Exemple #1
0
        private DamageResult ResolveWeaponAttack(WeaponSystem weapon, int range, ScreenRating screenRating, int evasion = 0, int otherDRM = 0, Constants.DamageType damageTypeModifier = Constants.DamageType.None, AttackSpecialProperties attackPropertiesModifier = AttackSpecialProperties.None)
        {
            AttackSpecialProperties effectiveAttackProperties = weapon.FinalizeAttackProperties(attackPropertiesModifier);

            // Weapons with a hight TrackRating can ignore Evasion, offsetting up to the full Evasion DRM
            int totalDRM = weapon.FinalizeEvasionDRM(evasion) + otherDRM;

            // Weapons can ignore certain kinds of shields but not others
            int totalScreenRating = weapon.FinalizeScreenValue(screenRating, effectiveAttackProperties);

            Constants.DamageType effectiveDamageType = weapon.FinalizeDamageType(weapon.GetDamageType(), damageTypeModifier, effectiveAttackProperties.HasFlag(AttackSpecialProperties.Overrides_Weapon_DamageType));

            // Roll dice here
            this.Logger.LogInformation($"Attack roll! {weapon.SystemName} -- range {range} | screen {screenRating.ToString()} | net DRM {totalDRM} | {effectiveDamageType.ToString()}-type damage | rating {weapon.Rating}");

            /* "Basic" weapon behavior is to shoot like a non-penetrating beam:
             * 1D per Rating, diminishing with range
             * 1 damage on a 4 unless screened
             * 1 damage on a 5, always
             * 2 damage on a 6, unless double-screened -- then 1
             */
            DamageResult damageMatrix = FullThrustDieRolls.RollFTDamage(this.DiceUtility, weapon.GetAttackDice(), totalDRM, totalScreenRating, effectiveDamageType.HasFlag(Constants.DamageType.Penetrating));

            return(damageMatrix);
        }
Exemple #2
0
 public AttackData(WeaponSystem weapon, GameUnitFireAllocation allocation, AttackSpecialProperties specialProperties = AttackSpecialProperties.None)
 {
     this.Weapon            = weapon;
     this.DamageType        = weapon.GetDamageType();
     this.SpecialProperties = specialProperties;
     this.BonusDice         = 0;
     this.TrackRating       = weapon.GetTrackRating();
 }
Exemple #3
0
        protected override IList <GameEvent> ReceiveWeaponAttackEvent(GameEvent arg)
        {
            var result = new List <GameEvent>();

            var evt = arg as WeaponAttackEvent ??
                      throw ReceiverArgumentMismatch(nameof(arg), arg.GetType(), MethodBase.GetCurrentMethod().Name, typeof(AttackEvent));

            // Unit receives event if:
            // a) WeaponAttack is assigned to this Unit's Formation
            // b) Attack's percentile roll is within this Unit's PercentileRange
            if (evt.TargetingData.Target.FormationId == this.unitFormationInfo.FormationId &&
                this.unitFormationInfo.CoversPercentile(evt.UnitAssignmentPercentile))
            {
                var           target          = evt.TargetingData.Target.UnitActor.unitFormationInfo;
                GameFormation targetFormation = target.GetFormationReference();
                GameUnit      targetUnit      = target.GetUnitReference();

                GameFormation attackerFormation = this.unitFormationInfo.GetFormationReference();
                GameUnit      attackerUnit      = this.unitFormationInfo.GetUnitReference();
                int           firingRange       = evt.TargetingData.FormationRange;

                result.Add(new UnitStatusEvent()
                {
                    Description = $"UnitStatus: [{this.UnitId}]{this.UnitName}",
                    Message     = $"[{targetFormation.FormationId}]{targetFormation.FormationName}:[{targetUnit.IdNumeric}]{targetUnit.Name}"
                                  + $" covers percentile range {this.unitFormationInfo.PercentileLowerBound}-{this.unitFormationInfo.PercentileUpperBound},"
                                  + $" so incoming attack with percentile roll {evt.UnitAssignmentPercentile} targets it.",
                    Exchange = evt.Exchange,
                    Volley   = evt.Volley
                });

                WeaponSystem weapon = evt.AttackData.Weapon;

                // TODO: Add ability to override this from AttackData and/or TargetingData?
                Constants.DamageType effectiveDamageType = weapon.GetDamageType();

                int evasionDRM = -1 * targetFormation.GetOrdersForVolley(evt.Volley).EvasionSuccesses;

                int otherDRM = targetFormation.GetDRMVersusWeaponType(weapon.GetType())
                               + targetUnit.GetDRMVersusWeaponType(weapon.GetType());

                var localScreens = targetUnit.GetLocalScreenRating();
                var areaScreens  = targetFormation.GetFormationAreaScreenRating();

                ScreenRating totalScreenRating = ScreenRating.Combine(localScreens, areaScreens);

                DamageResult weaponAttackResult = this.ResolveWeaponAttack(weapon, firingRange, totalScreenRating, evasionDRM, otherDRM);

                var statusMsg = $"[{attackerUnit.IdNumeric}]{attackerUnit.Name} fires [{weapon.Id}]{weapon.SystemName} at [{targetUnit.IdNumeric}]{targetUnit.Name}"
                                + $"\n\t\t -- Net modifiers: Range {firingRange}"
                                + $", Screen {weapon.FinalizeScreenValue(totalScreenRating)}"
                                + $", Evasion DRM {weapon.FinalizeEvasionDRM(evasionDRM)}"
                                + $", Other DRM {otherDRM}"
                                + $"\n\t\t -- Rolls {weaponAttackResult.RollString()}"
                                + $"\n\t\t -- Deals {weaponAttackResult.ToString()}";

                result.Add(new UnitStatusEvent()
                {
                    Description = $"UnitStatus: [{this.UnitId}]{this.UnitName}",
                    Message     = statusMsg,
                    Exchange    = evt.Exchange,
                    Volley      = evt.Volley
                });
            }

            return(result);
        }