Exemple #1
0
        /// <summary>
        /// Copy (initializing) constructor.
        /// </summary>
        /// <param name="existing"></param>
        public Mappable(Mappable existing) :
            base(existing)
        {
            if (existing == null)
            {
                return;
            }

            // Use a new object, no just a reference to the copy's NovaPoint
            Position = new NovaPoint(existing.Position);
        }
Exemple #2
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        /// <summary>
        /// Fleet construction based on a ShipToken and some parameters from a star (this is
        /// the usual case for most fleets when a new ship is manufactured at a star).
        /// </summary>
        /// <param name="ship">The ShipToken being constructed.</param>
        /// <param name="star">The star constructing the ship.</param>
        public Fleet(ShipToken token, Star star, long newKey)
        {
            tokens.Add(token.Key, token);

            FuelAvailable = TotalFuelCapacity;
            Type          = ItemType.Fleet;

            // Have one waypoint to reflect the fleet's current position and the
            // planet it is in orbit around.

            Waypoint w = new Waypoint();

            w.Position    = star.Position;
            w.Destination = star.Name;
            w.WarpFactor  = 0;

            Waypoints.Add(w);

            // Inititialise the fleet elements that come from the star.

            Position = star.Position;
            InOrbit  = star;
            Key      = newKey;
        }
Exemple #3
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        /// <summary>
        /// Load: initializing constructor to load a fleet from an XmlNode (save file).
        /// </summary>
        /// <param name="node">An XmlNode representing the fleet.</param>
        public Fleet(XmlNode node)
            : base(node)
        {
            // Read the node
            XmlNode mainNode = node.FirstChild;

            try
            {
                while (mainNode != null)
                {
                    switch (mainNode.Name.ToLower())
                    {
                    case "fleetid":
                        Id = uint.Parse(mainNode.FirstChild.Value, System.Globalization.CultureInfo.InvariantCulture);
                        break;

                    case "cargo":
                        Cargo = new Cargo(mainNode);
                        break;

                    case "inorbit":
                        InOrbit      = new Star();
                        InOrbit.Name = mainNode.FirstChild.Value;
                        break;

                    case "bearing":
                        Bearing = double.Parse(mainNode.FirstChild.Value, System.Globalization.CultureInfo.InvariantCulture);
                        break;

                    case "cloaked":
                        Cloaked = double.Parse(mainNode.FirstChild.Value, System.Globalization.CultureInfo.InvariantCulture);
                        break;

                    case "fuelavailable":
                        FuelAvailable = double.Parse(mainNode.FirstChild.Value, System.Globalization.CultureInfo.InvariantCulture);
                        break;

                    case "targetdistance":
                        TargetDistance = double.Parse(mainNode.FirstChild.Value, System.Globalization.CultureInfo.InvariantCulture);
                        break;

                    case "battleplan":
                        BattlePlan = mainNode.FirstChild.Value;
                        break;

                    case "tokens":
                        XmlNode   subNode = mainNode.FirstChild;
                        ShipToken token;
                        while (subNode != null)
                        {
                            token = new ShipToken(subNode);
                            tokens.Add(token.Key, token);
                            subNode = subNode.NextSibling;
                        }
                        break;

                    case "waypoint":
                        Waypoint waypoint = new Waypoint(mainNode);
                        Waypoints.Add(waypoint);
                        break;

                    default: break;
                    }


                    mainNode = mainNode.NextSibling;
                }
            }
            catch (Exception e)
            {
                Report.Error("Error loading fleet:" + Environment.NewLine + e.Message);
                throw e;
            }
        }
Exemple #4
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        /// <summary>
        /// Move the fleet towards the waypoint at the top of the list. Fuel is consumed
        /// at the rate of the sum of each of the individual ships (i.e. available fuel
        /// is automatically "pooled" between the ships).
        /// </summary>
        /// <param name="availableTime">The portion of a year left for travel.</param>
        /// <param name="race">The race this fleet belongs to.</param>
        /// <returns>A TravelStatus indicating arrival or in-transit.</returns>
        public TravelStatus Move(ref double availableTime, Race race)
        {
            if (GetTravelStatus() == TravelStatus.Arrived)
            {
                return(TravelStatus.Arrived);
            }

            Waypoint target = Waypoints[0];

            InOrbit = null;

            double legDistance = PointUtilities.Distance(Position, target.Position);

            int    warpFactor          = target.WarpFactor;
            int    speed               = warpFactor * warpFactor;
            double targetTime          = legDistance / speed;
            double fuelConsumptionRate = FuelConsumption(warpFactor, race);
            double fuelTime            = FuelAvailable / fuelConsumptionRate;
            double travelTime          = targetTime;

            // Determine just how long we have available to travel towards the
            // waypoint target. This will be the smaller of target time (the ideal
            // case, we get there) available time (didn't get there but still can
            // move towards there next turn) and fuel time.

            TravelStatus arrived = TravelStatus.Arrived;

            if (travelTime > availableTime)
            {
                travelTime = availableTime;
                arrived    = TravelStatus.InTransit;
            }

            if (travelTime >= fuelTime)
            {
                travelTime = fuelTime;
                arrived    = TravelStatus.InTransit;
            }

            // If we have arrived then the new fleet position is the waypoint
            // target. Otherwise the position is determined by how far we got
            // in the time or fuel available.

            if (arrived == TravelStatus.Arrived)
            {
                Position          = target.Position;
                target.WarpFactor = 0;
            }
            else
            {
                double travelled = speed * travelTime;
                Position = PointUtilities.MoveTo(Position, target.Position, travelled);
            }

            // Update the travel time left for this year and the total fuel we
            // now have available.

            availableTime -= travelTime;
            int fuelUsed = (int)(fuelConsumptionRate * travelTime);

            FuelAvailable -= fuelUsed;

            // Added check if fleet run out of full it's speed will be changed
            // to free warp speed.
            if (arrived == TravelStatus.InTransit && fuelConsumptionRate > this.FuelAvailable)
            {
                target.WarpFactor = this.FreeWarpSpeed;
            }
            return(arrived);
        }