function __construct($data = null, $arg = false, $scenario = false, $game = false) { parent::__construct($data, $arg, $scenario, $game); if ($data) { $this->specialHexA = $data->specialHexA; $this->specialHexB = $data->specialHexB; } else { $this->victory = new \Wargame\Victory("\\Wargame\\Mollwitz\\Chillianwallah1849\\chillianwallah1849VictoryCore"); $this->mapData->blocksZoc->blocked = true; $this->mapData->blocksZoc->blocksnonroad = true; $this->moveRules->enterZoc = "stop"; $this->moveRules->exitZoc = "stop"; $this->moveRules->noZocZoc = true; $this->moveRules->zocBlocksRetreat = true; // game data $this->gameRules->setMaxTurn(9); $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(RED_DEPLOY_PHASE, BLUE_MOVE_PHASE, MOVING_MODE, BLUE_FORCE, RED_FORCE, false); // $this->gameRules->addPhaseChange(BLUE_REPLACEMENT_PHASE, BLUE_MOVE_PHASE, MOVING_MODE, BLUE_FORCE, RED_FORCE, false); $this->gameRules->addPhaseChange(BLUE_MOVE_PHASE, BLUE_COMBAT_PHASE, COMBAT_SETUP_MODE, BLUE_FORCE, RED_FORCE, false); $this->gameRules->addPhaseChange(BLUE_COMBAT_PHASE, RED_MOVE_PHASE, MOVING_MODE, RED_FORCE, BLUE_FORCE, false); // $this->gameRules->addPhaseChange(RED_REPLACEMENT_PHASE, RED_MOVE_PHASE, MOVING_MODE, RED_FORCE, BLUE_FORCE, false); $this->gameRules->addPhaseChange(RED_MOVE_PHASE, RED_COMBAT_PHASE, COMBAT_SETUP_MODE, RED_FORCE, BLUE_FORCE, false); $this->gameRules->addPhaseChange(RED_COMBAT_PHASE, BLUE_MOVE_PHASE, MOVING_MODE, BLUE_FORCE, RED_FORCE, true); } }
function __construct($data = null, $arg = false, $scenario = false, $game = false) { parent::__construct($data, $arg, $scenario, $game); if ($data) { $this->moodkee = $data->moodkee; } else { $this->victory = new \Wargame\Victory("\\Wargame\\Mollwitz\\Ferozesha\\ferozeshaVictoryCore"); $this->mapData->blocksZoc->blocked = true; $this->mapData->blocksZoc->blocksnonroad = true; $this->moveRules->enterZoc = "stop"; $this->moveRules->exitZoc = "stop"; $this->moveRules->noZocZoc = true; $this->moveRules->zocBlocksRetreat = true; // game data if (!empty($scenario->dayTwo)) { $this->gameRules->setMaxTurn(14); } else { $this->gameRules->setMaxTurn(11); } $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(RED_DEPLOY_PHASE, BLUE_MOVE_PHASE, MOVING_MODE, BLUE_FORCE, RED_FORCE, false); $this->gameRules->addPhaseChange(BLUE_MOVE_PHASE, BLUE_COMBAT_PHASE, COMBAT_SETUP_MODE, BLUE_FORCE, RED_FORCE, false); $this->gameRules->addPhaseChange(BLUE_COMBAT_PHASE, RED_MOVE_PHASE, MOVING_MODE, RED_FORCE, BLUE_FORCE, false); $this->gameRules->addPhaseChange(RED_MOVE_PHASE, RED_COMBAT_PHASE, COMBAT_SETUP_MODE, RED_FORCE, BLUE_FORCE, false); $this->gameRules->addPhaseChange(RED_COMBAT_PHASE, BLUE_MOVE_PHASE, MOVING_MODE, BLUE_FORCE, RED_FORCE, true); } }