예제 #1
0
 public static void endActionPhase()
 {
     if (MatchDatas.getCurrentPhase().Equals(MatchDatas.phases.ACTION) && !prevPhase.Equals(MatchDatas.phases.NONE))
     {
         MatchDatas.setCurrentPhase(prevPhase);
         prevPhase = MatchDatas.phases.NONE;
     }
 }
예제 #2
0
    private static void startPlanningPhase()
    {
        MatchDatas.setCurrentPhase(MatchDatas.phases.PLANNING);

        MatchHandlerUtil.hideForceFields();
        MatchHandlerUtil.deleteSelectedManeuvers();
        MatchHandlerUtil.setAIManeuvers();
    }
예제 #3
0
    private static void startActivationPhase()
    {
        MatchHandlerUtil.hideActiveShipHighlighters();
        MatchDatas.setCurrentPhase(MatchDatas.phases.ACTIVATION);
        MatchDatas.setCurrentLevel(0);

        foreach (Player player in MatchDatas.getPlayers())
        {
            foreach (LoadedShip ship in player.getSquadron())
            {
                ship.setHasBeenActivatedThisRound(false);
            }
        }

        MatchHandler.collectUpcomingAvailableShips(true);

        // TODO Active player index is not always right/sufficient!!
        MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].setActiveShip(null);
        MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].setSelectedShip(null);
    }
예제 #4
0
 private static void startSquadronPlacementPhase()
 {
     MatchDatas.setCurrentPhase(MatchDatas.phases.SQUADRON_PLACEMENT);
     MatchHandler.collectUpcomingAvailableShips(true);
 }
예제 #5
0
 private static void startAsteroidPlacementPhase()
 {
     MatchDatas.setCurrentPhase(MatchDatas.phases.ASTEROIDS_PLACEMENT);
 }
예제 #6
0
 public static void initActionPhase()
 {
     prevPhase = MatchDatas.getCurrentPhase();
     MatchDatas.setCurrentPhase(MatchDatas.phases.ACTION);
 }
예제 #7
0
 private static void startEndPhase()
 {
     MatchDatas.setCurrentPhase(MatchDatas.phases.END);
 }
예제 #8
0
 private static void startAttackPhase()
 {
     MatchDatas.setCurrentPhase(MatchDatas.phases.ATTACK);
 }