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); }
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); }