Example #1
0
    public static bool CheckWeapon(this Vessel vessel, Vessel target, bool considerAircrafts)
    {
        if (target.isAlive == false)
        {
            return(false);
        }

        // Target is aircraft.
        if (target.vesselType == EVesselType.AIRCRAFT)
        {
            // We don't allow ships to engage aircrafts actively in this game.
            // Exception is: vessels that carry kamikaze fighters. (anti-air missiles)
            if (vessel.vesselType != EVesselType.AIRCRAFT)
            {
                return(considerAircrafts && vessel.CheckAircraft(target));
            }

            // If this aircraft is a fighter, never engage other aircrafts actively.
            if ((vessel as Aircraft).aircraftType != EAircraftType.FIGHTER)
            {
                return(false);
            }

            return(vessel.CheckRange(target, EWeaponType.ANTI_AIR));
        }
        else if (target.vesselType == EVesselType.SS)
        {
            // If this vessel has kamikaze asw bombers. (anti-sub missiles)
            if (vessel.vesselType != EVesselType.AIRCRAFT)
            {
                if (considerAircrafts && vessel.CheckAircraft(target))
                {
                    return(true);
                }
            }

            // Only vessels that have aswPower > 0 can attack subs.
            if (vessel.aswPower == 0)
            {
                return(false);
            }
            if (vessel.vesselType == EVesselType.AIRCRAFT)
            {
                return(CheckRange(vessel, target, EWeaponType.AERIAL_ASW));
            }
            else
            {
                return(CheckRange(vessel, target, EWeaponType.ASW));
            }
        }
        else
        {
            // Aircraft to Surface.
            if (vessel.vesselType == EVesselType.AIRCRAFT)
            {
                bool canFire = false;
                canFire |= CheckRange(vessel, target, EWeaponType.BOMB);
                canFire |= CheckRange(vessel, target, EWeaponType.AERIAL_TORPEDO);
                return(canFire);
            }
            else
            {
                bool canFire = false;
                canFire |= (considerAircrafts && vessel.CheckAircraft(target));
                canFire |= CheckRange(vessel, target, EWeaponType.GUN);
                canFire |= CheckRange(vessel, target, EWeaponType.TORPEDO);
                return(canFire);
            }
        }
    }