Example #1
0
        public Dictionary <Position, List <List <Position> > > GetShotOptions(Position Shooter)
        {
            Unit unit = GetUnitAtPos(Shooter);
            Dictionary <Position, List <List <Position> > > ShotOptions = new Dictionary <Position, List <List <Position> > >();
            RangedWeapon rangedWeapon = unit.GetRangedWeapon();

            if (rangedWeapon != null)              //should always be true. because game should only forward requests of units with a ranged weapon
            {
                for (int i = 0; i < Rows; i++)
                {
                    for (int j = 0; j < Columns; j++)
                    {
                        Square square = board[i][j];
                        if (square.Unit != Config.NullUnit && square.Unit.Player != unit.Player)
                        {
                            Position pos = new Position(i, j);
                            List <List <Position> > ShotDetails = GetShotPathDetails(Shooter, pos);
                            if (ShotDetails[2].Count == 0 && rangedWeapon.Range >= Shooter.Distance(pos) - Utils.epsilon)
                            {
                                ShotOptions[pos] = ShotDetails;
                            }
                        }
                    }
                }
                return(ShotOptions);
            }
            throw new ArgumentException();
        }
Example #2
0
        }        //when you select a unit in the shoot phase. get all shoot options. then store them in a dict.

        //public void Shoot(Position Shooter,Position Target) {
        //	List<List<Position>> ShotDetails = ShotOptions[Target];
        //	List<Position> PosPreventingShot = ShotDetails[2];
        //	Unit ShootingUnit = BoardManager.GetUnitAtPos(Shooter);
        //	RangedWeapon rangedItem = ShootingUnit.GetRangedWeapon();
        //	if (PosPreventingShot.Count == 0 && !ShootingUnit.HasShot && rangedItem!=null) {//ranged item should never be null
        //		int roll = Utils.RollD6(1)[0];
        //		ShootingUnit.HasShot = true;
        //		if (roll >= ShootingUnit.ShootingSkill) {//shooter hit target
        //			List<Position> ObstructionPos = ShotDetails[1];
        //			for (int i = 0; i < ObstructionPos.Count; i++) {//TODO determine if you pass obsticule based upon shootingskill?
        //				//roll to see if you pass each object
        //				roll = Utils.RollD6(1)[0];
        //				if (roll <= 3) {//didn't pass obj
        //					Unit unit = BoardManager.GetUnitAtPos(Shooter);
        //					Trace.WriteLine(unit.Player.Name + "'s " + unit.Name + " missed his target, (but might still hit someone else acidentally)");
        //					Square square = BoardManager.GetSquareAtPos(ObstructionPos[i]);
        //					if (!square.Terrain.IsStandable) {
        //						return;
        //					}else if (square.Unit != Config.NullUnit && !square.Unit.InConflict) {
        //						Target = ObstructionPos[i];
        //						break;
        //					}else if (square.Unit.InConflict) {
        //						List<Unit> unitsInConflict = conflictManager.GetUnitsInTempConflict(BoardManager.GetUnitAtPos(Target));
        //						int targetIndex = Utils.GenerateRandomInt(unitsInConflict.Count);
        //						Target = unitsInConflict[targetIndex].Position;
        //						break;
        //					}
        //				}
        //			}
        //			Unit struckUnit = BoardManager.GetUnitAtPos(Target);
        //			if (Utils.ResolveStrike(rangedItem.Strength, struckUnit.GetDefense())) {
        //				struckUnit.Wounds -= 1;
        //				Unit unit = BoardManager.GetUnitAtPos(Shooter);
        //				Trace.WriteLine(unit.Player.Name + "'s " + unit.Name + " hit and wounded a unit (probably his target)");
        //				if (struckUnit.Wounds < 1) {
        //					KillUnit(struckUnit);
        //					if(struckUnit.InConflict) {
        //						conflictManager.ResolvePrematureDeath(struckUnit);
        //					}
        //				}
        //			}else {
        //				Unit unit = BoardManager.GetUnitAtPos(Shooter);
        //				Trace.WriteLine(unit.Player.Name + "'s " + unit.Name + " hit a unit (probably his target) but didn't wound him");
        //			}
        //		} else {
        //			Unit unit = BoardManager.GetUnitAtPos(Shooter);
        //			Trace.WriteLine(unit.Player.Name + "'s " + unit.Name + " missed his target");
        //		}
        //	}
        //}
        public void Shoot(Position Shooter, Position Target)
        {
            //throw new NotImplementedException();
            List <List <Position> > ShotDetails       = ShotOptions[Target];
            List <Position>         PosPreventingShot = ShotDetails[2];
            Unit         ShootingUnit = BoardManager.GetUnitAtPos(Shooter);
            RangedWeapon rangedItem   = ShootingUnit.GetRangedWeapon();

            if (PosPreventingShot.Count == 0 && !ShootingUnit.HasShot && rangedItem != null)             //ranged item should never be null
            {
                int roll = Utils.RollD6(1)[0];
                ShootingUnit.HasShot = true;
                if (roll >= ShootingUnit.ShootingSkill)                 //shooter hit target
                {
                    List <Position> ObstructionPos = ShotDetails[1];
                    for (int i = 0; i < ObstructionPos.Count; i++)                     //TODO determine if you pass obsticule based upon shootingskill?
                    //roll to see if you pass each object
                    {
                        roll = Utils.RollD6(1)[0];
                        if (roll <= 3)                         //didn't pass obj
                        {
                            Unit unit = BoardManager.GetUnitAtPos(Shooter);
                            Trace.WriteLine(unit.Player.Name + "'s " + unit.Name + " missed his target, (but might still hit someone else acidentally)");
                            Square square = BoardManager.GetSquareAtPos(ObstructionPos[i]);
                            if (!square.Terrain.IsStandable)
                            {
                                return;
                            }
                            else if (square.Unit != Config.NullUnit && !square.Unit.InConflict)
                            {
                                Target = ObstructionPos[i];
                                break;
                            }
                            else if (square.Unit.InConflict)
                            {
                                List <Unit> unitsInConflict = conflictManager.GetUnitsInTempConflict(BoardManager.GetUnitAtPos(Target));
                                int         targetIndex     = Utils.GenerateRandomInt(unitsInConflict.Count);
                                Target = unitsInConflict[targetIndex].Position;
                                break;
                            }
                        }
                    }
                    Unit struckUnit = BoardManager.GetUnitAtPos(Target);
                    if (Utils.ResolveStrike(struckUnit, rangedItem.Strength, rangedItem.Strength))
                    {
                        KillUnit(struckUnit);
                        if (struckUnit.InConflict)
                        {
                            conflictManager.ResolvePrematureDeath(struckUnit);
                        }
                    }
                }
                else
                {
                    Unit unit = BoardManager.GetUnitAtPos(Shooter);
                    Trace.WriteLine(unit.Player.Name + "'s " + unit.Name + " missed his target");
                }
            }
        }
Example #3
0
        }        //whenever gui wants to update shot details just send them the dict values

        public List <Position> GetShotOptions(Position Shooter)
        {
            Unit unit = BoardManager.GetUnitAtPos(Shooter);

            if (!unit.InConflict && !unit.HasShot)
            {
                bool         canShoot   = false;
                RangedWeapon rangedItem = unit.GetRangedWeapon();
                if (rangedItem != null)
                {
                    if ((double)unit.MovementLeft / unit.MaxMoveDist >= rangedItem.MovementCost - Utils.epsilon)
                    {
                        canShoot = true;
                    }
                }
                if (canShoot)                  // check to make sure unit has an item to shoot with. check to make sure unit has enough movement left and hasn't already shot.
                {
                    ShotOptions = BoardManager.GetShotOptions(Shooter);
                    return(ShotOptions.Keys.ToList());                   //to display shoot buttons
                }
            }
            ShotOptions = new Dictionary <Position, List <List <Position> > >();
            return(ShotOptions.Keys.ToList());
        }        //when you select a unit in the shoot phase. get all shoot options. then store them in a dict.