/// <summary> /// Sets IFF on or off. This is a setting in the reveal event. /// /// </summary> /// <param name="on"></param> /// <param name="isPirate"></param> /// <param name="reveal"></param> protected T_Reveal SetIFF(bool on, bool isPirate, T_Threat threat, T_Reveal reveal) { //If we're revealing a new vessel, we can set its IFF on if we need to. Default is off so we don't // have to do anything. We can't change existing ships. if (reveal != null) { if (on && !isPirate) SetIFFOn(isPirate, reveal); //If it's a pirate, ignore what it says in the ambiguity table. //Unambiguous == IFF ON always. Ambiguous = IFF OFF always if (isPirate && threat == T_Threat.Unambiguous) SetIFFOn(isPirate, reveal); } return reveal; }
/// <summary> /// Sets IFF on or off. This is a setting in the reveal event. /// /// </summary> /// <param name="on"></param> /// <param name="isPirate"></param> /// <param name="reveal"></param> protected T_Reveal SetIFF(bool on, bool isPirate, T_Threat threat, T_Reveal reveal) { //If we're revealing a new vessel, we can set its IFF on if we need to. Default is off so we don't // have to do anything. We can't change existing ships. if (reveal != null) { if (on && !isPirate) { SetIFFOn(isPirate, reveal); } //If it's a pirate, ignore what it says in the ambiguity table. //Unambiguous == IFF ON always. Ambiguous = IFF OFF always if (isPirate && threat == T_Threat.Unambiguous) { SetIFFOn(isPirate, reveal); } } return(reveal); }