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Mar 22nd, 2018
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  1. // round starts
  2. // draw field and separate to for example 5 x 10 sectors
  3. // draw units to their locations
  4. // make two arrays: engaged units (that are in same sector as any opponent unit)
  5. // and unengaged units
  6.  
  7. // sort arrays in speed order.
  8.  
  9. // first unengaged
  10. // fastest unit first. commander can give order:
  11. // move, ranged attack or wait.
  12.  
  13. // move= moves unit, maybe one sector
  14. // ranged attack = if (ranged skill + d12 > defence skill of target)
  15. // {if (strength of hitter + d12 > targets armour) = Kill }
  16. // wait = no movement or shoot, but +defence skill as preparing to defend/hiding.
  17.  
  18. // execute order, then second fastest etc.
  19. // when all ready, then continue
  20.  
  21. // engaged units:
  22. // fastest hits first enemy unit
  23. // if (d12+meleeSkill >= targets defence)
  24. // {if (strength of hitter + d12 > targets armour) = Kill }
  25. // when all ready, then continue.
  26.  
  27. // check victory conditions.
  28. // declare winner or next round.
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