public StellarBody.Params GetStellarBodyParams(GameSession game, int orbitalId)
        {
            OrbitalObjectInfo orbitalObjectInfo   = game.GameDatabase.GetOrbitalObjectInfo(orbitalId);
            ColonyInfo        colonyInfoForPlanet = game.GameDatabase.GetColonyInfoForPlanet(orbitalId);
            PlanetInfo        planetInfo          = game.GameDatabase.GetPlanetInfo(orbitalId);
            SystemColonyType  colonyType          = SystemColonyType.Normal;
            int        num;
            double     population;
            PlayerInfo povPlayerInfo;

            if (colonyInfoForPlanet != null)
            {
                num           = colonyInfoForPlanet.PlayerID;
                population    = colonyInfoForPlanet.ImperialPop;
                povPlayerInfo = game.GameDatabase.GetPlayerInfo(num);
                if (orbitalObjectInfo != null && povPlayerInfo != null)
                {
                    HomeworldInfo homeworldInfo = game.GameDatabase.GetHomeworlds().FirstOrDefault <HomeworldInfo>((Func <HomeworldInfo, bool>)(x => x.SystemID == orbitalObjectInfo.StarSystemID));

                    if (homeworldInfo != null && homeworldInfo.SystemID != 0 && homeworldInfo.PlayerID == povPlayerInfo.ID)
                    {
                        colonyType = SystemColonyType.Home;
                    }
                    else if (game.GameDatabase.GetProvinceInfos().Any <ProvinceInfo>((Func <ProvinceInfo, bool>)(x =>
                    {
                        if (x.CapitalSystemID != orbitalObjectInfo.StarSystemID || x.PlayerID != povPlayerInfo.ID)
                        {
                            return(false);
                        }
                        int capitalSystemId = x.CapitalSystemID;
                        int?homeworld = povPlayerInfo.Homeworld;
                        if (capitalSystemId == homeworld.GetValueOrDefault())
                        {
                            return(!homeworld.HasValue);
                        }
                        return(true);
                    })))
                    {
                        colonyType = SystemColonyType.Capital;
                    }
                }
            }
            else
            {
                num           = 0;
                population    = 0.0;
                povPlayerInfo = game.GameDatabase.GetPlayerInfo(game.LocalPlayer.ID);
            }
            FactionInfo factionInfo   = game.GameDatabase.GetFactionInfo(povPlayerInfo.FactionID);
            float       hazard        = Math.Abs(planetInfo.Suitability - factionInfo.IdealSuitability);
            float       stratModifier = (float)game.App.GetStratModifier <int>(StratModifiers.MaxColonizableHazard, povPlayerInfo.ID);
            float       radius        = StarSystemVars.Instance.SizeToRadius(planetInfo.Size);
            Matrix      transform     = orbitalObjectInfo.OrbitalPath.GetTransform(0.0);

            return(this.GetStellarBodyParams(StarSystemMapUI.SelectIcon(planetInfo, game.GameDatabase.GetStarSystemOrbitalObjectInfos(orbitalObjectInfo.StarSystemID), (IEnumerable <PlanetInfo>)game.GameDatabase.GetStarSystemPlanetInfos(orbitalObjectInfo.StarSystemID)), transform.Position, radius, orbitalId, num, planetInfo.Type, hazard, stratModifier, factionInfo.Name, (float)planetInfo.Biosphere, population, new int?(), Colony.GetColonyStage(game.GameDatabase, num, (double)hazard), colonyType));
        }
		private void SyncSystemOwnershipEffect(string itemID, int systemid, bool cloaksystem)
		{
			StarSystemInfo starSystemInfo = this._app.GameDatabase.GetStarSystemInfo(systemid);
			if (starSystemInfo == (StarSystemInfo)null || starSystemInfo.IsDeepSpace)
			{
				this._app.UI.SetVisible(this._app.UI.GetGlobalID(this._app.UI.Path(itemID, "systemDeepspace")), true);
				this._app.UI.SetText(this._app.UI.Path(itemID, "title"), cloaksystem ? "Unknown" : starSystemInfo.Name);
			}
			else
			{
				this._systemWidgets.Add(new SystemWidget(this._app, itemID));
				this._systemWidgets.Last<SystemWidget>().Sync(systemid);
				if (cloaksystem)
					this._app.UI.SetText(this._app.UI.Path(itemID, "title"), "Unknown");
				HomeworldInfo homeworldInfo = this._app.GameDatabase.GetHomeworlds().ToList<HomeworldInfo>().FirstOrDefault<HomeworldInfo>((Func<HomeworldInfo, bool>)(x => x.SystemID == systemid));
				int? systemOwningPlayer = this._app.GameDatabase.GetSystemOwningPlayer(systemid);
				PlayerInfo Owner = this._app.GameDatabase.GetPlayerInfo(systemOwningPlayer.HasValue ? systemOwningPlayer.Value : 0);
				if (homeworldInfo != null && homeworldInfo.SystemID != 0 && !cloaksystem)
				{
					string globalId = this._app.UI.GetGlobalID(this._app.UI.Path(itemID, "systemHome"));
					this._app.UI.SetVisible(globalId, true);
					this._app.UI.SetPropertyColor(globalId, "color", this._app.GameDatabase.GetPlayerInfo(homeworldInfo.PlayerID).PrimaryColor * (float)byte.MaxValue);
				}
				else if (!cloaksystem && Owner != null && this._app.GameDatabase.GetProvinceInfos().Where<ProvinceInfo>((Func<ProvinceInfo, bool>)(x =>
			   {
				   if (x.CapitalSystemID != systemid || x.PlayerID != Owner.ID)
					   return false;
				   int capitalSystemId = x.CapitalSystemID;
				   int? homeworld = Owner.Homeworld;
				   if (capitalSystemId == homeworld.GetValueOrDefault())
					   return !homeworld.HasValue;
				   return true;
			   })).Any<ProvinceInfo>())
				{
					string globalId = this._app.UI.GetGlobalID(this._app.UI.Path(itemID, "systemCapital"));
					this._app.UI.SetVisible(globalId, true);
					this._app.UI.SetPropertyColor(globalId, "color", Owner.PrimaryColor * (float)byte.MaxValue);
				}
				else
				{
					string globalId = this._app.UI.GetGlobalID(this._app.UI.Path(itemID, "systemOwnership"));
					this._app.UI.SetVisible(globalId, true);
					if (Owner == null || cloaksystem)
						return;
					this._app.UI.SetPropertyColor(globalId, "color", Owner.PrimaryColor * (float)byte.MaxValue);
				}
			}
		}
Exemple #3
0
        public void Enter(App app)
        {
            this._app = app;
            if (this._app.GameDatabase == null)
            {
                this._app.NewGame();
            }
            app.Game.SetLocalPlayer(app.GetPlayer(1));
            this._set = new GameObjectSet(app);
            this._postLoadedObjects = new List <IGameObject>();
            this._set.Add((IGameObject) new Sky(app, SkyUsage.InSystem, new Random().Next()));
            if (ScriptHost.AllowConsole)
            {
                this._input = this._set.Add <CombatInput>();
            }
            this._camera = this._set.Add <OrbitCameraController>();
            this._camera.SetAttractMode(true);
            this._camera.TargetPosition  = new Vector3(500000f, 0.0f, 0.0f);
            this._camera.MinDistance     = 1f;
            this._camera.MaxDistance     = 11000f;
            this._camera.DesiredDistance = 11000f;
            this._camera.DesiredPitch    = MathHelper.DegreesToRadians(-2f);
            this._camera.DesiredYaw      = MathHelper.DegreesToRadians(45f);
            int systemId = 0;
            IEnumerable <HomeworldInfo> homeworlds = this._app.GameDatabase.GetHomeworlds();
            HomeworldInfo homeworldInfo            = homeworlds.FirstOrDefault <HomeworldInfo>((Func <HomeworldInfo, bool>)(x => x.PlayerID == app.LocalPlayer.ID));

            if (homeworldInfo != null)
            {
                systemId = homeworldInfo.SystemID;
            }
            else if (homeworlds.Count <HomeworldInfo>() > 0)
            {
                systemId = homeworlds.ElementAt <HomeworldInfo>(new Random().NextInclusive(0, homeworlds.Count <HomeworldInfo>() - 1)).SystemID;
            }
            this._starsystem = new StarSystem(this._app, 1f, systemId, new Vector3(0.0f, 0.0f, 0.0f), false, (CombatSensor)null, true, 0, false, true);
            this._set.Add((IGameObject)this._starsystem);
            this._starsystem.PostSetProp("InputEnabled", false);
            this._starsystem.PostSetProp("RenderSuroundingItems", false);
            Vector3 vector1 = new Vector3();
            float   num1    = 10000f;
            IEnumerable <PlanetInfo> infosOrbitingStar = this._app.GameDatabase.GetPlanetInfosOrbitingStar(systemId);
            bool flag1 = false;

            foreach (PlanetInfo planetInfo in infosOrbitingStar)
            {
                if (planetInfo != null)
                {
                    ColonyInfo colonyInfoForPlanet = this._app.GameDatabase.GetColonyInfoForPlanet(planetInfo.ID);
                    if (colonyInfoForPlanet != null && colonyInfoForPlanet.PlayerID == this._app.LocalPlayer.ID)
                    {
                        vector1 = this._app.GameDatabase.GetOrbitalTransform(planetInfo.ID).Position;
                        num1    = StarSystemVars.Instance.SizeToRadius(planetInfo.Size);
                        flag1   = true;
                        break;
                    }
                }
            }
            if (!flag1)
            {
                PlanetInfo[] array = infosOrbitingStar.ToArray <PlanetInfo>();
                if (array.Length > 0)
                {
                    PlanetInfo planetInfo = array[new Random().Next(array.Length)];
                    vector1 = this._app.GameDatabase.GetOrbitalTransform(planetInfo.ID).Position;
                    num1    = StarSystemVars.Instance.SizeToRadius(planetInfo.Size);
                }
            }
            this._camera.DesiredYaw     = -(float)Math.Atan2((double)vector1.Z, (double)vector1.X);
            this._camera.TargetPosition = vector1;
            Matrix rotationYpr = Matrix.CreateRotationYPR(this._camera.DesiredYaw, 0.0f, 0.0f);

            Vector3[] shuffledPlayerColors = Player.GetShuffledPlayerColors(this._rand);
            foreach (string index in this._players.Keys.ToList <string>())
            {
                this._players[index] = new Player(app, app.Game, new PlayerInfo()
                {
                    FactionID       = app.GameDatabase.GetFactionIdFromName(index),
                    AvatarAssetPath = string.Empty,
                    BadgeAssetPath  = app.AssetDatabase.GetRandomBadgeTexture(index, this._rand),
                    PrimaryColor    = shuffledPlayerColors[0],
                    SecondaryColor  = new Vector3(this._rand.NextSingle(), this._rand.NextSingle(), this._rand.NextSingle())
                }, Player.ClientTypes.AI);
                this._set.Add((IGameObject)this._players[index]);
            }
            Vector3        zero         = Vector3.Zero;
            double         num2         = (double)Vector3.Cross(vector1, new Vector3(0.0f, 1f, 0.0f)).Normalize();
            float          num3         = 500f;
            int            num4         = 4;
            float          num5         = num3 * (float)num4;
            Vector3        vector3_1    = new Vector3(-num5, 0.0f, -num5);
            Vector3        vector3_2    = vector1 + -rotationYpr.Forward * (num1 + 2000f + num5);
            List <Vector3> vector3List1 = new List <Vector3>();

            for (int index = 0; index < 81; ++index)
            {
                int     num6      = index % 5;
                int     num7      = index / 5;
                Vector3 vector3_3 = new Vector3(vector3_1.X + (float)num7 * num3, 0.0f, vector3_1.Z + (float)num6 * num3);
                vector3_3 += vector3_2;
                vector3List1.Add(vector3_3);
            }
            List <Vector3> vector3List2 = new List <Vector3>();

            foreach (Vector3 pos in vector3List1)
            {
                if (this.PositionCollidesWithObject(pos, 400f))
                {
                    vector3List2.Add(pos);
                }
            }
            foreach (Vector3 vector3_3 in vector3List2)
            {
                vector3List1.Remove(vector3_3);
            }
            int        num8    = this._rand.NextInclusive(6, 12);
            List <int> intList = new List <int>();

            for (int index1 = 0; index1 < num8; ++index1)
            {
                int  index2 = 0;
                bool flag2  = true;
                for (int index3 = 0; flag2 && index3 < vector3List1.Count; ++index3)
                {
                    index2 = this._rand.NextInclusive(0, Math.Max(vector3List1.Count - 1, 0));
                    flag2  = intList.Contains(index2);
                    if (intList.Count == vector3List1.Count)
                    {
                        break;
                    }
                }
                Vector3 off = vector3List1.Count > 0 ? vector3List1[index2] : vector1;
                if (index1 < 3)
                {
                    zero += this.CreateRandomShip(off, "loa", index1 == 0);
                }
                else
                {
                    zero += this.CreateRandomShip(off, "", false);
                }
                if (!intList.Contains(index2))
                {
                    intList.Add(index2);
                }
            }
            if (num8 <= 0)
            {
                return;
            }
            Vector3 vector3_4 = zero / (float)num8;
        }
Exemple #4
0
        public void Sync(GameObjectSet gos)
        {
            StarMapBase.SyncContext context = new StarMapBase.SyncContext(this._db);
            List <StarSystemInfo>   list1   = this._db.GetStarSystemInfos().ToList <StarSystemInfo>();

            foreach (StarSystemInfo starSystemInfo in list1.Where <StarSystemInfo>((Func <StarSystemInfo, bool>)(x => !x.IsVisible)).ToList <StarSystemInfo>())
            {
                if (!StarMap.IsInRange(this._db, this._sim.LocalPlayer.ID, starSystemInfo.ID))
                {
                    list1.Remove(starSystemInfo);
                }
                else
                {
                    starSystemInfo.IsVisible = true;
                    this._db.UpdateStarSystemVisible(starSystemInfo.ID, true);
                }
            }
            IEnumerable <StarMapTerrain>  source1 = this.Terrain.Sync(gos, this._db.GetTerrainInfos(), context, false);
            IEnumerable <StarMapProvince> source2 = this.Provinces.Sync(gos, this._db.GetProvinceInfos(), context, false);
            IEnumerable <StarMapSystem>   source3 = this.Systems.Sync(gos, (IEnumerable <StarSystemInfo>)list1, context, false);
            List <FleetInfo> list2 = this._db.GetFleetInfos(FleetType.FL_NORMAL | FleetType.FL_CARAVAN | FleetType.FL_ACCELERATOR).Where <FleetInfo>((Func <FleetInfo, bool>)(x =>
            {
                if (!x.IsReserveFleet)
                {
                    return(this._sim.GetPlayerObject(x.PlayerID) != null);
                }
                return(false);
            })).ToList <FleetInfo>();
            int swarmerPlayer = this._sim.ScriptModules == null || this._sim.ScriptModules.Swarmers == null ? 0 : this._sim.ScriptModules.Swarmers.PlayerID;

            if (swarmerPlayer != 0)
            {
                foreach (FleetInfo fleetInfo in list2.Where <FleetInfo>((Func <FleetInfo, bool>)(x =>
                {
                    if (x.PlayerID == swarmerPlayer)
                    {
                        return(x.Name.Contains("Swarm"));
                    }
                    return(false);
                })).ToList <FleetInfo>())
                {
                    list2.Remove(fleetInfo);
                }
            }
            foreach (FleetInfo fleetInfo in list2.Where <FleetInfo>((Func <FleetInfo, bool>)(x =>
            {
                if (this._db.GetMissionByFleetID(x.ID) != null)
                {
                    return(this._db.GetMissionByFleetID(x.ID).Type == MissionType.PIRACY);
                }
                return(false);
            })).ToList <FleetInfo>())
            {
                if (!this._db.PirateFleetVisibleToPlayer(fleetInfo.ID, this._sim.LocalPlayer.ID))
                {
                    list2.Remove(fleetInfo);
                }
            }
            IEnumerable <StarMapFleet> source4 = this.Fleets.Sync(gos, (IEnumerable <FleetInfo>)list2, context, true);

            this.PostObjectAddObjects((IGameObject[])source2.ToArray <StarMapProvince>());
            this.PostObjectAddObjects((IGameObject[])source3.ToArray <StarMapSystem>());
            this.PostObjectAddObjects((IGameObject[])source4.ToArray <StarMapFleet>());
            if (this._sim.LocalPlayer.Faction.Name == "human")
            {
                this.PostObjectAddObjects((IGameObject[])this.NodeLines.Sync(gos, (IEnumerable <NodeLineInfo>) this._db.GetExploredNodeLines(this._sim.LocalPlayer.ID).Where <NodeLineInfo>((Func <NodeLineInfo, bool>)(x => x.IsPermenant)).ToList <NodeLineInfo>(), context, false).ToArray <StarMapNodeLine>());
            }
            this.PostObjectAddObjects((IGameObject[])source1.ToArray <StarMapTerrain>());
            Dictionary <int, int>           dictionary1          = new Dictionary <int, int>();
            List <StarMap.PlayerSystemPair> playerSystemPairList = new List <StarMap.PlayerSystemPair>();

            foreach (StarMapFleet key in this.Fleets.Forward.Keys)
            {
                this._sim.GameDatabase.IsStealthFleet(key.FleetID);
                if (key.InTransit)
                {
                    key.SetVisible(StarMap.IsInRange(this.App.Game.GameDatabase, this._sim.LocalPlayer.ID, key.Position, 1f, (Dictionary <int, List <ShipInfo> >)null));
                }
                else
                {
                    dictionary1[key.SystemID] = 0;
                    bool flag = false;
                    foreach (StarMap.PlayerSystemPair playerSystemPair in playerSystemPairList)
                    {
                        if (playerSystemPair.PlayerID == key.PlayerID && playerSystemPair.SystemID == key.SystemID)
                        {
                            flag = true;
                            break;
                        }
                    }
                    if (flag)
                    {
                        key.SetVisible(false);
                    }
                    else
                    {
                        key.SetVisible(StarMap.IsInRange(this.App.Game.GameDatabase, this._sim.LocalPlayer.ID, key.Position, 1f, (Dictionary <int, List <ShipInfo> >)null));
                        playerSystemPairList.Add(new StarMap.PlayerSystemPair()
                        {
                            PlayerID = key.PlayerID,
                            SystemID = key.SystemID
                        });
                    }
                }
            }
            foreach (StarMapFleet key in this.Fleets.Forward.Keys)
            {
                if (!key.InTransit && key.IsVisible)
                {
                    key.SetSystemFleetIndex(dictionary1[key.SystemID]);
                    Dictionary <int, int> dictionary2;
                    int systemId;
                    (dictionary2 = dictionary1)[systemId = key.SystemID] = dictionary2[systemId] + 1;
                }
            }
            foreach (StarMapFleet key in this.Fleets.Forward.Keys)
            {
                if (!key.InTransit && key.IsVisible)
                {
                    key.SetSystemFleetCount(dictionary1[key.SystemID]);
                }
            }
            foreach (HomeworldInfo homeworld in this._db.GetHomeworlds())
            {
                HomeworldInfo hw   = homeworld;
                ColonyInfo    hwci = this._db.GetColonyInfo(hw.ColonyID);
                if (hwci != null && list1.Any <StarSystemInfo>((Func <StarSystemInfo, bool>)(x =>
                {
                    if (x.ID == hw.SystemID)
                    {
                        return(hw.PlayerID == hwci.PlayerID);
                    }
                    return(false);
                })))
                {
                    this.PostSetProp("Homeworld", (object)this._sim.GetPlayerObject(hw.PlayerID).ObjectID, (object)this.Systems.Reverse[hw.SystemID].ObjectID);
                }
            }
            foreach (StarSystemInfo starSystemInfo in list1)
            {
                this.PostSetProp("ProvinceCapitalEffect", (object)false, (object)this.Systems.Reverse[starSystemInfo.ID].ObjectID);
            }
            foreach (ProvinceInfo provinceInfo in this._db.GetProvinceInfos().ToList <ProvinceInfo>())
            {
                ProvinceInfo p = provinceInfo;
                if (list1.Any <StarSystemInfo>((Func <StarSystemInfo, bool>)(x => x.ID == p.CapitalSystemID)))
                {
                    this.PostSetProp("ProvinceCapitalEffect", (object)true, (object)this.Systems.Reverse[p.CapitalSystemID].ObjectID);
                }
            }
            this.PostSetProp("RegenerateTerrain");
            this.PostSetProp("RegenerateBorders");
            this.PostSetProp("RegenerateFilters");
        }