public function terrainInit($terrainDoc) { parent::terrainInit($terrainDoc); }
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); } }