Example #1
0
        public static FleetTypeFlags GetFleetTypeFlags(
            App app,
            int fleetID,
            int playerID,
            bool isLoa)
        {
            if (isLoa || app.GameDatabase.GetPlayerFaction(playerID).Name == "loa")
            {
                return(FleetTypeFlags.ANY);
            }
            AIFleetInfo aiFleetInfo = app.GameDatabase.GetAIFleetInfos(playerID).FirstOrDefault <AIFleetInfo>((Func <AIFleetInfo, bool>)(x =>
            {
                int?fleetId = x.FleetID;
                int num     = fleetID;
                return(fleetId.GetValueOrDefault() == num & fleetId.HasValue);
            }));
            FleetTemplate template     = (FleetTemplate)null;
            string        templateName = aiFleetInfo != null ? aiFleetInfo.FleetTemplate : DesignLab.DeduceFleetTemplate(app.GameDatabase, app.Game, fleetID);

            if (!string.IsNullOrEmpty(templateName))
            {
                template = app.GameDatabase.AssetDatabase.FleetTemplates.First <FleetTemplate>((Func <FleetTemplate, bool>)(x => x.Name == templateName));
            }
            if (template == null)
            {
                template = app.GameDatabase.AssetDatabase.FleetTemplates.FirstOrDefault <FleetTemplate>((Func <FleetTemplate, bool>)(x => x.Name == "DEFAULT_COMBAT"));
            }
            return(FleetManagement.GetFleetTypeFlags(template, isLoa));
        }
Example #2
0
        public static FleetTypeFlags GetFleetTypeFlags(FleetTemplate template, bool isLoa)
        {
            if (template == null)
            {
                return(FleetTypeFlags.UNKNOWN);
            }
            FleetTypeFlags fleetTypeFlags = FleetTypeFlags.UNKNOWN;

            if (isLoa && template.MissionTypes.Contains(MissionType.SURVEY))
            {
                fleetTypeFlags |= FleetTypeFlags.NPG;
            }
            foreach (MissionType missionType in template.MissionTypes)
            {
                switch (missionType)
                {
                case MissionType.COLONIZATION:
                    fleetTypeFlags |= FleetTypeFlags.COLONIZE;
                    continue;

                case MissionType.SURVEY:
                    fleetTypeFlags |= FleetTypeFlags.SURVEY;
                    continue;

                case MissionType.CONSTRUCT_STN:
                case MissionType.UPGRADE_STN:
                    fleetTypeFlags |= FleetTypeFlags.CONSTRUCTION;
                    continue;

                case MissionType.PATROL:
                    fleetTypeFlags |= FleetTypeFlags.PATROL;
                    continue;

                case MissionType.INTERDICTION:
                case MissionType.STRIKE:
                case MissionType.INVASION:
                    fleetTypeFlags |= FleetTypeFlags.COMBAT;
                    fleetTypeFlags |= FleetTypeFlags.PLANETATTACK;
                    continue;

                case MissionType.GATE:
                    fleetTypeFlags |= FleetTypeFlags.GATE;
                    continue;

                default:
                    continue;
                }
            }
            return(fleetTypeFlags);
        }