public void actionPerformed(ActionEvent e) { myTarget = decodeTargetInfo(e.getActionCommand()); if (currentPanel instanceof FiringDisplay) { ((FiringDisplay) currentPanel).target(myTarget); } else if (currentPanel instanceof PhysicalDisplay) { ((PhysicalDisplay) currentPanel).target(myTarget); } else if (currentPanel instanceof TargetingPhaseDisplay) { ((TargetingPhaseDisplay) currentPanel).target(myTarget); } } });
@Override public void hexSelected(BoardViewEvent b) { // Are we ignoring events? if (isIgnoringEvents()) { return; } if (clientgui.getClient().isMyTurn() && (b.getCoords() != null) && (ce() != null)) { final Targetable targ = chooseTarget(b.getCoords()); if (targ != null) { target(targ); } else { target(null); } } }
private void selectTarget() { Vector<Entity> list = new Vector<Entity>(); IPlayer localPlayer = client.getLocalPlayer(); boolean friendlyFire = (game.getOptions() .booleanOption(OptionsConstants.BASE_FRIENDLY_FIRE)); for (Entity en : game.getEntitiesVector(coords)) { // Only add the unit if it's actually visible // With double blind on, the game may have unseen units if ((en.isEnemyOf(myEntity) || friendlyFire) && !en.equals(myEntity) && !en.isSensorReturn(localPlayer) && en.hasSeenEntity(localPlayer)) { list.add(en); } } if (list.size() == 1) { myTarget = selectedEntity = list.firstElement(); // gui.bv.centerOnHex(myTarget.getPosition()); // gui.getBoardView().select(myTarget.getPosition()); if (currentPanel instanceof FiringDisplay) { FiringDisplay panel = (FiringDisplay) currentPanel; panel.target(myTarget); } else if (currentPanel instanceof PhysicalDisplay) { ((PhysicalDisplay) currentPanel).target(myTarget); } else if (currentPanel instanceof TargetingPhaseDisplay) { ((TargetingPhaseDisplay) currentPanel).target(myTarget); } } }
/** * Does turn start stuff */ private void beginMyTurn() { clientgui.setDisplayVisible(true); GameTurn turn = clientgui.getClient().getMyTurn(); // There's special processing for countering break grapple. if (turn instanceof GameTurn.CounterGrappleTurn) { disableButtons(); selectEntity(((GameTurn.CounterGrappleTurn) turn).getEntityNum()); grapple(true); ready(); } else { target(null); selectEntity(clientgui.getClient().getFirstEntityNum()); setNextEnabled(true); butDone.setEnabled(true); if (numButtonGroups > 1) buttons.get(PhysicalCommand.PHYSICAL_MORE).setEnabled(true); } clientgui.getBoardView().select(null); }
/** * Does end turn stuff. */ private void endMyTurn() { // end my turn, then. Entity next = clientgui.getClient().getGame() .getNextEntity(clientgui.getClient().getGame().getTurnIndex()); if ((IGame.Phase.PHASE_PHYSICAL == clientgui.getClient().getGame() .getPhase()) && (null != next) && (null != ce()) && (next.getOwnerId() != ce().getOwnerId())) { clientgui.setDisplayVisible(false); } cen = Entity.NONE; target(null); clientgui.getBoardView().select(null); clientgui.getBoardView().highlight(null); clientgui.getBoardView().cursor(null); clientgui.bv.clearMovementData(); clientgui.setSelectedEntityNum(Entity.NONE); disableButtons(); }