Shooting calculation displayed, needs work

This commit is contained in:
Niklas Ulf Anders Cullberg
2012-10-20 13:01:57 +02:00
parent 6034dbf3b2
commit 2fe63f51c0
5 changed files with 74 additions and 61 deletions
+1 -1
View File
@@ -23,7 +23,7 @@ namespace DepthsBelow.Component
public int GetAim
{
get { return soldierAim + weaponAccuracy; }
set { soldierAim = value; }
set { weaponAccuracy = value; }
}
public int GetDodge
+2 -2
View File
@@ -86,7 +86,7 @@ namespace DepthsBelow
{
if (soldier.Selected == true && soldier.Fired == false)
{
core.Volley.Add(new Shot(core.EntityManager));
core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>()));
soldier.Fired = true;
foreach (var shot in core.Volley)
{
@@ -143,7 +143,7 @@ namespace DepthsBelow
current = 0;
if (soldier.Selected == true && soldier.Fired == false && hit == true)
{
core.Volley.Add(new Shot(core.EntityManager));
core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>()));
soldier.Fired = true;
foreach (var shot in core.Volley)
{
+3 -2
View File
@@ -118,6 +118,7 @@ namespace DepthsBelow
readjust = false;
}
}
}
//Calculating chance to hit if holding cursor over enemy
foreach (var unit in core.Squad)
{
@@ -127,12 +128,12 @@ namespace DepthsBelow
{
if (gridRectangle.Intersects(enemy.GetComponent<Component.Collision>().Rectangle))
{
Utility.CalculateHitChance(unit, enemy);
}
Console.WriteLine(Utility.CalculateHitChance(unit, enemy));
}
}
}
}
// When the mouse is released
if (ms.LeftButton == ButtonState.Released && selectionRectangle != Rectangle.Empty)
{
+11 -1
View File
@@ -14,6 +14,14 @@ namespace DepthsBelow
public Color Color;
public static Point Origin;
Stat soldierStat;
public Stat Stat
{
get { return soldierStat; }
set { soldierStat = value; }
}
private bool _selected = false; //I guess as in "currently doing something"
public bool select
@@ -29,7 +37,7 @@ namespace DepthsBelow
public Vector2 direction = Vector2.Zero;
public Shot(EntityManager entityManager)
public Shot(EntityManager entityManager, Stat _soldierStat)
: base(entityManager)
{
if (Texture == null)
@@ -37,6 +45,8 @@ namespace DepthsBelow
Transform.World.Origin = new Vector2(16, 16);
Stat = _soldierStat;
this.Color = Color.White;
var rc = new SpriteRenderer(this) { Texture = Texture, Color = Color.White };
AddComponent(rc);
+3 -1
View File
@@ -29,7 +29,9 @@ namespace DepthsBelow
}
int baseHitChance = shooting.GetAim;
int baseDodgeChance = dodging.GetDodge;
int basePenalty = shooting.Penalty((int)Vector2.Distance(attacker.GetComponent<Transform>().World.Position, defender.GetComponent<Transform>().World.Position) / Grid.TileSize);
int distance = (int)Vector2.Distance(attacker.GetComponent<Transform>().World.Position, defender.GetComponent<Transform>().World.Position);
int basePenalty = shooting.Penalty(distance / (Grid.TileSize / 2));
Console.WriteLine("Penalty = " + basePenalty);
int chanceToHit = baseHitChance - baseDodgeChance - basePenalty;
//Console.WriteLine(chanceToHit);
return chanceToHit;