public override void Initialize()
        {
            base.Initialize();

            AdvancedBeamWeapon advancedBeam = new AdvancedBeamWeapon(Game, ItemVariety.Regular);

            RewardItems.Add(advancedBeam);

            RestartAfterFail();

            SetDestinations();
            SetupObjectives();
        }
Ejemplo n.º 2
0
        public static String MapCreatorEquip(int equipNbr)
        {
            equippedEnergyCell = new AdvancedEnergyCell(Game);
            String equipInfo = "";

            switch (equipNbr)
            {
            case 1:
            {
                equippedPrimaryWeapons[0] = new BasicLaserWeapon(Game);
                equippedPrimaryWeapons[1] = new BasicLaserWeapon(Game);
                equippedSecondary         = new HomingMissileWeapon(Game);
                currentPrimaryWeapon      = equippedPrimaryWeapons[0];

                equippedEnergyCell = new RegularEnergyCell(Game);
                equippedPlating    = new BasicPlating(Game);
                equippedShield     = new EmptyShield(Game);

                equipInfo += "Starters kit (mission ~1)";

                break;
            }

            case 2:
            {
                equippedPrimaryWeapons[0] = new DualLaserWeapon(Game);
                equippedPrimaryWeapons[1] = new SpreadBulletWeapon(Game);
                equippedSecondary         = new EmptyWeapon(Game);
                currentPrimaryWeapon      = equippedPrimaryWeapons[0];

                equippedEnergyCell = new BasicEnergyCell(Game);
                equippedPlating    = new BasicPlating(Game);
                equippedShield     = new BasicShield(Game);

                equipInfo += "Past beginner set (mission ~2)";
                break;
            }

            case 3:
            {
                equippedPrimaryWeapons[0] = new MultipleShotWeapon(Game);
                equippedPrimaryWeapons[1] = new WaveBeamWeapon(Game);
                equippedSecondary         = new TurretWeapon(Game);
                currentPrimaryWeapon      = equippedPrimaryWeapons[0];

                equippedEnergyCell = new RegularEnergyCell(Game);
                equippedPlating    = new BasicPlating(Game);
                equippedShield     = new BasicShield(Game);

                equipInfo += "Has reached Fortrun (mission ~3)";
                break;
            }

            case 4:
            {
                equippedPrimaryWeapons[0] = new BeamWeapon(Game);
                equippedPrimaryWeapons[1] = new MultipleShotWeapon(Game);
                equippedSecondary         = new FieldDamageWeapon(Game);
                currentPrimaryWeapon      = equippedPrimaryWeapons[0];

                equippedEnergyCell = new RegularEnergyCell(Game);
                equippedPlating    = new RegularPlating(Game);
                equippedShield     = new RegularShield(Game);

                equipInfo += "A bit more progress at Fortrun (mission ~4)";
                break;
            }

            case 5:
            {
                equippedPrimaryWeapons[0] = new FragmentMissileWeapon(Game);
                equippedPrimaryWeapons[1] = new BeamWeapon(Game);
                equippedSecondary         = new SideMissilesWeapon(Game);
                currentPrimaryWeapon      = equippedPrimaryWeapons[0];

                equippedEnergyCell = new AdvancedEnergyCell(Game);
                equippedPlating    = new RegularPlating(Game);
                equippedShield     = new RegularShield(Game);

                equipInfo += "Has now reached Rebel Station (mission ~5)";
                break;
            }

            case 6:
            {
                equippedPrimaryWeapons[0] = new BallisticLaserWeapon(Game);
                equippedPrimaryWeapons[1] = new BursterWeapon(Game);
                equippedSecondary         = new SideMissilesWeapon(Game);
                currentPrimaryWeapon      = equippedPrimaryWeapons[0];

                equippedEnergyCell = new AdvancedEnergyCell(Game);
                equippedPlating    = new RegularPlating(Game);
                equippedShield     = new RegularShield(Game);

                equipInfo += "Running to Peye (mission ~6+)";
                break;
            }

            case 7:
            {
                equippedPrimaryWeapons[0] = new AdvancedLaserWeapon(Game);
                equippedPrimaryWeapons[1] = new ProximityLaserWeapon(Game);
                equippedSecondary         = new DisruptorWeapon(Game);
                currentPrimaryWeapon      = equippedPrimaryWeapons[0];

                equippedEnergyCell = new AdvancedEnergyCell(Game);
                equippedPlating    = new RegularPlating(Game);
                equippedShield     = new AdvancedShield(Game);

                equipInfo += "Getting inaccurate here (mission >6-7)";
                break;
            }

            case 8:
            {
                equippedPrimaryWeapons[0] = new AdvancedBeamWeapon(Game);
                equippedPrimaryWeapons[1] = new ProximityLaserWeapon(Game);
                equippedSecondary         = new SideMissilesWeapon(Game);
                currentPrimaryWeapon      = equippedPrimaryWeapons[0];

                equippedEnergyCell = new AdvancedEnergyCell(Game);
                equippedPlating    = new AdvancedPlating(Game);
                equippedShield     = new AdvancedShield(Game);

                equipInfo += "Currently highest tier (mission ~10)";
                break;
            }

            case 9:
            {
                equippedPrimaryWeapons[0] = new AdvancedBeamWeapon(Game);
                equippedPrimaryWeapons[1] = new BursterWeapon(Game);
                equippedSecondary         = new BursterWeapon(Game);
                currentPrimaryWeapon      = equippedPrimaryWeapons[0];

                equippedEnergyCell = new AdvancedEnergyCell(Game);
                equippedPlating    = new AdvancedPlating(Game);
                equippedShield     = new AdvancedShield(Game);

                //equippedEnergyCell.Recharge *= 10f;
                //equippedPlating.Speed *= 3f;
                //equippedPlating.Armor *= 10f;
                //equippedShield.Regeneration *= 5f;

                equipInfo += "What's going on here??";
                break;
            }

            case 0:
            {
                equippedPrimaryWeapons[0] = new LongShotWeapon(Game);
                equippedPrimaryWeapons[1] = new FlameShotWeapon(Game);
                equippedSecondary         = new DisruptorWeapon(Game);
                currentPrimaryWeapon      = equippedPrimaryWeapons[0];

                equippedEnergyCell = new AdvancedEnergyCell(Game);
                equippedPlating    = new AdvancedPlating(Game);
                equippedShield     = new AdvancedShield(Game);

                equipInfo += "Jakobs testing slot";
                break;
            }
            }
            equipInfo += "\n" + equippedPrimaryWeapons[0].Name
                         + "\n" + equippedPrimaryWeapons[1].Name
                         + "\n" + equippedSecondary.Name
                         + "\n" + equippedEnergyCell.Name
                         + "\n" + equippedShield.Name
                         + "\n" + equippedPlating.Name;

            return(equipInfo);
        }