Exemple #1
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        public void RechargeShields()
        {
            Shields = MaxShields;
            Crew.First(c => c.Type == CrewType.Science && c.State == CrewState.Available).State = CrewState.Returning;
            string message = $"{SoundFx.RechargeShields}Our science crew recharged the shields back to full power. We now have {Shields} shields. ";

            _eventManager.Trigger("AppendMessage", new DefaultEvent(message));
        }
Exemple #2
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        public void ProcessBoardingShipMission(DefaultEvent e)
        {
            // the tactical crew used to complete the boarding ship mission goes to infirmary
            var tactical = Crew.First(c => c.Type == CrewType.Tactical && c.MissionName == e.Message);

            tactical.State       = CrewState.Infirmary;
            tactical.MissionName = string.Empty;
        }
Exemple #3
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        public void FireStasisBeam(Threat threat)
        {
            threat.IsDisabled = true;
            Crew.First(c => c.Type == CrewType.Science && c.State == CrewState.Available).State = CrewState.Returning;
            string message = $"{SoundFx.StasisBeam}Our science crew fired the stasis beam and disabled {threat.Name} until the next round. ";

            _eventManager.Trigger("AppendMessage", new DefaultEvent(message));
        }
Exemple #4
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        public void RemoveThreatFromScanner()
        {
            Crew.First(c => c.Type == CrewType.Threat && c.State == CrewState.Locked).State     = CrewState.Returning;
            Crew.First(c => c.Type == CrewType.Medical && c.State == CrewState.Available).State = CrewState.Returning;
            string message = $"{SoundFx.ThreatRemoved}Medical crew was used to remove a threat die from our scanners. The number of locked threats on our scanners is {ScannerCount}. ";

            _eventManager.Trigger("AppendMessage", new DefaultEvent(message));
        }
Exemple #5
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        public void TransformCrew(CrewType sourceType, CrewType targetType)
        {
            // first use a commander die
            Crew.First(c => c.Type == CrewType.Commander && c.State == CrewState.Available).State = CrewState.Returning;
            Crew.First(c => c.Type == sourceType && c.State == CrewState.Available).Type          = targetType;
            string message = $"You used a commander to transform one {sourceType.ToString()} crew member to {targetType.ToString()}. ";

            _eventManager.Trigger("AppendMessage", new DefaultEvent(message));
        }
Exemple #6
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        public void RepairShip()
        {
            int repairValue = ExtraRepair ? 2 : 1;

            ExtraRepair = true;
            Hull       += repairValue;
            Hull        = Math.Min(Hull, MaxHull);
            Crew.First(c => c.Type == CrewType.Engineering && c.State == CrewState.Available).State = CrewState.Returning;
            string message = $"Engineering crew repaired {repairValue} damage and we now have {Hull} out of {MaxHull} hull. ";

            _eventManager.Trigger("AppendMessage", new DefaultEvent(message));
        }
Exemple #7
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        public void RollCrewDice()
        {
            Crew.ForEach(c => c.Roll());
            // check if scanners have 3 threats and notify ThreatManager to draw a new threat

            while (Crew.Count(c => c.State == CrewState.Locked) >= ScannerSize)
            {
                for (int i = 0; i < ScannerSize; i++)
                {
                    Crew.First(c => c.State == CrewState.Locked).State = CrewState.Returning;
                }
                _eventManager.Trigger("ScannerDrawThreatCard");
            }
        }
Exemple #8
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        public void HealCrew()
        {
            int    infirmaryCount = InfirmaryCrewCount;
            string plural         = infirmaryCount > 1 ? "s" : "";

            foreach (var item in Crew)
            {
                // if crew is in infirmary, put it in the returning state, otherwise keep the state that it is in if it wasn't in infirmary
                item.State = item.State == CrewState.Infirmary ? CrewState.Returning : item.State;
            }
            Crew.First(c => c.Type == CrewType.Medical && c.State == CrewState.Available).State = CrewState.Returning;
            string message = $"{SoundFx.HealCrew}Our medical crew healed {infirmaryCount} crew member{plural} that will be available next round. ";

            _eventManager.Trigger("AppendMessage", new DefaultEvent(message));
        }
Exemple #9
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        private void ProcessBoostMorale()
        {
            string message = "";

            if (ScannerCount < 1)
            {
                message = "Boost morale activated, but our scanneres were already empty. ";
            }
            else
            {
                Crew.First(c => c.State == CrewState.Locked).State = CrewState.Returning;
                message = "Boost morale was activated and one threat was removed from our scanners! ";
            }
            _eventManager.Trigger("AppendMessage", new DefaultEvent(message));
        }
Exemple #10
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        private void ProcessDistracted(bool isComplete = false)
        {
            // processes the distracted event
            // when is complete is true, it means that we should return the distracted unit
            string message = "";

            if (isComplete)
            {
                var distractedCrew = Crew.FirstOrDefault(c => c.State == CrewState.Distracted);
                if (distractedCrew == null)
                {
                    // sometimes there might be an special scenario where you can't distract a crew member
                    message = "The distracted threat was discarded.  ";
                    _eventManager.Trigger("AppendMessage", new DefaultEvent(message));
                    return;
                }
                distractedCrew.State = CrewState.Returning;
                message = "A distracted crew member will be available on the next round. ";
                _eventManager.Trigger("AppendMessage", new DefaultEvent(message));

                return;
            }
            // distract a crew mebmer, look in returning crew first
            CrewDie crew = null;

            if (ReturningCrewCount > 0)
            {
                crew = Crew.First(c => c.State == CrewState.Returning);
            }
            else if (AvailableCrewCount > 0)
            {
                crew = Crew.First(c => c.State == CrewState.Available);
            }
            else
            {
                message = "We have no returning or available crew to distract. ";
                _eventManager.Trigger("AppendMessage", new DefaultEvent(message));
                return;
            }
            crew.State = CrewState.Distracted;
            message    = "One crew member is distracted and cannot be used until you send two medical crew on a mission to deal with the distracted  threat, or the threat die rolls a three or a four. ";
            _eventManager.Trigger("AppendMessage", new DefaultEvent(message));
        }