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📄 movepath.java

📁 MegaMek is a networked Java clone of BattleTech, a turn-based sci-fi boardgame for 2+ players. Fight
💻 JAVA
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/** * MegaMek - * Copyright (C) 2000,2001,2002,2003,2004,2005 Ben Mazur (bmazur@sev.org) * *  This program is free software; you can redistribute it and/or modify it  *  under the terms of the GNU General Public License as published by the Free  *  Software Foundation; either version 2 of the License, or (at your option)  *  any later version. *  *  This program is distributed in the hope that it will be useful, but  *  WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY  *  or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License  *  for more details. */package megamek.common;import java.util.Comparator;import java.util.ArrayList;import java.util.Collections;import java.util.HashMap;import java.util.Iterator;import java.util.List;import java.io.Serializable;import java.util.Enumeration;import java.util.Vector;import megamek.common.preference.PreferenceManager;/** * Holds movement path for an entity. */public class MovePath implements Cloneable, Serializable {    public static final int STEP_FORWARDS = 1;    public static final int STEP_BACKWARDS = 2;    public static final int STEP_TURN_LEFT = 3;    public static final int STEP_TURN_RIGHT = 4;    public static final int STEP_GET_UP = 5;    public static final int STEP_GO_PRONE = 6;    public static final int STEP_START_JUMP = 7;    public static final int STEP_CHARGE = 8;    public static final int STEP_DFA = 9;    public static final int STEP_FLEE = 10;    public static final int STEP_LATERAL_LEFT = 11;    public static final int STEP_LATERAL_RIGHT = 12;    public static final int STEP_LATERAL_LEFT_BACKWARDS = 13;    public static final int STEP_LATERAL_RIGHT_BACKWARDS = 14;    public static final int STEP_UNJAM_RAC = 15;    public static final int STEP_LOAD = 16;    public static final int STEP_UNLOAD = 17;    public static final int STEP_EJECT = 18;    public static final int STEP_CLEAR_MINEFIELD = 19;    public static final int STEP_UP = 20;    public static final int STEP_DOWN = 21;    public static final int STEP_SEARCHLIGHT = 22;    public static final int STEP_LAY_MINE = 23;    public static final int STEP_HULL_DOWN = 24;    public static final int STEP_CLIMB_MODE_ON = 25;    public static final int STEP_CLIMB_MODE_OFF = 26;    public static final int STEP_SWIM = 27;    public static final int STEP_DIG_IN = 28;    public static final int STEP_FORTIFY = 29;    public static class Key {        private Coords coords;        private int facing;        private int type;        public Key(Coords coords, int facing, int type) {            this.coords = coords;            this.facing = facing;            this.type = type;        }        public boolean equals(Object obj) {            Key s1 = (Key) obj;            if (s1 != null) {                return type == type && facing == s1.facing && coords.equals(s1.coords);            }            return false;        }        public int hashCode() {            return type + 7 * (facing + 31 * coords.hashCode());        }    }    protected Vector steps = new Vector();    protected transient IGame game;    protected transient Entity entity;    public static final int DEFAULT_PATHFINDER_TIME_LIMIT = 2000;    /**     * Generates a new, empty, movement path object.     */    public MovePath(IGame game, Entity entity) {        this.entity = entity;        this.game = game;    }    public Entity getEntity() {        return entity;    }    public Key getKey() {        return new Key(getFinalCoords(), getFinalFacing(), getFinalProne()?0:isJumping()?1:2);    }    public String toString() {        StringBuffer sb = new StringBuffer();        for (Enumeration i = steps.elements(); i.hasMoreElements();) {            sb.append(i.nextElement().toString());            sb.append(' ');        }        return sb.toString();    }    /**     * Returns the number of steps in this movement     */    public int length() {        return steps.size();    }    /**     * Add a new step to the movement path.     *     * @param type the type of movement.     */    public MovePath addStep(int type) {        // TODO : detect steps off the map *here*.        return addStep( new MoveStep( this, type ) );    }    /**     * Add a new step to the movement path with the given target.     *     * @param type   the type of movement.     * @param target the <code>Targetable</code> object that is the target of     *               this step. For example, the enemy being charged.     */    public MovePath addStep(int type, Targetable target) {        return addStep(new MoveStep(this, type, target));    }        public MovePath addStep(int type, int mineToLay) {        return addStep(new MoveStep(this, type, mineToLay));    }    public boolean canShift() {        return ((entity instanceof QuadMech) || entity.isUsingManAce()) && !isJumping();    }    /**     * Initializes a step as part of this movement path. Then adds it to the     * list.     *     * @param step     */    protected MovePath addStep(MoveStep step) {        steps.addElement(step);        // transform lateral shifts for quads or maneuverability aces        if (canShift()) {            transformLateralShift();        }        MoveStep prev = getStep(steps.size() - 2);        try {            step.compile(game, entity, prev);        } catch (RuntimeException re) {//             // N.B. the pathfinding will try steps off the map.//             re.printStackTrace();            step.setMovementType(IEntityMovementType.MOVE_ILLEGAL);        }        // check for illegal jumps        Coords start = entity.getPosition();        Coords land = step.getPosition();        int distance = start.distance(land);        if (isJumping()) {            if (step.getMpUsed() > distance) {                step.setMovementType(IEntityMovementType.MOVE_ILLEGAL);            }        }        // If the new step is legal and is a different position than        // the previous step, then update the older steps, letting        // them know that they are no longer the end of the path.        if ( step.isLegal() && null != prev             && !land.equals( prev.getPosition() ) ) {            // Loop through the steps from back to front.            // Stop looping when the step says to, or we run out of steps.            int index = steps.size() - 2;            while ( index >= 0 && getStep( index ).setEndPos( false ) )                index--;        } // End step-is-legal        return this;    }    public void compile(IGame g, Entity en) {        this.game = g;        this.entity = en;        Vector temp = (Vector) steps.clone();        steps.removeAllElements();        for (int i = 0; i < temp.size(); i++) {            MoveStep step = (MoveStep) temp.elementAt(i);            if (step.getTarget(game) != null) {                step = new MoveStep(this, step.getType(), step.getTarget(game));            } else if (step.getMineToLay() != -1){                step = new MoveStep(this, step.getType(), step.getMineToLay());            } else {                step = new MoveStep(this, step.getType());            }            this.addStep(step);        }        clipToPossible();    }    public void removeLastStep() {        if (steps.size() > 0) {            steps.removeElementAt(steps.size() - 1);        }        // Find the new last step in the path.        int index = steps.size() - 1;        while ( index >= 0                && getStep( index ).setEndPos( true )                && !getStep( index ).isLegal() )            index--;    }    public void clear() {        steps.removeAllElements();    }    public Enumeration getSteps() {        return steps.elements();    }    public MoveStep getStep(int index) {        if (index < 0 || index >= steps.size()) {            return null;        }        return (MoveStep) steps.elementAt(index);    }    /**     * Check for any of the specified type of step in the path     */    public boolean contains(int type) {        for (final Enumeration i = getSteps(); i.hasMoreElements();) {            MoveStep step = (MoveStep) i.nextElement();            if (step.getType() == type) {                return true;            }        }        return false;    }    /**     * Check for MASC use     */    public boolean hasActiveMASC() {        for (final Enumeration i = getSteps(); i.hasMoreElements();) {            MoveStep step = (MoveStep) i.nextElement();            if (step.isUsingMASC()) {                return true;            }        }        return false;    }    /**     * Returns the final coordinates if a mech were to perform all the steps in     * this path.     */    public Coords getFinalCoords() {        if (getLastStep() != null) {            return getLastStep().getPosition();        }        return entity.getPosition();    }    /**     * Returns the final facing if a mech were to perform all the steps in this     * path.     */    public int getFinalFacing() {        if (getLastStep() != null) {            return getLastStep().getFacing();        }        return entity.getFacing();    }    /**     * Returns whether or not a unit would end up prone after all of the steps     */    public boolean getFinalProne() {        if (getLastStep() != null) {            return getLastStep().isProne();        }        if (entity == null)            return false;        return entity.isProne();    }        /**     * Returns whether or not a unit would end up prone after all of the steps     */    public boolean getFinalHullDown() {        if (getLastStep() != null) {            return getLastStep().isHullDown();        }        if (entity == null)            return false;        return entity.isHullDown();    }        /**     * Returns whether or not a unit would be in climb mode after all the steps     */    public boolean getFinalClimbMode() {        if (getLastStep() != null) {            return getLastStep().climbMode();        }        if (entity == null)            return false;        return entity.climbMode();    }    /**     * get final elevation relative to the hex.     */    public int getFinalElevation() {        if (getLastStep() != null) {            return getLastStep().getElevation();        }        return entity.getElevation();    }    public int getLastStepMovementType() {        if (getLastStep() == null) {            return IEntityMovementType.MOVE_NONE;        }        return getLastStep().getMovementType();    }    public MoveStep getLastStep() {        return getStep(steps.size() - 1);    }    public MoveStep getSecondLastStep() {        if (steps.size() > 1) {            return getStep(steps.size() - 2);        }        return getLastStep();    }    /* Debug method */    public void printAllSteps() {        System.out.println("*Steps*");        for (int i = 0; i < steps.size(); i++) {            System.out.println("  " + i + ": " + getStep(i) + ", " + getStep(i).getMovementType());        }    }    /**     * Removes impossible steps.     */    public void clipToPossible() {        // hopefully there's no impossible steps in the middle of possible ones        Vector goodSteps = new Vector();        for (final Enumeration i = steps.elements(); i.hasMoreElements();) {            final MoveStep step = (MoveStep) i.nextElement();            if (step.getMovementType() != IEntityMovementType.MOVE_ILLEGAL) {                goodSteps.addElement(step);            }        }        steps = goodSteps;    }    /**

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