예제 #1
0
        public void GetNull()
        {
            UnitGroup unitGroup = new UnitGroup();

            unitGroup.GetUnit(42);
            Assert.Fail();
        }
예제 #2
0
        public void GetUnit()
        {
            Unit      unit      = new Unit("Test", 42, "Test Unit 42");
            UnitGroup unitGroup = new UnitGroup();

            unitGroup.Add(unit);
            Unit gotUnit = unitGroup.GetUnit(unit.Id);

            Assert.AreEqual(unit.Name, gotUnit.Name);
        }
예제 #3
0
    // TODO: handle the situation when one side is eliminated completely (end the combat)
    public bool ResolveAttack(UnitGroup targetGroup, int index, AttackRollResult attack)
    {
        Unit target;
        if (index > 0)
        {
            target = targetGroup.GetUnit(index);

            if (target == null)
            {
                Debug.Log("Invalid attack resolution target!");
                return false;
            }

            if (target.Quantity <= 0)
            {
                Debug.Log("Zero Quantity!");
                return false;
            }
        }
        else
        {
            target = targetGroup.GetRandomUnit();
        }

        if (attackers.Contains(targetGroup) && attackers.Contains(attack.UnitGroup))
        {
            Debug.Log("Invalid attack resolution target!");
            return false;
        }

        if (defenders.Contains(targetGroup) && defenders.Contains(attack.UnitGroup))
        {
            Debug.Log("Invalid attack resolution target!");
            return false;
        }

        int defenseRoll = Dice.RollDie(10) + Dice.RollDie(10) + target.UnitType.Defense;
        if ((useCriticals && attack.IsCritical) || (attack.Attack > defenseRoll))
        {
            Debug.Log(attack.Attack.ToString() + " attack vs " + defenseRoll + " defense: hit!");
            int damage = attack.FullDamage;
            if (!attack.UnitGroup.UnitType.Attack.IsAP)
            {
                damage -= target.UnitType.Armor;
            }
            Debug.Log(attack.FullDamage.ToString() + " damage vs " + target.UnitType.Armor + " armor, result = " + damage);

            if (damage > 0)
            {
                target.Quantity -= 1;

                int newHP = target.CurrentHealth - damage;
                Debug.Log("HP: " + target.CurrentHealth + " - " + damage + " = " + newHP);

                if (newHP > 0)
                {
                    Unit reinforced = targetGroup.GetUnitWithHealth(newHP);
                    if (reinforced == null)
                    {
                        Debug.Log("Attempted to reinforce a null unit");
                        return false;
                    }
                    reinforced.Quantity += 1;
                }
            }
        }
        else
        {
            Debug.Log(attack.Attack.ToString() + " attack vs " + defenseRoll + " defense: miss.");
        }

        if (attackerRollResults.Contains(attack))
        {
            attackerRollResults.Remove(attack);
        }
        else
        {
            defenderRollResults.Remove(attack);
        }
        /*
        if (attackerRollResults.Count == 0 && defenderRollResults.Count == 0)
        {
            if (CurrentPhase == attackPhase.CHARGE)
            {
                CurrentPhase = attackPhase.MELEE;
            }
            else
            {
                CurrentPhase = attackPhase.CHARGE;
            }
        }
        */
        return true;
    }