private void assignRescue(EnemyFormation formation, int type) { if (_formation.numberOfPikes < 10 || _formation.numberOfShots < 10) { Soldier soldier; switch(type) { case Soldier.TYPE_PIKE: soldier = new Pikeman(this, formation.getPosition().X, formation.getPosition().Y, SIDE_PLAYER); break; case Soldier.TYPE_SHOT: soldier = new Arquebusier(this, formation.getPosition().X, formation.getPosition().Y, SIDE_PLAYER); break; case Soldier.TYPE_SWINGER: if(doppelType) soldier = new Dopple(this, formation.getPosition().X, formation.getPosition().Y, SIDE_PLAYER); else soldier = new CrossbowmanPavise(this, formation.getPosition().X, formation.getPosition().Y, SIDE_PLAYER); break; default: soldier = new Dopple(this, formation.getPosition().X, formation.getPosition().Y, SIDE_PLAYER); break; } formation.addSoldier(soldier); soldier.setSpeed(0.25f); } //TODO: HEY MAN, THIS COULD CAUSE PRO-BLEMS else { formation.addSoldier(new Dopple(this, formation.getPosition().X, formation.getPosition().Y, SIDE_PLAYER)); } }
public void reiteratePikeCommand(Pikeman soldier) { ArrayList firstRow = (ArrayList)_pikeRows[0]; Pikeman pikeman = (Pikeman)firstRow[0]; if (pikeman.getState() == Pikeman.STATE_ATTACKING || pikeman.getState() == Pikeman.STATE_LOWERED || pikeman.getState() == Pikeman.STATE_RECOILING || (pikeman.getState() == Pikeman.STATE_READY && _state == STATE_PIKE)) pikeAttack(); else if (pikeman.getState() == Pikeman.STATE_RAISING) pikeRaise(); else if (pikeman.getState() == Pikeman.STATE_LOWER45) soldier.lower45(); }