public bool LoadParts(sLoadPartsArgs Args)
        {
            var TurretConflict = default(bool);

            Body       = Args.Body;
            Propulsion = Args.Propulsion;

            TurretConflict = false;
            if (Args.Construct != null)
            {
                if (Args.Construct.Code != "ZNULLCONSTRUCT")
                {
                    if (Turret1 != null)
                    {
                        TurretConflict = true;
                    }
                    TurretCount = 1;
                    Turret1     = Args.Construct;
                }
            }
            if (Args.Repair != null)
            {
                if (Args.Repair.Code != "ZNULLREPAIR")
                {
                    if (Turret1 != null)
                    {
                        TurretConflict = true;
                    }
                    TurretCount = 1;
                    Turret1     = Args.Repair;
                }
            }
            if (Args.Brain != null)
            {
                if (Args.Brain.Code != "ZNULLBRAIN")
                {
                    if (Turret1 != null)
                    {
                        TurretConflict = true;
                    }
                    TurretCount = 1;
                    Turret1     = Args.Brain;
                }
            }
            if (Args.Weapon1 != null)
            {
                var UseWeapon = default(bool);
                if (Turret1 != null)
                {
                    if (Turret1.TurretType == TurretType.Brain)
                    {
                        UseWeapon = false;
                    }
                    else
                    {
                        UseWeapon      = true;
                        TurretConflict = true;
                    }
                }
                else
                {
                    UseWeapon = true;
                }
                if (UseWeapon)
                {
                    TurretCount = 1;
                    Turret1     = Args.Weapon1;
                    if (Args.Weapon2 != null)
                    {
                        Turret2      = Args.Weapon2;
                        TurretCount += 1;
                        if (Args.Weapon3 != null)
                        {
                            Turret3      = Args.Weapon3;
                            TurretCount += 1;
                        }
                    }
                }
            }
            if (Args.Sensor != null)
            {
                if (Args.Sensor.Location == SensorLocationType.Turret)
                {
                    if (Turret1 != null)
                    {
                        TurretConflict = true;
                    }
                    TurretCount = 1;
                    Turret1     = Args.Sensor;
                }
            }
            UpdateAttachments();

            return(!TurretConflict); //return if all is ok
        }
Beispiel #2
0
 public bool LoadParts(sLoadPartsArgs Args)
 {
     this.Body = Args.Body;
     this.Propulsion = Args.Propulsion;
     bool flag2 = false;
     if ((Args.Construct != null) && (Args.Construct.Code != "ZNULLCONSTRUCT"))
     {
         if (this.Turret1 != null)
         {
             flag2 = true;
         }
         this.TurretCount = 1;
         this.Turret1 = Args.Construct;
     }
     if ((Args.Repair != null) && (Args.Repair.Code != "ZNULLREPAIR"))
     {
         if (this.Turret1 != null)
         {
             flag2 = true;
         }
         this.TurretCount = 1;
         this.Turret1 = Args.Repair;
     }
     if ((Args.Brain != null) && (Args.Brain.Code != "ZNULLBRAIN"))
     {
         if (this.Turret1 != null)
         {
             flag2 = true;
         }
         this.TurretCount = 1;
         this.Turret1 = Args.Brain;
     }
     if (Args.Weapon1 != null)
     {
         bool flag3;
         if (this.Turret1 != null)
         {
             if (this.Turret1.TurretType == clsTurret.enumTurretType.Brain)
             {
                 flag3 = false;
             }
             else
             {
                 flag3 = true;
                 flag2 = true;
             }
         }
         else
         {
             flag3 = true;
         }
         if (flag3)
         {
             this.TurretCount = 1;
             this.Turret1 = Args.Weapon1;
             if (Args.Weapon2 != null)
             {
                 this.Turret2 = Args.Weapon2;
                 this.TurretCount = (byte) (this.TurretCount + 1);
                 if (Args.Weapon3 != null)
                 {
                     this.Turret3 = Args.Weapon3;
                     this.TurretCount = (byte) (this.TurretCount + 1);
                 }
             }
         }
     }
     if ((Args.Sensor != null) && (Args.Sensor.Location == clsSensor.enumLocation.Turret))
     {
         if (this.Turret1 != null)
         {
             flag2 = true;
         }
         this.TurretCount = 1;
         this.Turret1 = Args.Sensor;
     }
     this.UpdateAttachments();
     return !flag2;
 }
Beispiel #3
0
        public bool LoadParts(sLoadPartsArgs Args)
        {
            var TurretConflict = default(bool);

            Body = Args.Body;
            Propulsion = Args.Propulsion;

            TurretConflict = false;
            if ( Args.Construct != null )
            {
                if ( Args.Construct.Code != "ZNULLCONSTRUCT" )
                {
                    if ( Turret1 != null )
                    {
                        TurretConflict = true;
                    }
                    TurretCount = 1;
                    Turret1 = Args.Construct;
                }
            }
            if ( Args.Repair != null )
            {
                if ( Args.Repair.Code != "ZNULLREPAIR" )
                {
                    if ( Turret1 != null )
                    {
                        TurretConflict = true;
                    }
                    TurretCount = 1;
                    Turret1 = Args.Repair;
                }
            }
            if ( Args.Brain != null )
            {
                if ( Args.Brain.Code != "ZNULLBRAIN" )
                {
                    if ( Turret1 != null )
                    {
                        TurretConflict = true;
                    }
                    TurretCount = 1;
                    Turret1 = Args.Brain;
                }
            }
            if ( Args.Weapon1 != null )
            {
                var UseWeapon = default(bool);
                if ( Turret1 != null )
                {
                    if ( Turret1.TurretType == enumTurretType.Brain )
                    {
                        UseWeapon = false;
                    }
                    else
                    {
                        UseWeapon = true;
                        TurretConflict = true;
                    }
                }
                else
                {
                    UseWeapon = true;
                }
                if ( UseWeapon )
                {
                    TurretCount = 1;
                    Turret1 = Args.Weapon1;
                    if ( Args.Weapon2 != null )
                    {
                        Turret2 = Args.Weapon2;
                        TurretCount += 1;
                        if ( Args.Weapon3 != null )
                        {
                            Turret3 = Args.Weapon3;
                            TurretCount += 1;
                        }
                    }
                }
            }
            if ( Args.Sensor != null )
            {
                if ( Args.Sensor.Location == Sensor.enumLocation.Turret )
                {
                    if ( Turret1 != null )
                    {
                        TurretConflict = true;
                    }
                    TurretCount = 1;
                    Turret1 = Args.Sensor;
                }
            }
            UpdateAttachments();

            return !TurretConflict; //return if all is ok
        }