public static DamageResult RollFTDamage(IDiceUtility roller, int numberOfDice, int drm = 0, int targetScreenRating = 0, bool dealPenetrating = false, int recursionDepth = 0) { var indent = string.Empty.PadRight(4 * recursionDepth); var penetrationCount = 0; var damageResult = new DamageResult(); var diceRolled = roller.RollStandardDice(numberOfDice); var rolls = diceRolled.ToList().OrderByDescending(v => v); /* * Console.WriteLine( * $@"{indent}[Rolled {numberOfDice}] dice * with DRM {drm}, screen {targetScreenRating}{(dealPenetrating ? ", penetrating" : ", non-penetrating")} * : {string.Join(",", rolls)}"); */ foreach (var roll in rolls) { var dieDamage = CountSuccessesOnRoll(roll, drm, targetScreenRating); damageResult.StandardRolls.Add(roll); if (dieDamage > 0) { // Console.WriteLine($"{indent}Roll of {roll} deals {dieDamage} damage"); damageResult.Standard += dieDamage; if (roll >= Constants.MinRollForDoubleSuccess && dealPenetrating) { penetrationCount++; } } // Exit early if dieDamage == 0, since dice are sorted in descending order? } if (penetrationCount > 0) { // Console.WriteLine($"{indent}Rolling {penetrationCount} penetrating dice: ["); // On a "natural" max roll, deal recursive, shield-ignoring, DRM-ignoring, penetrating followup damage var penetrationFollowup = FullThrustDieRolls.RollFTDamage(roller, penetrationCount, 0, 0, true, recursionDepth + 1); damageResult.Penetrating += penetrationFollowup.Standard; // Penetrating damage could ITSELF penetrate, but it all rolls up to just one count of penetrating damage // TODO: revisit this; what about the case of multiple layers of armor + multiple penetrating recursions? damageResult.Penetrating += penetrationFollowup.Penetrating; damageResult.PenetratingRolls.AddRange(penetrationFollowup.StandardRolls); damageResult.PenetratingRolls.AddRange(penetrationFollowup.PenetratingRolls); } return(damageResult); }
public static int RollFTSuccesses(IDiceUtility roller, int numberOfDice, out IEnumerable <int> rolls, int drm = 0, int difficultyLevel = 0) { if (numberOfDice == 0) { rolls = new List <int>(); return(0); // No successes possible if no dice rolled! } int successes = 0; string expression = $"{numberOfDice}D6"; rolls = roller.RollStandardDice(numberOfDice).OrderByDescending(i => i); foreach (int roll in rolls) { successes += CountSuccessesOnRoll(roll, drm, difficultyLevel); } return(successes); }