public bool IsMarine4Heavy() { SpaceMarine marine = aSquad[4] as SpaceMarine; bool isHeavy = marine.isHeavy; return(isHeavy); }
public bool IsMarine4Special() { SpaceMarine marine = aSquad[4] as SpaceMarine; bool isSpecial = marine.isSpecial; return(isSpecial); }
public Weapon GetMarine9Wepaon() { SpaceMarine marine = aSquad[9] as SpaceMarine; Weapon weapon = marine.GetWeapon(); return(weapon); }
//Set Heavy and Special for SM 4 public void ChangeWepSpecial4(string weapon) { SpaceMarine marine = new SpaceMarine(); marine.ChangeWeaponToSpecial(weapon); marine.isSpecial = true; aSquad.RemoveAt(4); aSquad.Insert(4, marine); }
public void ResetBolter9() { SpaceMarine marine = new SpaceMarine(); marine.isSpecial = false; marine.isHeavy = false; aSquad.RemoveAt(9); aSquad.Insert(9, marine); }
public void ChangeWepHeavy9(string weapon) { SpaceMarine marine = new SpaceMarine(); marine.ChangeWeaponToHeavy(weapon); marine.isHeavy = true; aSquad.RemoveAt(9); aSquad.Insert(9, marine); }
//add marine public void AddSpaceMarine() { if (spaceMarineCount == 9)//if there 9 SM do nothing { } else//if less than 9 { squadPointValue += 14; spaceMarineCount++; squadSize++; SpaceMarine marine = new SpaceMarine(); aSquad.Add(marine); } }//emd add marine
public int CountBolters() { int bolterCount = 0; for (int i = 1; i < squadSize; i++) { SpaceMarine marine = aSquad[i] as SpaceMarine; if (marine.GetWeapon().priWepName == "Boltgun") { bolterCount++; } } return(bolterCount); }
public TacSquad() { squadPointValue += 70; SpaceMarineSgt Sgt = new SpaceMarineSgt(); aSquad.Add(Sgt); for (int i = 0; i < 4; i++) { spaceMarineCount++; SpaceMarine marine = new SpaceMarine(); aSquad.Add(marine); } squadSize = 5; squadType = "TacSquad"; squadSpecialRules = "Special Rules:\nAnd They Shall Know No Fear, Combat Squads, Grim Resolve\n"; squadEquipment = "Wargear:\nFragg Grenades, Crack Grenades"; }