Beispiel #1
0
        public void Fire(int energyToFire) //, IShip shipFiringPhasers
        {
            if (!this.EnergyCheckFail(energyToFire, this.ShipConnectedTo))
            {
                //todo: move to Game() object
                this.Game.ALLHostilesAttack(this.Game.Map); //todo: this can't stay here becouse if an enemy ship has phasers, this will have an indefinite loop.  to fix, we should probably pass back phaserenergy success, and do the output. later.

                this.ShipConnectedTo.Energy = this.ShipConnectedTo.Energy -= energyToFire;
                Phasers.For(this.ShipConnectedTo).Execute(energyToFire);
            }
            else
            {
                //Energy Check has failed
                this.Game.Write.Line("Not enough Energy to fire Phasers");
            }
        }
Beispiel #2
0
        private void TargetObjectInRegion()
        {
            string replyFromUser;

            this.Game.Write.PromptUser("Target with (T)orpedoes or (P)hasers? ", out replyFromUser);

            switch (replyFromUser.ToUpper())
            {
            case "T":
                Torpedoes.For(this.ShipConnectedTo).TargetObject();
                break;

            case "P":
                Phasers.For(this.ShipConnectedTo).TargetObject();
                break;
            }
        }
Beispiel #3
0
        //output this as KeyValueCollection that the UI can display as it likes.

        public void PrintCurrentStatus(IMap map, int computerDamage, Ship ship, Region currentRegion)
        {
            if (this.Damaged())
            {
                return;
            }

            //todo: completely redo this

            this.Game.Write.Console.WriteLine("");
            this.Game.Write.Console.WriteLine(this.Game.Config.GetText("CSTimeRemaining"), map.timeRemaining);
            this.Game.Write.Console.WriteLine(this.Game.Config.GetText("CSHostilesRemaining"), map.Regions.GetHostileCount());
            this.Game.Write.Console.WriteLine(this.Game.Config.GetText("CSHostilesInRegion"), currentRegion.GetHostiles().Count);
            this.Game.Write.Console.WriteLine(this.Game.Config.GetText("CSStarbases"), map.starbases);
            this.Game.Write.Console.WriteLine(this.Game.Config.GetText("CSWarpEngineDamage"), Navigation.For(ship).Damage);
            this.Game.Write.Console.WriteLine(this.Game.Config.GetText("CSSRSDamage"), ShortRangeScan.For(ship).Damage);
            this.Game.Write.Console.WriteLine(this.Game.Config.GetText("CSLRSDamage"), LongRangeScan.For(ship).Damage);
            this.Game.Write.Console.WriteLine(this.Game.Config.GetText("CSCRSDamage"), CombinedRangeScan.For(ship).Damage);
            this.Game.Write.Console.WriteLine(this.Game.Config.GetText("CSShieldsDamage"), Shields.For(ship).Damage);
            this.Game.Write.Console.WriteLine(this.Game.Config.GetText("CSComputerDamage"), computerDamage);
            this.Game.Write.Console.WriteLine(this.Game.Config.GetText("CSPhotonDamage"), Torpedoes.For(ship).Damage);
            this.Game.Write.Console.WriteLine(this.Game.Config.GetText("CSPhaserDamage"), Phasers.For(ship).Damage);
            this.Game.Write.Console.WriteLine();

            //foreach (var badGuy in currentRegion.Hostiles)
            //{
            //
            //}

            this.Game.Write.Console.WriteLine();

            //todo: Display all baddie names in Region when encountered.
        }