Shooting calculation displayed, needs work
This commit is contained in:
@@ -23,7 +23,7 @@ namespace DepthsBelow.Component
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public int GetAim
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public int GetAim
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{
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{
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get { return soldierAim + weaponAccuracy; }
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get { return soldierAim + weaponAccuracy; }
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set { soldierAim = value; }
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set { weaponAccuracy = value; }
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}
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}
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public int GetDodge
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public int GetDodge
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@@ -86,7 +86,7 @@ namespace DepthsBelow
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{
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{
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if (soldier.Selected == true && soldier.Fired == false)
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if (soldier.Selected == true && soldier.Fired == false)
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{
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{
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core.Volley.Add(new Shot(core.EntityManager));
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core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>()));
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soldier.Fired = true;
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soldier.Fired = true;
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foreach (var shot in core.Volley)
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foreach (var shot in core.Volley)
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{
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{
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@@ -143,7 +143,7 @@ namespace DepthsBelow
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current = 0;
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current = 0;
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if (soldier.Selected == true && soldier.Fired == false && hit == true)
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if (soldier.Selected == true && soldier.Fired == false && hit == true)
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{
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{
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core.Volley.Add(new Shot(core.EntityManager));
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core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>()));
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soldier.Fired = true;
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soldier.Fired = true;
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foreach (var shot in core.Volley)
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foreach (var shot in core.Volley)
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{
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{
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@@ -118,21 +118,22 @@ namespace DepthsBelow
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readjust = false;
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readjust = false;
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}
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}
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}
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}
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//Calculating chance to hit if holding cursor over enemy
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}
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foreach (var unit in core.Squad)
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//Calculating chance to hit if holding cursor over enemy
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foreach (var unit in core.Squad)
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{
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if (unit.Selected == true && unit.Fired == false)
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{
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{
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if (unit.Selected == true && unit.Fired == false)
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foreach (var enemy in core.Swarm)
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{
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{
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foreach (var enemy in core.Swarm)
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if (gridRectangle.Intersects(enemy.GetComponent<Component.Collision>().Rectangle))
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{
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{
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if (gridRectangle.Intersects(enemy.GetComponent<Component.Collision>().Rectangle))
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Console.WriteLine(Utility.CalculateHitChance(unit, enemy));
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{
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Utility.CalculateHitChance(unit, enemy);
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}
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}
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}
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}
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}
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}
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}
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}
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}
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// When the mouse is released
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// When the mouse is released
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if (ms.LeftButton == ButtonState.Released && selectionRectangle != Rectangle.Empty)
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if (ms.LeftButton == ButtonState.Released && selectionRectangle != Rectangle.Empty)
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{
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{
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@@ -14,6 +14,14 @@ namespace DepthsBelow
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public Color Color;
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public Color Color;
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public static Point Origin;
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public static Point Origin;
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Stat soldierStat;
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public Stat Stat
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{
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get { return soldierStat; }
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set { soldierStat = value; }
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}
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private bool _selected = false; //I guess as in "currently doing something"
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private bool _selected = false; //I guess as in "currently doing something"
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public bool select
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public bool select
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@@ -29,7 +37,7 @@ namespace DepthsBelow
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public Vector2 direction = Vector2.Zero;
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public Vector2 direction = Vector2.Zero;
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public Shot(EntityManager entityManager)
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public Shot(EntityManager entityManager, Stat _soldierStat)
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: base(entityManager)
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: base(entityManager)
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{
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{
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if (Texture == null)
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if (Texture == null)
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@@ -37,6 +45,8 @@ namespace DepthsBelow
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Transform.World.Origin = new Vector2(16, 16);
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Transform.World.Origin = new Vector2(16, 16);
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Stat = _soldierStat;
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this.Color = Color.White;
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this.Color = Color.White;
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var rc = new SpriteRenderer(this) { Texture = Texture, Color = Color.White };
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var rc = new SpriteRenderer(this) { Texture = Texture, Color = Color.White };
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AddComponent(rc);
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AddComponent(rc);
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@@ -29,7 +29,9 @@ namespace DepthsBelow
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}
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}
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int baseHitChance = shooting.GetAim;
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int baseHitChance = shooting.GetAim;
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int baseDodgeChance = dodging.GetDodge;
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int baseDodgeChance = dodging.GetDodge;
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int basePenalty = shooting.Penalty((int)Vector2.Distance(attacker.GetComponent<Transform>().World.Position, defender.GetComponent<Transform>().World.Position) / Grid.TileSize);
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int distance = (int)Vector2.Distance(attacker.GetComponent<Transform>().World.Position, defender.GetComponent<Transform>().World.Position);
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int basePenalty = shooting.Penalty(distance / (Grid.TileSize / 2));
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Console.WriteLine("Penalty = " + basePenalty);
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int chanceToHit = baseHitChance - baseDodgeChance - basePenalty;
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int chanceToHit = baseHitChance - baseDodgeChance - basePenalty;
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//Console.WriteLine(chanceToHit);
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//Console.WriteLine(chanceToHit);
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return chanceToHit;
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return chanceToHit;
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