private PlayInfo GetShotRolls(PlayInfo _currentPlay) { PlayerData attacker = _currentPlay.Attacker; PlayerData defender = _currentPlay.Defender; if (defender != null) { _currentPlay.DefensiveAction = PlayerAction.Block; _currentPlay.DefenderRoll = ActionRoll.Block(defender); _currentPlay.DefendingBonusChance = GetPlayerAttributeBonus(defender.Blocking); } _currentPlay.AttackerRoll = ActionRoll.Shoot(attacker); _currentPlay.AttackingBonusChance = GetPlayerAttributeBonus(attacker.Shooting); if (_currentPlay.Marking == MarkingType.Close) { _currentPlay.AttackerRoll *= 0.75f; } return(ApplyBuffs(_currentPlay)); }
public PlayInfo GetShotResults(PlayInfo _currentPlay, PlayInfo _lastPlay) { PlayerData attacker = _currentPlay.Attacker; PlayerData defender = _currentPlay.Defender; Zone zone = attacker.Team.GetTeamZone(_currentPlay.Zone); float distanceModifier = DistanceModifiers.ShotModifier(zone); if (_currentPlay.OffensiveAction == PlayerAction.Shot) { if (_lastPlay.Event == MatchEvent.Fault) { _currentPlay.AttackerRoll = ActionRoll.Freekick(attacker); _currentPlay.AttackingBonusChance = GetPlayerAttributeBonus(attacker.Freekick); } else if (_lastPlay.Event == MatchEvent.PenaltyShot) { _currentPlay.AttackerRoll = ActionRoll.Penalty(attacker); _currentPlay.AttackingBonusChance = GetPlayerAttributeBonus(attacker.Penalty); } else { _currentPlay.AttackerRoll = ActionRoll.Shoot(attacker); _currentPlay.AttackingBonusChance = GetPlayerAttributeBonus(attacker.Shooting); } } else if (_currentPlay.OffensiveAction == PlayerAction.Header) { _currentPlay.AttackerRoll = ActionRoll.Header(attacker); _currentPlay.AttackingBonusChance = GetPlayerAttributeBonus(attacker.Heading); } _currentPlay.AttackerRoll *= attacker.FatigueModifier(); _currentPlay.AttackerRoll *= distanceModifier; _currentPlay.AttackerRoll *= _currentPlay.AttackingBonus; if (_currentPlay.Marking == MarkingType.Close) { _currentPlay.AttackerRoll *= 0.5f; } _currentPlay.DefenderRoll = ActionRoll.Keeper(defender); _currentPlay.DefenderRoll *= defender.FatigueModifier(); //Roll dice for shooter and keeper _currentPlay = playDiceRolls.GetShotOnGoalResult(_currentPlay); //CHECK ATTACKING X DEFENDING if (_currentPlay.AttackerRoll <= _currentPlay.DefenderRoll) { int roll = Dice.Roll(20); if (_currentPlay.DefenseExcitment == 0 && roll < 5) { _currentPlay.Event = MatchEvent.CornerKick; } else { _currentPlay.Event = _lastPlay.Event == MatchEvent.PenaltyShot ? MatchEvent.PenaltySaved : MatchEvent.ShotSaved; if (_currentPlay.OffensiveAction == PlayerAction.Shot) { _currentPlay.Attacker.MatchStats.ShotsOnGoal++; } else if (_currentPlay.OffensiveAction == PlayerAction.Header) { _currentPlay.Attacker.MatchStats.HeadersOnGoal++; } } _currentPlay.IsActionSuccessful = false; if (_currentPlay.Event == MatchEvent.CornerKick) { if (_currentPlay.OffensiveAction == PlayerAction.Shot) { _currentPlay.Attacker.MatchStats.ShotsMissed++; _currentPlay.Attacker.Team.MatchStats.ShotsMissed++; } else if (_currentPlay.OffensiveAction == PlayerAction.Header) { _currentPlay.Attacker.MatchStats.HeadersMissed++; _currentPlay.Attacker.Team.MatchStats.HeadersMissed++; } } } else { _currentPlay.IsActionSuccessful = true; _currentPlay.Event = MatchEvent.Goal; } return(_currentPlay); }