameRules->setInitialPhaseMode(RED_DEPLOY_PHASE, DEPLOY_MODE);
             $this->gameRules->attackingForceId = RED_FORCE;
             /* object oriented! */
             $this->gameRules->defendingForceId = BLUE_FORCE;
             /* object oriented! */
             $this->force->setAttackingForceId($this->gameRules->attackingForceId);
             /* so object oriented */
             $this->gameRules->addPhaseChange(RED_DEPLOY_PHASE, BLUE_DEPLOY_PHASE, DEPLOY_MODE, BLUE_FORCE, RED_FORCE, false);
             $this->gameRules->addPhaseChange(BLUE_DEPLOY_PHASE, BLUE_MOVE_PHASE, MOVING_MODE, BLUE_FORCE, RED_FORCE, false);
         }
         $this->gameRules->addPhaseChange(BLUE_MOVE_PHASE, BLUE_FIRST_COMBAT_PHASE, COMBAT_SETUP_MODE, BLUE_FORCE, RED_FORCE, false);
         $this->gameRules->addPhaseChange(BLUE_FIRST_COMBAT_PHASE, RED_FIRST_COMBAT_PHASE, COMBAT_SETUP_MODE, RED_FORCE, BLUE_FORCE, false);
         $this->gameRules->addPhaseChange(RED_FIRST_COMBAT_PHASE, BLUE_COMBAT_RES_PHASE, COMBAT_RESOLUTION_MODE, BLUE_FORCE, RED_FORCE, false);
         $this->gameRules->addPhaseChange(BLUE_COMBAT_RES_PHASE, RED_MOVE_PHASE, MOVING_MODE, RED_FORCE, BLUE_FORCE, false);
         $this->gameRules->addPhaseChange(RED_MOVE_PHASE, RED_SECOND_COMBAT_PHASE, COMBAT_SETUP_MODE, RED_FORCE, BLUE_FORCE, false);
         $this->gameRules->addPhaseChange(RED_SECOND_COMBAT_PHASE, BLUE_SECOND_COMBAT_PHASE, COMBAT_SETUP_MODE, BLUE_FORCE, RED_FORCE, false);
         $this->gameRules->addPhaseChange(BLUE_SECOND_COMBAT_PHASE, RED_COMBAT_RES_PHASE, COMBAT_RESOLUTION_MODE, RED_FORCE, BLUE_FORCE, false);
         $this->gameRules->addPhaseChange(RED_COMBAT_RES_PHASE, BLUE_MOVE_PHASE, MOVING_MODE, BLUE_FORCE, RED_FORCE, true);
     }
 }