Esempio n. 1
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 public ShipDesign(Player player, string designName, ShipHullStat hullStat, EnginesStat enginesStat, ShipCombatStance combatStance,
     IEnumerable<WeaponDesign> weaponDesigns, IEnumerable<PassiveCountermeasureStat> passiveCmStats,
     IEnumerable<ActiveCountermeasureStat> activeCmStats, IEnumerable<SensorStat> sensorStats, IEnumerable<ShieldGeneratorStat> shieldGenStats, Priority hqPriority)
     : base(player, designName, weaponDesigns, passiveCmStats, activeCmStats, sensorStats, shieldGenStats, hqPriority) {
     HullStat = hullStat;
     EnginesStat = enginesStat;
     CombatStance = combatStance;
 }
Esempio n. 2
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 /// <summary>
 /// Initializes a new instance of the <see cref="ShipStat" /> struct.
 /// </summary>
 /// <param name="name">The name.</param>
 /// <param name="mass">The mass.</param>
 /// <param name="maxHitPts">The maximum hit PTS.</param>
 /// <param name="category">The category.</param>
 /// <param name="stance">The stance.</param>
 /// <param name="maxTurnRate">The ship's maximum turn rate in degrees per hour.</param>
 /// <param name="drag">The drag.</param>
 /// <param name="fullStlThrust">The maximum force projected by the STL engines. FullStlSpeed = FullStlThrust / (Mass * Drag).
 /// NOTE: This value uses a Game Hour denominator. It is adjusted in
 /// realtime to a Unity seconds value in EngineRoom.ApplyThrust() using GeneralSettings.HoursPerSecond.</param>
 /// <param name="fullFtlThrust">The maximum force projected by the FTL engines. FullFtlSpeed = FullFtlThrust / (Mass * Drag).
 /// NOTE: This value uses a Game Hour denominator. It is adjusted in
 /// realtime to a Unity seconds value in EngineRoom.ApplyThrust() using GeneralSettings.HoursPerSecond.</param>
 /// <param name="science">The science generated by this ship.</param>
 /// <param name="culture">The culture generated by this ship.</param>
 /// <param name="income">The income generated by this ship.</param>
 /// <param name="expense">The expense consumed by this ship.</param>
 public ShipStat(string name, float mass, float maxHitPts, ShipHullCategory category, ShipCombatStance stance,
     float maxTurnRate, float drag, float fullStlThrust, float fullFtlThrust, float science, float culture,
     float income, float expense)
     : this() {
     Name = name;
     Mass = mass;
     MaxHitPoints = maxHitPts;
     Category = category;
     CombatStance = stance;
     MaxTurnRate = maxTurnRate;
     Drag = drag;
     FullStlThrust = fullStlThrust;
     FullFtlThrust = fullFtlThrust;
     Science = science;
     Culture = culture;
     Income = income;
     Expense = expense;
 }
 private void MakeAndRecordElementDesign(string designName, Player owner, ShipHullStat hullStat, IEnumerable<AWeaponStat> weaponStats,
     IEnumerable<PassiveCountermeasureStat> passiveCmStats, IEnumerable<ActiveCountermeasureStat> activeCmStats,
     IEnumerable<SensorStat> sensorStats, IEnumerable<ShieldGeneratorStat> shieldGenStats, Priority hqPriority, ShipCombatStance stance) {
     ShipHullCategory hullCategory = hullStat.HullCategory;
     var engineStat = MakeEnginesStat(hullCategory);
     var weaponDesigns = _factory.__MakeWeaponDesigns(hullCategory, weaponStats);
     var design = new ShipDesign(owner, designName, hullStat, engineStat, stance, weaponDesigns, passiveCmStats, activeCmStats,
         sensorStats, shieldGenStats, hqPriority);
     _gameMgr.PlayersDesigns.Add(design);
 }
Esempio n. 4
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        /// <summary>
        /// Initializes a new instance of the <see cref="ShipData" /> class.
        /// </summary>
        /// <param name="ship">The ship.</param>
        /// <param name="owner">The owner.</param>
        /// <param name="passiveCMs">The passive countermeasures.</param>
        /// <param name="hullEquipment">The hull equipment.</param>
        /// <param name="activeCMs">The active countermeasures.</param>
        /// <param name="sensors">The sensors.</param>
        /// <param name="shieldGenerators">The shield generators.</param>
        /// <param name="hqPriority">The HQ priority.</param>
        /// <param name="enginesStat">The engines stat.</param>
        /// <param name="combatStance">The combat stance.</param>
        public ShipData(IShip ship, Player owner, IEnumerable<PassiveCountermeasure> passiveCMs, ShipHullEquipment hullEquipment,
            IEnumerable<ActiveCountermeasure> activeCMs, IEnumerable<Sensor> sensors, IEnumerable<ShieldGenerator> shieldGenerators,
            Priority hqPriority, EnginesStat enginesStat, ShipCombatStance combatStance)
            : base(ship, owner, passiveCMs, hullEquipment, activeCMs, sensors, shieldGenerators, hqPriority) {
            Science = hullEquipment.Science;
            Culture = hullEquipment.Culture;
            Income = hullEquipment.Income;

            _enginesStat = enginesStat;
            CombatStance = combatStance;
            InitializeLocalValuesAndReferences();
        }