private void clearCaravanFleet()
 {
     if (this.CaravanFleet.HasValue)
     {
         FleetInfo            fleetInfo1 = this._app.GameDatabase.GetFleetInfo(this.CaravanFleet.Value);
         List <ShipInfo>      list1      = this._app.GameDatabase.GetShipInfoByFleetID(fleetInfo1.ID, true).ToList <ShipInfo>();
         List <FreighterInfo> list2      = this._app.GameDatabase.GetFreighterInfosBuiltByPlayer(this._app.LocalPlayer.ID).Where <FreighterInfo>((Func <FreighterInfo, bool>)(x => x.IsPlayerBuilt)).ToList <FreighterInfo>();
         foreach (ShipInfo shipInfo in list1)
         {
             ShipInfo ship = shipInfo;
             if (list2.Any <FreighterInfo>((Func <FreighterInfo, bool>)(x => x.ShipId == ship.ID)))
             {
                 this._app.GameDatabase.TransferShip(ship.ID, this._app.GameDatabase.InsertOrGetLimboFleetID(fleetInfo1.SystemID, this._app.LocalPlayer.ID));
             }
             else if (ship.IsSDB() || ship.IsPlatform())
             {
                 this._app.GameDatabase.TransferShip(ship.ID, this._app.GameDatabase.InsertOrGetDefenseFleetInfo(fleetInfo1.SystemID, this._app.LocalPlayer.ID).ID);
             }
             else
             {
                 this._app.GameDatabase.TransferShip(ship.ID, this._app.GameDatabase.InsertOrGetReserveFleetInfo(fleetInfo1.SystemID, this._app.LocalPlayer.ID).ID);
             }
         }
         foreach (FreighterInfo freighterInfo in list2)
         {
             ShipInfo  shipInfo   = this._app.GameDatabase.GetShipInfo(freighterInfo.ShipId, false);
             FleetInfo fleetInfo2 = this._app.GameDatabase.GetFleetInfo(shipInfo.FleetID);
             if (fleetInfo2 != null && fleetInfo2.IsReserveFleet && !fleetInfo2.IsLimboFleet)
             {
                 this._app.GameDatabase.TransferShip(shipInfo.ID, this._app.GameDatabase.InsertOrGetLimboFleetID(freighterInfo.SystemId, freighterInfo.PlayerId));
             }
         }
         this._app.GameDatabase.RemoveAdmiral(fleetInfo1.AdmiralID);
         this._app.GameDatabase.RemoveFleet(fleetInfo1.ID);
         this._RelocatefleetWidget.SetSyncedFleets(0);
         this.CaravanFleet = new int?();
     }
     else
     {
         foreach (FreighterInfo freighterInfo in this._app.GameDatabase.GetFreighterInfosBuiltByPlayer(this._app.LocalPlayer.ID).Where <FreighterInfo>((Func <FreighterInfo, bool>)(x => x.IsPlayerBuilt)).ToList <FreighterInfo>())
         {
             ShipInfo  shipInfo  = this._app.GameDatabase.GetShipInfo(freighterInfo.ShipId, false);
             FleetInfo fleetInfo = this._app.GameDatabase.GetFleetInfo(shipInfo.FleetID);
             if (fleetInfo != null && fleetInfo.IsReserveFleet && !fleetInfo.IsLimboFleet)
             {
                 this._app.GameDatabase.TransferShip(shipInfo.ID, this._app.GameDatabase.InsertOrGetLimboFleetID(freighterInfo.SystemId, freighterInfo.PlayerId));
             }
         }
     }
     this.SelectedCaravanSourceSystem = new int?();
 }
Example #2
0
        private void SyncFleet()
        {
            FleetInfo fleetInfo = this.App.GameDatabase.GetFleetInfo(this._syncedFleet);

            if (fleetInfo == null)
            {
                return;
            }
            IEnumerable <ShipInfo> shipInfoByFleetId = this.App.GameDatabase.GetShipInfoByFleetID(fleetInfo.ID, true);
            List <object>          objectList        = new List <object>();
            int num1 = 0;

            foreach (ShipInfo shipInfo1 in shipInfoByFleetId)
            {
                ShipInfo ship  = shipInfo1;
                bool     flag1 = true;
                ++num1;
                objectList.Add((object)true);
                objectList.Add((object)ship.DesignID);
                objectList.Add((object)ship.ID);
                objectList.Add((object)ship.DesignInfo.Name);
                objectList.Add((object)ship.ShipName);
                bool          flag2              = false;
                string        str                = "";
                PlatformTypes?platformType       = ship.DesignInfo.GetPlatformType();
                bool          flag3              = false;
                bool          flag4              = ship.IsPoliceShip();
                int           defenseAssetCpCost = this.App.AssetDatabase.DefenseManagerSettings.GetDefenseAssetCPCost(ship.DesignInfo);
                if (ship.IsMinelayer())
                {
                    flag2 = true;
                    foreach (DesignSectionInfo designSection in ship.DesignInfo.DesignSections)
                    {
                        foreach (WeaponBankInfo weaponBank in designSection.WeaponBanks)
                        {
                            string wasset = this.App.GameDatabase.GetWeaponAsset(weaponBank.WeaponID.Value);
                            if (wasset.Contains("Min_"))
                            {
                                LogicalWeapon logicalWeapon = this.App.AssetDatabase.Weapons.FirstOrDefault <LogicalWeapon>((Func <LogicalWeapon, bool>)(x => x.FileName == wasset));
                                if (logicalWeapon != null)
                                {
                                    str = logicalWeapon.IconSpriteName;
                                    break;
                                }
                            }
                        }
                    }
                }
                else if (ship.IsSDB())
                {
                    flag3 = true;
                }
                else if (ship.IsPoliceShip())
                {
                    flag4 = true;
                }
                objectList.Add((object)flag2);
                objectList.Add((object)flag3);
                objectList.Add((object)str);
                objectList.Add(platformType.HasValue ? (object)platformType.Value.ToString() : (object)string.Empty);
                objectList.Add((object)flag4);
                if (defenseAssetCpCost == 0)
                {
                    objectList.Add((object)this.App.GameDatabase.GetShipCommandPointCost(ship.ID, true));
                }
                else
                {
                    objectList.Add((object)defenseAssetCpCost);
                }
                objectList.Add((object)this.App.GameDatabase.GetDesignCommandPointQuota(this.App.AssetDatabase, ship.DesignInfo.ID));
                objectList.Add((object)flag1);
                int num2 = 0;
                int num3 = 0;
                int num4 = 0;
                int num5 = 0;
                int num6 = 0;
                int num7 = 0;
                ShipSectionAsset           shipSectionAsset1 = (ShipSectionAsset)null;
                List <SectionInstanceInfo> list1             = this.App.GameDatabase.GetShipSectionInstances(ship.ID).ToList <SectionInstanceInfo>();
                if (list1.Count != ship.DesignInfo.DesignSections.Length)
                {
                    throw new InvalidDataException(string.Format("Mismatched design section vs ship section instance count for designId={0} and shipId={1}.", (object)ship.DesignInfo.ID, (object)ship.ID));
                }
                for (int i = 0; i < ((IEnumerable <DesignSectionInfo>)ship.DesignInfo.DesignSections).Count <DesignSectionInfo>(); ++i)
                {
                    if (list1.Count <= i)
                    {
                        App.Log.Warn("Tried syncing ship with no section", "game");
                    }
                    else
                    {
                        ShipSectionAsset shipSectionAsset2 = this.App.AssetDatabase.GetShipSectionAsset(ship.DesignInfo.DesignSections[i].FilePath);
                        if (shipSectionAsset2.Type == ShipSectionType.Mission)
                        {
                            shipSectionAsset1 = shipSectionAsset2;
                        }
                        SectionInstanceInfo sectionInstanceInfo = list1.First <SectionInstanceInfo>((Func <SectionInstanceInfo, bool>)(x => x.SectionID == ship.DesignInfo.DesignSections[i].ID));
                        num6 += shipSectionAsset2.ConstructionPoints;
                        num7 += shipSectionAsset2.ColonizationSpace;
                        num5 += shipSectionAsset2.Structure;
                        num3 += shipSectionAsset2.RepairPoints;
                        num4 += sectionInstanceInfo.Structure;
                        num2 += sectionInstanceInfo.RepairPoints;
                        Dictionary <ArmorSide, DamagePattern> armorInstances = this.App.GameDatabase.GetArmorInstances(sectionInstanceInfo.ID);
                        if (armorInstances.Count > 0)
                        {
                            for (int index = 0; index < 4; ++index)
                            {
                                num5 += armorInstances[(ArmorSide)index].Width * armorInstances[(ArmorSide)index].Height * 3;
                                for (int x = 0; x < armorInstances[(ArmorSide)index].Width; ++x)
                                {
                                    for (int y = 0; y < armorInstances[(ArmorSide)index].Height; ++y)
                                    {
                                        if (!armorInstances[(ArmorSide)index].GetValue(x, y))
                                        {
                                            num4 += 3;
                                        }
                                    }
                                }
                            }
                        }
                        List <ModuleInstanceInfo> list2  = this.App.GameDatabase.GetModuleInstances(sectionInstanceInfo.ID).ToList <ModuleInstanceInfo>();
                        List <DesignModuleInfo>   module = ship.DesignInfo.DesignSections[i].Modules;
                        for (int mod = 0; mod < module.Count; ++mod)
                        {
                            ModuleInstanceInfo moduleInstanceInfo = list2.First <ModuleInstanceInfo>((Func <ModuleInstanceInfo, bool>)(x => x.ModuleNodeID == module[mod].MountNodeName));
                            string             modAsset           = this.App.GameDatabase.GetModuleAsset(module[mod].ModuleID);
                            LogicalModule      logicalModule      = this.App.AssetDatabase.Modules.Where <LogicalModule>((Func <LogicalModule, bool>)(x => x.ModulePath == modAsset)).First <LogicalModule>();
                            num5 += (int)logicalModule.Structure;
                            num4 += moduleInstanceInfo.Structure;
                            num3 += logicalModule.RepairPointsBonus;
                            num2 += moduleInstanceInfo.RepairPoints;
                        }
                        foreach (WeaponInstanceInfo weaponInstanceInfo in this.App.GameDatabase.GetWeaponInstances(list1[i].ID).ToList <WeaponInstanceInfo>())
                        {
                            num5 += (int)weaponInstanceInfo.MaxStructure;
                            num4 += (int)weaponInstanceInfo.Structure;
                        }
                    }
                }
                objectList.Add((object)num4);
                objectList.Add((object)num5);
                objectList.Add((object)num2);
                objectList.Add((object)num3);
                objectList.Add((object)num6);
                objectList.Add((object)num7);
                IEnumerable <ShipInfo> ridersByParentId = this.App.GameDatabase.GetBattleRidersByParentID(ship.ID);
                objectList.Add((object)ridersByParentId.Count <ShipInfo>());
                foreach (ShipInfo shipInfo2 in ridersByParentId)
                {
                    objectList.Add((object)shipInfo2.ID);
                }
                objectList.Add((object)0);
                objectList.Add((object)shipSectionAsset1.RealClass);
                objectList.Add((object)shipSectionAsset1.BattleRiderType);
                Matrix?shipSystemPosition = this.App.GameDatabase.GetShipSystemPosition(ship.ID);
                objectList.Add((object)(shipSystemPosition.HasValue ? 1 : 0));
                if (shipSystemPosition.HasValue)
                {
                    objectList.Add((object)shipSystemPosition.Value);
                }
            }
            objectList.Insert(0, (object)num1);
            int systemDefensePoints = this.App.GameDatabase.GetSystemDefensePoints(fleetInfo.SystemID, this.App.LocalPlayer.ID);

            objectList.Insert(1, (object)systemDefensePoints);
            objectList.Insert(2, (object)fleetInfo.ID);
            this.PostSetProp("SyncShips", objectList.ToArray());
        }