Exemple #1
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 /// <summary>
 /// Constructor for Component transfers.
 /// </summary>
 /// <param name="Type">Type of component</param>
 /// <param name="SizeInTons">Tons of said component</param>
 public CargoListEntryTN(ComponentDefTN Type, int SizeInTons)
 {
     CargoComponentType = Type;
     Tons = SizeInTons;
 }
Exemple #2
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        /// <summary>
        /// Fill in the information about this row given a component, row number, rating strings, and the component iterator
        /// </summary>
        /// <param name="Comp">Component to add.</param>
        /// <param name="row">Row number.</param>
        /// <param name="RateType">Rating Type string.</param>
        /// <param name="RateValue">Rating Value String.</param>
        /// <param name="ComponentIterator">Component iterator, its place in its respective list in ComponentListTN.cs</param>
        private void PopulateComponentRow(ComponentDefTN Comp, int row, String RateType, String RateValue, int ComponentIterator, bool Insert = false)
        {
            using (DataGridViewRow NewRow = new DataGridViewRow())
            {
                /// <summary>
                /// setup row height. note that by default they are 22 pixels in height!
                /// </summary>
                NewRow.Height = 18;
                if(Insert == false)
                    m_oOptionsPanel.ComponentDataGrid.Rows.Add(NewRow);
                else
                    m_oOptionsPanel.ComponentDataGrid.Rows.Insert(row, NewRow);

                m_oOptionsPanel.ComponentDataGrid.Rows[row].Cells[(int)ComponentCell.Name].Value = Comp.Name;
                m_oOptionsPanel.ComponentDataGrid.Rows[row].Cells[(int)ComponentCell.RatingType].Value = RateType;
                m_oOptionsPanel.ComponentDataGrid.Rows[row].Cells[(int)ComponentCell.Rating].Value = RateValue;
                m_oOptionsPanel.ComponentDataGrid.Rows[row].Cells[(int)ComponentCell.Cost].Value = Comp.cost.ToString();
                m_oOptionsPanel.ComponentDataGrid.Rows[row].Cells[(int)ComponentCell.Size].Value = (Comp.size * Constants.ShipTN.TonsPerHS).ToString();
                m_oOptionsPanel.ComponentDataGrid.Rows[row].Cells[(int)ComponentCell.Crew].Value = Comp.crew;

                m_oOptionsPanel.ComponentDataGrid.Rows[row].Cells[(int)ComponentCell.Materials].Value = BuildMineralCost(Comp);

                m_oOptionsPanel.ComponentDataGrid.Rows[row].Cells[(int)ComponentCell.CType].Value = ((int)Comp.componentType).ToString();
                m_oOptionsPanel.ComponentDataGrid.Rows[row].Cells[(int)ComponentCell.CIndex].Value = ComponentIterator;
                m_oOptionsPanel.ComponentDataGrid.Rows[row].Cells[(int)ComponentCell.Obsolete].Value = Comp.isObsolete.ToString();

                TotalComponents = TotalComponents + 1;
            }
        }
Exemple #3
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 /// <summary>
 /// Builds the mineral cost for AuroraTN components.
 /// </summary>
 /// <param name="Comp">Component whos cost I want.</param>
 /// <returns>Mineral cost string.</returns>
 private String BuildMineralCost(ComponentDefTN Comp)
 {
     String MineralString = "";
     for (int mineralIterator = 1; mineralIterator < (int)Constants.Minerals.MinerialNames.MinerialCount; mineralIterator++)
     {
         if (Comp.minerialsCost[mineralIterator] != 0)
         {
             MineralString = String.Format("{0} {1:N2}x {2}", MineralString, Comp.minerialsCost[mineralIterator], (Constants.Minerals.MinerialNames)mineralIterator);
         }
     }
     return MineralString;
 }
Exemple #4
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 public CargoListEntryTN(ComponentDefTN Type, int SizeInTons)
 {
     CargoComponentType = Type;
     Tons = SizeInTons;
 }
Exemple #5
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        /// <summary>
        /// General Class update function, many things will change as a result of adding components, this function handles them all.
        /// I think this function might be enough to handle subtracting components as well. Update: now subtracting.
        /// </summary>
        /// <param name="Component">Basic abstract class definition of the added component.</param>
        /// <param name="increment">The number of new components to be added.</param>
        /// <param name="isElectronic">Whether or not this component should go in the EDAC</param>
        private void UpdateClass(ComponentDefTN Component, short increment)
        {
            int CIndex = ListOfComponentDefs.IndexOf(Component);
            if (CIndex != -1)
            {
                ListOfComponentDefsCount[CIndex] = (short)(ListOfComponentDefsCount[CIndex] + increment);
            }

            if (CIndex == -1 && increment >= 1)
            {
                /// <summary>
                /// The damage allocation chart values will be recalculated later in this very function. A DAC of -1 is obviously indicative of an error.
                /// </summary>
                ListOfComponentDefs.Add(Component);
                ListOfComponentDefsCount.Add(increment);
                DamageAllocationChart.Add(Component, -1);

                if (Component.isElectronic == true)
                {
                    ElectronicDamageAllocationChart.Add(Component, -1);
                }
            }
            else
            {
                if (CIndex != -1)
                {
                    if (ListOfComponentDefsCount[CIndex] <= 0)
                    {
                        DamageAllocationChart.Remove(ListOfComponentDefs[CIndex]);
                        if (Component.isElectronic == true)
                        {
                            ElectronicDamageAllocationChart.Remove(ListOfComponentDefs[CIndex]);
                        }
                        ListOfComponentDefsCount.RemoveAt(CIndex);
                        ListOfComponentDefs.RemoveAt(CIndex);
                    }
                }
                else
                {

                    /// <summary>
                    /// This is an error condition that may need to be handled at some point.
                    /// </summary>
                    return;
                }
            }


            /// <summary>
            /// Size of the craft has to be adjusted
            /// </summary>
            SizeHS = SizeHS + (Component.size * (float)increment);
            SizeTons = SizeHS * 50.0f;

            /// <summary>
            /// The ship has a new total required crew now.
            /// </summary>
            TotalRequiredCrew = TotalRequiredCrew + (Component.crew * increment);
            AccomHSRequirement = (((float)TotalRequiredCrew * TonsPerMan) / 50.0f);

            SpareCrewQuarters = TotalCrewQuarters - TotalRequiredCrew;

            /// <summary>
            /// The Cost of the ship has likewise gone up.
            /// </summary>
            BuildPointCost = BuildPointCost + (Component.cost * increment);

            /// <summary>
            /// Mineral cost is similarly increased.
            /// </summary>
            for(int mineralIterator = 0; mineralIterator < (int)Constants.Minerals.MinerialNames.MinerialCount; mineralIterator++)
            {
                m_aiMinerialsCost[mineralIterator] = m_aiMinerialsCost[mineralIterator] + (Component.minerialsCost[mineralIterator] * increment); 
            }

            /// <summary>
            /// Update TotalHTK
            /// </summary>
            TotalHTK = TotalHTK + (Component.htk * increment);

            /// <summary>
            /// Update Military status. Does this craft suffer maintenance failures?
            /// </summary>
            if (Component.isMilitary == true)
            {
                MilitaryComponentCount = MilitaryComponentCount + increment;

                if (MilitaryComponentCount > 0)
                    IsMilitary = true;
                else
                    IsMilitary = false;
            }

            /// <summary>
            /// Armor requires that size and cost be subtracted from the ship before recalculation/readding.
            /// </summary>
            BuildPointCost = BuildPointCost - ShipArmorDef.cost;
            SizeHS = SizeHS - ShipArmorDef.size;

            ShipArmorDef.CalcArmor(ShipArmorDef.Name, ShipArmorDef.armorPerHS, SizeHS, ShipArmorDef.depth);

            BuildPointCost = BuildPointCost + ShipArmorDef.cost;
            SizeHS = SizeHS + ShipArmorDef.size;

            /// <summary>
            /// Due to the change in size the cross section will be different.
            /// </summary>
            TotalCrossSection = (int)Math.Ceiling(SizeHS);

            /// <summary>
            /// Likewise speed shall change.
            /// </summary>
            if (TotalCrossSection != 0)
            {
                if (ShipEngineDef != null)
                {
                    MaxSpeed = (int)((1000.0f / (float)TotalCrossSection) * (float)MaxEnginePower);
                }
                else
                    MaxSpeed = 1;
            }
            else
            {
                MaxSpeed = 0;
            }

            /// <summary>
            /// MSP capacity and later maintenance will change. ***The rest of maintenance is not yet finished***.
            /// </summary>
            if (EngineeringHS == 0.0f)
            {
                TotalMSPCapacity = 0;
            }
            else
            {
                TotalMSPCapacity = (int)((float)BuildPointCost * ((EngineeringHS / SizeHS) / 0.08f));
            }

            /// <summary>
            /// Max repair can change.
            /// </summary>
            if (Component.cost > MaxRepair && increment >= 1)
            {
                MaxRepair = (int)Component.cost;
            }
            else
            {
                CIndex = ListOfComponentDefs.IndexOf(Component);
                if (CIndex == -1)
                {
                    decimal tempCost = 0.0m;
                    for (int loop = 0; loop < ListOfComponentDefs.Count; loop++)
                    {
                        if (ListOfComponentDefs[loop].cost > tempCost)
                        {
                            tempCost = ListOfComponentDefs[loop].cost;
                        }
                    }

                    MaxRepair = (int)tempCost;
                }
            }

            CargoLoadTime = (TotalCargoCapacity * Constants.ShipTN.BaseCargoLoadTimePerTon) / TractorMultiplier;
            CryoLoadTime = (SpareCryoBerths * Constants.ShipTN.BaseCryoLoadTimePerPerson) / TractorMultiplier;
            TroopLoadTime = (TotalTroopCapacity * Constants.ShipTN.BaseTroopLoadTime) / TractorMultiplier;


            /// <summary>
            /// This code recalculates the entire DAC and EDAC every time a component is added or subtracted from the design.
            /// </summary>
            int DAC = 0;
            int EDAC = 0;
            for (int loop = 0; loop < ListOfComponentDefs.Count; loop++)
            {
                if (ListOfComponentDefs[loop].size < 1.0)
                {
                    int localDAC = ListOfComponentDefsCount[loop];

                    DamageAllocationChart[ListOfComponentDefs[loop]] = localDAC + DAC;
                    DAC = DAC + localDAC;

                    if (ListOfComponentDefs[loop].isElectronic == true)
                    {
                        ElectronicDamageAllocationChart[ListOfComponentDefs[loop]] = localDAC + EDAC;
                        EDAC = EDAC + localDAC;
                    }
                }
                else
                {
                    int localDAC = (int)(Math.Floor(ListOfComponentDefs[loop].size)) * ListOfComponentDefsCount[loop];

                    DamageAllocationChart[ListOfComponentDefs[loop]] = localDAC + DAC;
                    DAC = DAC + localDAC;

                    if (ListOfComponentDefs[loop].isElectronic == true)
                    {
                        ElectronicDamageAllocationChart[ListOfComponentDefs[loop]] = localDAC + EDAC;
                        EDAC = EDAC + localDAC;
                    }
                }
            }

            /// <summary>
            /// Ordnance Section
            /// </summary>
            while (TotalMagazineCapacity < PreferredOrdnanceSize)
            {
                int overrun = PreferredOrdnanceSize - TotalMagazineCapacity;
                foreach (KeyValuePair<OrdnanceDefTN, int> pair in ShipClassOrdnance)
                {
                    int MissileSizeInMagazine = (int)Math.Ceiling(pair.Key.size);
                    int SCOSize = (MissileSizeInMagazine * pair.Value);
                    if (SCOSize <= overrun)
                    {
                        ShipClassOrdnance.Remove(pair.Key);
                        overrun = overrun - SCOSize;
                        PreferredOrdnanceSize = PreferredOrdnanceSize - SCOSize;
                        PreferredOrdnanceCost = PreferredOrdnanceCost - (pair.Value * pair.Key.cost);
                        break;
                    }
                    else
                    {
                        int reduction = (int)Math.Ceiling((float)(overrun) / (float)MissileSizeInMagazine);
                        ShipClassOrdnance[pair.Key] = ShipClassOrdnance[pair.Key] - reduction;
                        PreferredOrdnanceSize = PreferredOrdnanceSize - (reduction * MissileSizeInMagazine);
                        PreferredOrdnanceCost = PreferredOrdnanceCost - (reduction * pair.Key.cost);
                        break;
                    }
                }
            }

            BuildClassSummary();
        }
Exemple #6
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        /// <summary>
        /// Unloads the specified component to population pop.
        /// </summary>
        /// <param name="Pop">Population receiving shipment.</param>
        /// <param name="Component">Component to be unloaded. I'm not particularly happy with how this is being done right now.</param>
        /// <param name="Limit">Limit to unloading.</param>
        public void UnloadComponents(Population Pop, ComponentDefTN Component, int Limit)
        {
            int TotalMass = (int)(Component.size * Constants.ShipTN.TonsPerHS * (float)Limit);

            for (int loop = 0; loop < Ships.Count; loop++)
            {
                if (Ships[loop].CurrentCargoTonnage != 0 && Ships[loop].CargoComponentList.ContainsKey(Component) == true)
                {
                    CargoListEntryTN CLE = Ships[0].CargoComponentList[Component];

                    int ShipMassToUnload;
                    /// <summary>
                    /// Limit == 0 means unload all, else unload to limit if limit is lower than total tonnage.
                    /// </summary>
                    if (Limit == 0)
                    {
                        ShipMassToUnload = CLE.tons;
                    }
                    else
                    {
                        ShipMassToUnload = Math.Min(CLE.tons, TotalMass);
                        TotalMass = TotalMass - ShipMassToUnload;
                    }

                    if (ShipMassToUnload == CLE.tons)
                    {
                        Ships[0].CargoComponentList.Remove(Component);
                    }

                    CLE.tons = CLE.tons - ShipMassToUnload;
                    CurrentCargoTonnage = CurrentCargoTonnage - ShipMassToUnload;

                    float ComponentUnloadCount = (float)(ShipMassToUnload / (Component.size * Constants.ShipTN.TonsPerHS));

                    Pop.AddComponentsToStockpile(Component, ComponentUnloadCount);
                }
            }
        }
Exemple #7
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        /// <summary>
        /// TakeComponents from Stockpile takes the specified number of components out of the stockpile, and returns how many were subtracted.
        /// </summary>
        /// <param name="ComponentDef">Component def to be removed.</param>
        /// <param name="decrement">number to remove</param>
        /// <returns>number that were removed.</returns>
        public float TakeComponentsFromStockpile(ComponentDefTN ComponentDef, float decrement)
        {
            float Components = 0.0f;
            if (ComponentStockpileLookup.ContainsKey(ComponentDef.Id) == true)
            {
                Components = ComponentStockpileCount[ComponentStockpileLookup[ComponentDef.Id]];

                if (Components - decrement <= 0.0f)
                {
                    ComponentStockpile.RemoveAt(ComponentStockpileLookup[ComponentDef.Id]);
                    ComponentStockpileCount.RemoveAt(ComponentStockpileLookup[ComponentDef.Id]);
                    ComponentStockpileLookup.Remove(ComponentDef.Id);

                    return Components;
                }
                else
                {
                    Components = Components - decrement;
                    ComponentStockpileCount[ComponentStockpileLookup[ComponentDef.Id]] = Components;
                }
            }
            else
            {
                /// <summary>
                /// Invalid remove request sent from somewhere. Error reporting? logs?
                /// </summary>
                return -1.0f;
            }

            return decrement;
        }
Exemple #8
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 /// <summary>
 /// Add Components to stockpile places increment number of componentDefs into the planetary stockpile.
 /// </summary>
 /// <param name="ComponentDef">Component to be added. This is the class all components inherit from, not any particular type of component.</param>
 /// <param name="increment">Number to add to the stockpile.</param>
 public void AddComponentsToStockpile(ComponentDefTN ComponentDef, float increment)
 {
     if (ComponentStockpileLookup.ContainsKey(ComponentDef.Id) == true)
     {
         ComponentStockpileCount[ComponentStockpileLookup[ComponentDef.Id]] = ComponentStockpileCount[ComponentStockpileLookup[ComponentDef.Id]] + increment;
     }
     else
     {
         ComponentStockpile.Add(ComponentDef);
         ComponentStockpileCount.Add(increment);
         ComponentStockpileLookup.Add(ComponentDef.Id, ComponentStockpile.IndexOf(ComponentDef));
     }
 }
Exemple #9
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        /// <summary>
        /// Constructor for ship components.
        /// </summary>
        /// <param name="ComponentToBuild">Ship Component to build</param>
        public ConstructionBuildQueueItem(ComponentDefTN ComponentToBuild)
            : base()
        {
            Name = ComponentToBuild.Name;
            numToBuild = 0.0f;
            buildCapacity = 0.0f;
            productionRate = 0.0f;
            costPerItem = ComponentToBuild.cost;

            m_BuildType = CBType.ShipComponent;
            m_ComponentBuild = ComponentToBuild;
        }
Exemple #10
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        /// <summary>
        /// Add a component to the build queue.
        /// </summary>
        /// <param name="ComponentDef">Component to add.</param>
        /// <param name="BuildAmt">number of components to construct.</param>
        /// <param name="RequestedBuildPercentage">Percent of construction factories, conventional industry, engineering teams to devote to construction.</param>
        public void BuildQueueAddComponent(ComponentDefTN ComponentDef, float BuildAmt, float RequestedBuildPercentage)
        {
            ConstructionBuildQueueItem NewCBQItem = new ConstructionBuildQueueItem(ComponentDef);
            NewCBQItem.UpdateBuildQueueInfo(BuildAmt, RequestedBuildPercentage, true,ComponentDef.cost);

            ConstructionBuildQueue.Add(NewCBQItem);
        }