Merge branch 'master' of github.com:sippeangelo/DepthsBelow
Conflicts: DepthsBelow/DepthsBelow/KeyboardInput.cs DepthsBelow/DepthsBelow/MouseInput.cs DepthsBelow/DepthsBelow/Soldier.cs DepthsBelow/DepthsBelow/Utility.cs
This commit is contained in:
@@ -42,7 +42,13 @@ namespace DepthsBelow.Component
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public int GetAim
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{
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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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public int GetStep
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{
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get { return stepsTaken; }
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set { stepsTaken = value; }
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}
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public int GetDodge
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@@ -100,7 +106,8 @@ namespace DepthsBelow.Component
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int penalty = 0;
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if (distance >= penaltyRange * 3)
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{
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penalty = 100;
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distance -= penaltyRange * 3;
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penalty = penaltyRange + penaltyRange * 3 + penaltyRange * 5 + distance * 10;
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}
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else if (distance >= penaltyRange * 2)
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{
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Regular → Executable
+2
-2
@@ -184,7 +184,7 @@ namespace DepthsBelow
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{
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if (soldier.Selected == true && soldier.Fired == false)
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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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foreach (var shot in core.Volley)
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{
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@@ -241,7 +241,7 @@ namespace DepthsBelow
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current = 0;
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if (soldier.Selected == true && soldier.Fired == false && hit == true)
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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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foreach (var shot in core.Volley)
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{
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@@ -173,6 +173,21 @@ namespace DepthsBelow
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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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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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foreach (var enemy in core.Swarm)
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{
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if (gridRectangle.Intersects(enemy.GetComponent<Component.Collision>().Rectangle))
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{
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Console.WriteLine(Utility.CalculateHitChance(unit, enemy));
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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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/*if (ms.LeftButton == ButtonState.Released && selectionRectangle != Rectangle.Empty)
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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 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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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 Shot(EntityManager entityManager)
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public Shot(EntityManager entityManager, Stat _soldierStat)
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: base(entityManager)
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{
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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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Stat = _soldierStat;
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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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AddComponent(rc);
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Regular → Executable
+5
-4
@@ -33,7 +33,7 @@ namespace DepthsBelow
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}
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public int numberOfSteps = 14;
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public int currentStep = 0;
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int currentStep = 0;
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public int step
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{
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@@ -41,6 +41,7 @@ namespace DepthsBelow
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set
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{
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currentStep = value;
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GetComponent<Component.Stat>().GetStep = currentStep;
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}
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}
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@@ -70,7 +71,7 @@ namespace DepthsBelow
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//Life = 10,
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Defence = 10,
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Strength = 10,
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GetAim = 10,
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GetAim = 40,
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GetDodge = 20
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};
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AddComponent(stat);
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@@ -146,9 +147,9 @@ namespace DepthsBelow
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if (Transform.World == nodeWorldPos)
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{
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if (currentStep < numberOfSteps)
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if (step < numberOfSteps)
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{
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currentStep++;
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step++;
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lastLastNode = lastNode;
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lastNode = nextNode;
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nextNode = GetComponent<PathFinder>().Next();
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Regular → Executable
+3
-1
@@ -29,7 +29,9 @@ namespace DepthsBelow
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}
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int baseHitChance = shooting.GetAim;
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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));
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Console.WriteLine("Penalty = " + basePenalty);
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int chanceToHit = baseHitChance - baseDodgeChance - basePenalty;
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//Console.WriteLine(chanceToHit);
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return chanceToHit;
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