Example #1
0
        private void rangedAttack(Model target, int ballisticSkillToUse)
        {
            int shots = ranged.shots;
            int hits = rollForRangedHits(shots, ballisticSkillToUse);
            if (hits == 0)
            {
                return;
            }

            int armourPiercingRating = ranged.armourPiercingRating;
            int unsavedHits = target.rollSaves(hits, armourPiercingRating);

            int weaponStrength = ranged.strength;
            target.inflictWounds(unsavedHits, weaponStrength);
        }
Example #2
0
 public void overwatch(Model target)
 {
     rangedAttack(target, 1);
 }
Example #3
0
        public bool meleeRangeCheck(Model target, Unit squad)
        {
            Point targetLocation = target.currentLocation;
            decimal targetBaseRadius = target.baseRadius;

            decimal distance = Global.getDistance(currentLocation, targetLocation);
            decimal meleeRange = targetBaseRadius + baseRadius;

            if (distance > meleeRange)
            {
                LinkedList<Model> allSquadMates = squad.allUnitMembers;
                foreach (Model squadMate in allSquadMates)
                {
                    bool squadMateEngaged = squadMate.isEngaged;
                    if (squadMateEngaged == false)
                    {
                        continue;
                    }

                    Point squadMateLocation = squadMate.currentLocation;
                    distance = Global.getDistance(currentLocation, squadMateLocation);
                    if (distance > Global.Ranges.coherency)
                    {
                        continue;
                    }

                    return true;
                }

                return false;
            }

            return true;
        }
Example #4
0
 public void normalRangedAttack(Model target)
 {
     rangedAttack(target, ballisticSkill);
 }
Example #5
0
        public void meleeCombat(Model enemy, Unit squad)
        {
            assaultWoundsInflicted = 0;

            bool isStillAlive = isAliveCheck();
            if (isStillAlive == false)
            {
                return;
            }

            Announcer.announceModelAction(this, Announcer.ModelActions.melee, enemy);

            int targetWeaponSkill = enemy.weaponSkill;
            int meleeToHitScore = Global.getAssaultToHitScore(weaponSkill, targetWeaponSkill);

            int hits = rollForMeleeHits(attacks, meleeToHitScore);

            string addon = string.Format(" {0} hits", hits);
            Announcer.announceAction(Announcer.GeneralActions.score + addon);

            if (hits == 0)
            {
                return;
            }

            int armourPiercingRating = melee.armourPiercingRating;
            int unsavedHits = enemy.rollSaves(hits, armourPiercingRating, rangedCombat : false);

            addon = string.Format(" to avoid {0} hits", unsavedHits);
            Announcer.announceModelAction(enemy, Announcer.GeneralActions.fail + addon);

            int weaponStrength = melee.getWeaponStrength(strength);

            assaultWoundsInflicted = enemy.inflictWounds(unsavedHits, weaponStrength);
            Announcer.announceModelAction(this, Announcer.ModelActions.wound, enemy);
        }