Beispiel #1
0
        private Design makeDesign(StaticsDB statics, StatesDB states, PredefinedDesign predefDesign, Dictionary <string, double> techLevels, bool isVirtual)
        {
            var hull     = statics.Hulls[predefDesign.HullCode].MakeHull(techLevels);
            var specials = predefDesign.SpecialEquipment.OrderBy(x => x.Key).Select(
                x => statics.SpecialEquipment[x.Key].MakeBest(techLevels, x.Value)
                ).ToList();

            var armor     = AComponentType.MakeBest(statics.Armors.Values, techLevels);
            var reactor   = ReactorType.MakeBest(techLevels, hull, specials, statics);
            var isDrive   = predefDesign.HasIsDrive ? IsDriveType.MakeBest(techLevels, hull, reactor, specials, statics) : null;
            var sensor    = AComponentType.MakeBest(statics.Sensors.Values, techLevels);
            var shield    = predefDesign.ShieldCode != null ? statics.Shields[predefDesign.ShieldCode].MakeBest(techLevels) : null;
            var equipment = predefDesign.MissionEquipment.Select(
                x => statics.MissionEquipment[x.Key].MakeBest(techLevels, x.Value)
                ).ToList();

            var thruster = AComponentType.MakeBest(statics.Thrusters.Values, techLevels);

            var design = new Design(
                states.MakeDesignId(), Player, false, isVirtual, predefDesign.Name, predefDesign.HullImageIndex,
                armor, hull, isDrive, reactor, sensor, shield, equipment, specials, thruster
                );

            design.CalcHash(statics);

            if (!states.Designs.Contains(design))
            {
                states.Designs.Add(design);
                this.Analyze(design, statics);
                return(design);
            }

            return(states.Designs.First(x => x == design));
        }
Beispiel #2
0
        public Design DesignUpgrade(Design oldDesign, StaticsDB statics, StatesDB states)
        {
            var techLevels = states.DevelopmentAdvances.Of[Player].ToDictionary(x => x.Topic.IdCode, x => (double)x.Level);

            var hull     = statics.Hulls[oldDesign.Hull.TypeInfo.IdCode].MakeHull(techLevels);
            var specials = oldDesign.SpecialEquipment.Select(
                x => statics.SpecialEquipment[x.TypeInfo.IdCode].MakeBest(techLevels, x.Quantity)
                ).ToList();

            var armor   = AComponentType.MakeBest(statics.Armors.Values, techLevels);
            var reactor = ReactorType.MakeBest(techLevels, hull, specials, statics);
            var isDrive = oldDesign.IsDrive != null?IsDriveType.MakeBest(techLevels, hull, reactor, specials, statics) : null;

            var sensor    = AComponentType.MakeBest(statics.Sensors.Values, techLevels);
            var shield    = oldDesign.Shield != null ? statics.Shields[oldDesign.Shield.TypeInfo.IdCode].MakeBest(techLevels) : null;
            var equipment = oldDesign.MissionEquipment.Select(
                x => statics.MissionEquipment[x.TypeInfo.IdCode].MakeBest(techLevels, x.Quantity)
                ).ToList();

            var thruster = AComponentType.MakeBest(statics.Thrusters.Values, techLevels);

            var design = new Design(
                states.MakeDesignId(), Player, false, oldDesign.IsVirtual, oldDesign.Name, oldDesign.ImageIndex,
                armor, hull, isDrive, reactor, sensor, shield, equipment, specials, thruster
                );

            design.CalcHash(statics);

            return(design);
        }