Esempio n. 1
0
        public void ShootHostileWithNoReturnFire()
        {
            _setup.SetupMapWith1Hostile();

            _photonsToTest = Torpedoes.For(_setup.TestMap.Playership);
            _testRegion    = _setup.TestMap.Playership.GetRegion();

            IShip hostile = _testRegion.GetHostiles().Single();

            //Verify ship's location
            Assert.AreEqual(0, hostile.Sector.X);
            Assert.AreEqual(1, hostile.Sector.Y);

            Constants.DEBUG_MODE = true;

            _photonsToTest.Shoot(7);
            _photonsToTest.Shoot(1);
            _photonsToTest.Shoot(5);
            _photonsToTest.Shoot(3);

            _photonsToTest.Shoot(7);
            _photonsToTest.Shoot(1);
            _photonsToTest.Shoot(5);
            _photonsToTest.Shoot(3);

            var noMoreHostile = _testRegion.GetHostiles();

            //Verify ship's location is no more
            Assert.AreEqual(0, noMoreHostile.Count);
        }
Esempio n. 2
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        private void ShootHostileTest(bool debugMode)
        {
            _setup.SetupMapWith1Hostile();

            var srs = ShortRangeScan.For(_setup.TestMap.Playership);

            srs.Controls();

            _photonsToTest = Torpedoes.For(_setup.TestMap.Playership);
            _testRegion    = _setup.TestMap.Playership.GetRegion();

            IShip hostile = _testRegion.GetHostiles().Single();

            Assert.AreEqual(0, _photonsToTest.ShipConnectedTo.Sector.X, "Playership.X not at 0");
            Assert.AreEqual(0, _photonsToTest.ShipConnectedTo.Sector.Y, "Playership.Y not at 0");

            //Verify Hostile ship's location
            Assert.AreEqual(0, hostile.Sector.X, "Hostile.X not at 0");
            Assert.AreEqual(1, hostile.Sector.Y, "Hostile.Y not at 1");

            Assert.AreEqual(SectorItem.HostileShip, hostile.Sector.Item);
            Assert.IsNotNull(hostile.Sector.Object);

            Constants.DEBUG_MODE = debugMode;


            Assert.IsTrue(_setup.TestMap == _photonsToTest.Game.Map);

            _photonsToTest.Shoot(7);

            var noMoreHostile = _testRegion.GetHostiles();

            //Verify ship's location is no more
            Assert.AreEqual(0, noMoreHostile.Count, "Hostile Not destroyed.");
        }
Esempio n. 3
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        public void ShootHostileAt(Coordinate friendlySector, Coordinate hostileSector, int directionToShoot, bool debugMode)
        {
            Constants.DEBUG_MODE = false;

            _setup.SetupMapWith1HostileAtSector(friendlySector, hostileSector);

            var srs = ShortRangeScan.For(_setup.TestMap.Playership);

            srs.Controls();

            _photonsToTest = Torpedoes.For(_setup.TestMap.Playership);
            _testRegion    = _setup.TestMap.Playership.GetRegion();

            IShip hostile = _testRegion.GetHostiles().Single();

            Assert.AreEqual(friendlySector.X, _photonsToTest.ShipConnectedTo.Sector.X, "Playership.X not at 0");
            Assert.AreEqual(friendlySector.Y, _photonsToTest.ShipConnectedTo.Sector.Y, "Playership.Y not at 0");

            //Verify Hostile ship's location
            Assert.AreEqual(hostileSector.X, hostile.Sector.X, "Hostile.X not at 0");
            Assert.AreEqual(hostileSector.Y, hostile.Sector.Y, "Hostile.Y not at 1");

            Assert.AreEqual(SectorItem.HostileShip, hostile.Sector.Item);
            Assert.IsNotNull(hostile.Sector.Object);

            Constants.DEBUG_MODE = debugMode;
            _photonsToTest.Shoot(directionToShoot);

            var noMoreHostile = _testRegion.GetHostiles();

            //Verify ship's location is no more
            Assert.AreEqual(0, noMoreHostile.Count, "Hostile Not destroyed.");
        }
Esempio n. 4
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        public void VerifyRunsOutOfTorpedoes()
        {
            Constants.DEBUG_MODE = false;
            _setup.SetupMapWith1Friendly();

            _photonsToTest = Torpedoes.For(_setup.TestMap.Playership);
            _testRegion    = _setup.TestMap.Playership.GetRegion();

            Constants.DEBUG_MODE = true;

            for (int i = 0; i < 10; i++)
            {
                _photonsToTest.Shoot(7);
            }

            Assert.AreEqual(0, _photonsToTest.Count);

            for (int i = 0; i < 10; i++)
            {
                _photonsToTest.Shoot(7);

                //todo: need test to verify output
                //Cannot fire.  Torpedo Room reports no Torpedoes to fire.
            }

            Assert.AreEqual(0, _photonsToTest.Count);
        }
Esempio n. 5
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        private string GetCRSRightTextLine(int row, IMap map, IList <string> lrsResults, int totalHostiles)
        {
            string retVal = " ";

            switch (row)
            {
            case 0:
                retVal += String.Format("Torpedoes: {0}  Hostiles Left: {1}", Torpedoes.For(map.Playership).Count, totalHostiles);
                break;

            case 1:
                retVal += String.Format("Time remaining: {0}", map.timeRemaining);
                break;

            case 2:
            case 3:
            case 4:
            case 5:
            case 6:
            case 7:
                retVal = addLine(row, lrsResults, retVal);
                break;
            }

            return(retVal);
        }
Esempio n. 6
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        /*
         * Set the docked status of the ship
         */
        public void SetDocked(bool docked)
        {
            if (!this.docked && docked)
            {
                this.energyLevel = 100;
                ComsChatter("Commander Scot reports reports, 'Docking is complete, Captain.'");
            }

            if (this.docked && !docked)
            {
                ComsChatter("Lt Sulu reports, 'We're clear for maneuvering, Captain.'");
            }

            DamageControl.Docked(docked);
            Impulse.Docked(docked);
            LRS.Docked(docked);
            Phasers.Docked(docked);
            Probes.Docked(docked);
            Shields.Docked(docked);
            SRS.Docked(docked);
            Torpedoes.Docked(docked);
            Warp.Docked(docked);

            this.docked = docked;
        }
Esempio n. 7
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        public void SetupPlayershipTorpedoes()
        {
            var torpedoes = Torpedoes.For(this.Playership);

            torpedoes.ShipConnectedTo = this.Playership;
            torpedoes.Count           = this.Config.GetSetting <int>("photonTorpedoes");
            //torpedoes.Damage = 0;
        }
Esempio n. 8
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 public void ClearLists()
 {
     AAGuns.Clear();
     AuxiliaryItems.Clear();
     SubmarineTorpedoes.Clear();
     Torpedoes.Clear();
     TorpedoBomberPlanes.Clear();
     MainGuns.Clear();
     Planes.Clear();
     AswItems.Clear();
 }
Esempio n. 9
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        public void ShootTorpedoOnly()
        {
            _setup.SetupMapWith1Friendly();

            _photonsToTest = Torpedoes.For(_setup.TestMap.Playership);
            _testRegion    = _setup.TestMap.Playership.GetRegion();

            Assert.AreEqual(10, _photonsToTest.Count);

            _photonsToTest.Shoot(7);

            Assert.AreEqual(9, _photonsToTest.Count);
        }
Esempio n. 10
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        /*
         * Check for end of game conditions
         * and make sure we only process one
         * end game condition
         *
         */
        private void endGameCheck()
        {
            Debug("Endgame check");
            int endGameAction = 0;

            if (GameBoard.getKlingonCount() < 1)
            {
                Debug("YOU WON!");
                endGameAction = (GameEnd.ForTheWin() ? 1 : 2);
            }
            else if (GameBoard.TimeLeft() <= 0.0)
            {
                Debug("Out of Time");
                endGameAction = (GameEnd.OutOfTime() ? 1 : 2);
            }
            else if (this.energyLevel < .1)
            {
                Debug("Out of Energy");
                endGameAction = (GameEnd.OutOfEnergy() ? 1 : 2);
            }
            else if (this.alertLevel == REDALERT &&
                     (!(Impulse.IsHealthy() || Warp.IsHealthy() || Phasers.IsHealthy() ||
                        (Torpedoes.IsHealthy() && Torpedoes.getCurrentCount() > 0))))
            {
                Debug("No longer able to fight");
                endGameAction = (GameEnd.Destroyed() ? 1 : 2);
            }

            // take end game action if > 0
            switch (endGameAction)
            {
            case 1:
                Debug("Starting new game");
                // TODO - add 16 grid support.  If I decide to add multiplayer
                // player support (not likely) then I'll also add 24 & 32 grid sizes
                NewGame(8);
                break;

            case 2:
                Debug("Normal exit to game");
                System.Windows.Forms.Application.ExitThread();
                this.Close();
                break;
            }
        }
Esempio n. 11
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        private void AddItemToList(Equipment item, string newType, DPSData dpsData)
        {
            switch (newType)
            {
            case "AA Gun":
                AAGuns.Add(new AAGun(item, dpsData));
                break;

            case "Auxiliary":
                AuxiliaryItems.Add(new AuxiliaryItem(item));
                break;

            case "Submarine Torpedo":
                SubmarineTorpedoes.Add(new SubmarineTorpedo(item, dpsData));
                break;

            case "Torpedo":
                Torpedoes.Add(new Torpedo(item, dpsData));
                break;

            case "Torpedo Bomber":
                TorpedoBomberPlanes.Add(new TorpedoBomberPlane(item, dpsData));
                break;

            case string s when s.Contains("Gun"):
                MainGuns.Add(new MainGun(item, dpsData));

                break;

            case string s when s == "Fighter" || s == "Dive Bomber" || s == "Seaplane":
                Planes.Add(new Plane(item, dpsData));
                break;

            default:
                AswItems.Add(new ASWItem(item));
                break;
            }
        }
Esempio n. 12
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        /*
         * Routine to set everything up for a new game
         */
        public void NewGame(int gridSize)
        {
            WriteToLog.write("---- Game Start ----");

            // initialize the other classes
            GameBoard.NewGame(gridSize);
            GameMap.NewGame();
            SRS.NewGame();
            LRS.NewGame();
            Warp.NewGame();
            Torpedoes.NewGame();
            Phasers.NewGame();
            Shields.NewGame();
            Impulse.NewGame();
            DamageControl.NewGame();
            StarBases.NewGame();
            Probes.NewGame();

            ComsClear();

            // Register starbases
            for (int i = 0; i < GameBoard.GetSize() * GameBoard.GetSize(); i++)
            {
                if (GameBoard.GetGameBoard(i) > 99)
                {
                    // Register this starbase
                    StarBases.AddStarbase(i);
                    WriteToLog.write("Added starbase to loc " + i.ToString());
                }
            }

            // locate the enterprise and play the game
            GameBoard.RandomEnterpriseLocation();
            WriteToLog.write("Enteprise is in sector " + GameBoard.GetLocation());

            SRS.Execute();
            SetCondition();
        }
Esempio n. 13
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        //This needs to be a command method that the UI passes values into.
        //Readline is done in UI

        public void Prompt(Ship playerShip, string mapText, Game game)
        {
            this.Console.Write(mapText);

            var readLine = this.Console.ReadLine();

            if (readLine == null)
            {
                return;
            }

            var command = readLine.Trim().ToLower();

            switch (command)
            {
            case "wrp":
            case "imp":
            case "nto":
                Navigation.For(playerShip).Controls(command);
                break;

            case "irs":
                ImmediateRangeScan.For(playerShip).Controls();
                break;

            case "srs":
                ShortRangeScan.For(playerShip).Controls();
                break;

            case "lrs":
                LongRangeScan.For(playerShip).Controls();
                break;

            case "crs":
                CombinedRangeScan.For(playerShip).Controls();
                break;

            case "pha":
                Phasers.For(playerShip).Controls(playerShip);
                break;

            case "tor":
                Torpedoes.For(playerShip).Controls();
                break;

            case "she":
                this.ShieldMenu(playerShip);
                break;

            case "com":
                this.ComputerMenu(playerShip);
                break;

            case "toq":
                Computer.For(playerShip).Controls(command);
                break;

            case "dmg":
                this.DamageControlMenu(playerShip);
                break;

            //Utility Commands
            case "dbg":
                this.DebugMenu(playerShip);
                break;

            case "ver":
                this.Console.WriteLine(this.Config.GetText("AppVersion").TrimStart(' '));
                break;

            case "cls":
                this.Console.Clear();
                break;

            default:     //case "?":
                this.CreateCommandPanel();
                this.Panel(this.GetPanelHead(playerShip.Name), ACTIVITY_PANEL);
                break;
            }
        }
Esempio n. 14
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 public void Setup()
 {
     Constants.DEBUG_MODE = false;
     _photonsToTest       = new Torpedoes(_setup.TestMap.Playership, this.Game);
 }
Esempio n. 15
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        public override void  EndInitialization()
        {
            if (_log.IsDebugEnabled)
            {
                _log.DebugFormat("Starting {0}", MethodBase.GetCurrentMethod().ToString());
            }
            if (Art != null)
            {
                Art.EndInitialization();
            }
            if (FleetAICommonality != null)
            {
                FleetAICommonality.EndInitialization();
            }
            if (InternalDefinition != null)
            {
                InternalDefinition.EndInitialization();
            }
            if (Carrier != null)
            {
                Carrier.EndInitialization();
            }
            Shields.EndInitialization();
            if (Performance != null)
            {
                Performance.EndInitialization();
            }
            if (DronePorts != null)
            {
                DronePorts.EndInitialization();
            }
            if (BeamPorts != null)
            {
                BeamPorts.EndInitialization();
            }
            if (TorpedoTubes != null)
            {
                TorpedoTubes.EndInitialization();
            }
            if (EnginePorts != null)
            {
                EnginePorts.EndInitialization();
            }

            if (ManeuverPoints != null)
            {
                ManeuverPoints.EndInitialization();
            }

            if (ImpulsePoints != null)
            {
                ImpulsePoints.EndInitialization();
            }



            if (Torpedoes != null)
            {
                Torpedoes.EndInitialization();
            }
            if (Description != null)
            {
                Description.EndInitialization();
            }
            base.EndInitialization();
            if (_log.IsDebugEnabled)
            {
                _log.DebugFormat("Ending {0}", MethodBase.GetCurrentMethod().ToString());
            }
        }
Esempio n. 16
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        /*
         * Button execution was broken out of the button handler so the
         * short cut keys can access it in a straight forward way
         */
        private void ButtonCommand(string btn)
        {
            bool executed = false;

            // prevent button hot keys during timer execution
            if (timerStep == 0)
            {
                Debug(btn + " pressed");

                switch (btn.ToUpper())
                {
                case "IMPL":
                    executed = Impulse.Execute();
                    break;

                case "WARP":
                    executed = Warp.Execute();

                    if (executed)
                    {
                        SRS.Execute();
                    }
                    break;

                case "SHLD":
                    Shields.Execute();
                    timerStep     = 4;
                    timer.Enabled = true;
                    //SetCondition();
                    break;

                case "POWER":
                    Shields.divertPower();
                    timerStep     = 4;
                    timer.Enabled = true;
                    //SetCondition();
                    break;

                case "TORP":
                    executed = Torpedoes.Execute();
                    break;

                case "PHAS":
                    executed = Phasers.Execute();
                    break;

                case "DMG":
                    DamageControl.FixAllDamage();
                    timerStep     = 4;
                    timer.Enabled = true;
                    //SetCondition();
                    break;
                }

                if (executed)
                {
                    // update status before animation starts
                    SetCondition();

                    if (IsUsingAnimation())
                    {
                        timerStep     = 1;
                        timer.Enabled = true;
                    }
                    else
                    {
                        Debug("No Animation Executing");
                        GameObjects.MoveWithNoAnimation();
                        GameObjects.TakingFire();
                        GameObjects.MoveWithNoAnimation();
                    }
                }
            }
        }
Esempio n. 17
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        public void HitThatDestroys_Nebula()
        {
            //TestClass_Base called before this, doing some initialization a second time
            _setup.SetupMapWith1HostileAtSector(new Coordinate(2, 1), new Coordinate(2, 6), true);
            Game.RandomFactorForTesting = 123;

            //todo: why active? are hostiles in the same sector?
            var activeRegion = _setup.TestMap.Regions.GetActive();

            activeRegion.Type = RegionType.Nebulae; // for testing purposes.

            var beforeHostiles  = activeRegion.GetHostiles();
            var countOfHostiles = beforeHostiles.Count;

            Assert.AreEqual(1, countOfHostiles);

            //Verify ship's location
            Assert.AreEqual(2, beforeHostiles[0].Sector.X);
            Assert.AreEqual(6, beforeHostiles[0].Sector.Y);

            //verify position on map.
            Assert.AreEqual(SectorItem.HostileShip, activeRegion.Sectors[22].Item);

            //set badguy energy
            var badGuyShields = Shields.For(beforeHostiles[0]);

            badGuyShields.Energy = 50;

            //todo: verify firing ship's starting energy.
            var startingEnergy = (new StarTrekKGSettings()).GetSetting <int>("energy");

            var playershipBefore = _setup.TestMap.Playership;

            Assert.AreEqual(startingEnergy, playershipBefore.Energy);

            const int testBoltEnergy = 444;

            //Random numbers that are used in this operation:
            var phasers = Phasers.For(playershipBefore);

            phasers.Game.RandomFactorForTesting = 3;

            playershipBefore.Game = phasers.Game;
            Torpedoes.For(playershipBefore).Game.RandomFactorForTesting = 2;

            badGuyShields.Game.RandomFactorForTesting = 200;

            //This action will hit every single hostile in the Region
            phasers.Fire(testBoltEnergy);  //due to the distance between the 2 ships, this is how much power it takes to knock the hostile's shield level of 50 down to nothing.

            var playershipAfter = _setup.TestMap.Playership;

            this.VerifyFiringShipIntegrity(playershipAfter, startingEnergy, testBoltEnergy, 1489);

            var afterHostiles      = activeRegion.GetHostiles();
            var afterHostilesCount = afterHostiles.Count;

            //in space. no one can hear you scream.
            Assert.AreEqual(0, afterHostilesCount);
            Assert.AreEqual(null, activeRegion.Sectors[22].Object);
            Assert.AreEqual(SectorItem.Empty, activeRegion.Sectors[22].Item);
        }
Esempio n. 18
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        public override void AcceptChanges()
        {
            if (Art != null)
            {
                Art.AcceptChanges();
            }
            if (FleetAICommonality != null)
            {
                FleetAICommonality.AcceptChanges();
            }
            if (Carrier != null)
            {
                Carrier.AcceptChanges();
            }
            if (InternalDefinition != null)
            {
                InternalDefinition.AcceptChanges();
            }
            Shields.AcceptChanges();
            if (Performance != null)
            {
                Performance.AcceptChanges();
            }
            if (BeamPorts != null)
            {
                BeamPorts.AcceptChanges();
            }
            if (DronePorts != null)
            {
                DronePorts.AcceptChanges();
            }
            if (Torpedoes != null)
            {
                Torpedoes.AcceptChanges();
            }


            if (TorpedoTubes != null)
            {
                TorpedoTubes.AcceptChanges();
            }
            if (EnginePorts != null)
            {
                EnginePorts.AcceptChanges();
            }

            if (ManeuverPoints != null)
            {
                ManeuverPoints.AcceptChanges();
            }

            if (ImpulsePoints != null)
            {
                ImpulsePoints.AcceptChanges();
            }


            if (Description != null)
            {
                Description.AcceptChanges();
            }
            base.AcceptChanges();
        }
Esempio n. 19
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        private void SetConditionExecute()
        {
            WriteToLog.write("SetCondition - starDate=" + GameBoard.CurrentStarDate() + "  energy=" + this.energyLevel);

            // set the alert level
            if (GameBoard.GetGameBoard() % 100 / 10 > 0)
            {
                this.alertLevel = REDALERT;
            }
            else
            {
                //energy <15% or or shields up is yellow alert
                if (this.energyLevel < 15 || Shields.AreUp())
                {
                    this.alertLevel = YELLOWALERT;
                }
                else
                {
                    this.alertLevel = GREENALERT;
                }
            }

            Debug("Alert Level = " + alertLevel);

            // update the form
            this.Dispatcher.BeginInvoke((Action)(() =>
            {
                Debug("Updating Status");

                switch (this.alertLevel)
                {
                case REDALERT:
                    lblAlert.Content = "RED";
                    break;

                case YELLOWALERT:
                    this.lblAlert.Content = "YELLOW";
                    break;

                default:
                    this.lblAlert.Content = "GREEN";
                    break;
                }

                // update labels - the updatecontent method sends
                // the info to the log file when in debug mode
                UpdateContent(lblStarDate, String.Format("{0:0.0} ({1:0.0})", this.GameBoard.CurrentStarDate(), GameBoard.TimeLeft()));
                UpdateContent(lblEnergy, String.Format("{0:0.0}%", this.energyLevel));
                UpdateContent(lblKlingons, GameBoard.getKlingonCount().ToString());

                lblImpulse.Content = Impulse.HealthPercent() + "%";
                lblWarp.Content = Warp.HealthPercent() + "%";
                lblPhasers.Content = Phasers.HealthPercent() + "%";
                lblTorpedoes.Content = Torpedoes.HealthPercent() + "%";
                lblTorpedoCount.Content = "(" + Torpedoes.getCurrentCount() + " Remaining)";
                lblShields.Content = Shields.HealthPercent() + "%";
                lblLRS.Content = LRS.HealthPercent() + "%";
                lblShieldPowerRemaining.Content = Shields.levelPercent() + "%";

                string[] loc = GameBoard.GetLocationInfo();
                lblQuadrant.Content = loc[0];
                lblSector.Content = loc[1];
            }));


            // set button colors
            Debug("Set buttons");
            this.Dispatcher.BeginInvoke((Action)(() =>
            {
                // update button background
                btnImpulse.Background = ((Impulse.IsHealthy() ? LTGREEN : REDISH));
                btnWarp.Background = ((Warp.IsHealthy() ? LTGREEN : REDISH));
                btnTorpedoes.Background = ((Torpedoes.IsHealthy() ? (Torpedoes.getCurrentCount() > 2 ? LTGREEN : LTYELLOW) : REDISH));
                btnPhasers.Background = ((Phasers.IsHealthy() ? LTGREEN : REDISH));
                btnLRS.Background = ((LRS.IsHealthy() ? GREENISH : REDISH));
                btnRepairs.Background = (DamageControl.HealthPercent() > 50 ? GREENISH : (DamageControl.IsHealthy() ? LTYELLOW : REDISH));
                btnDivert.Background = (Shields.levelPercent() > 80 ? GREENISH : (Shields.levelPercent() < 40 ? REDISH : LTYELLOW));

                btnDivert.IsEnabled = !IsDocked();
                btnShields.IsEnabled = !IsDocked();

                if (this.alertLevel == REDALERT)
                {
                    if (Shields.HealthPercent() > 60)
                    {
                        btnShields.Background = (Shields.AreUp() ? GREENISH : REDISH);
                    }
                    else
                    {
                        btnShields.Background = ((Shields.IsHealthy() && Shields.AreUp() ? LTYELLOW : REDISH));
                    }
                }
                else
                {
                    if (Shields.HealthPercent() > 30)
                    {
                        btnShields.Background = (Shields.AreUp() ? GREENISH : LTGREEN);
                    }
                    else
                    {
                        btnShields.Background = ((Shields.IsHealthy() ? (Shields.AreUp() ? LTGREEN : LTYELLOW) : REDISH));
                    }
                }
            }));


            // are we docked?
            Debug("Docked");
            SetDocked(SRS.AreWeDocked());

            // look for starbase updates
            Debug("Starbases");
            StarBases.Execute();

            // execute damage control and LRS updates
            Debug("DC");
            DamageControl.Execute();

            // update the Long range sensors
            Debug("LRS");
            LRS.Execute();

            Debug("Exiting setcondition");
        }
Esempio n. 20
0
        private string GetSRSRowIndicator(int row, IMap map, Location location)
        {
            string retVal = " ";

            switch (row)
            {
            case 0:
                retVal += String.Format(this.Config.GetText("SRSRegionIndicator"), Convert.ToString(location.Region.X), Convert.ToString(location.Region.Y));
                break;

            case 1:
                retVal += String.Format(this.Config.GetText("SRSSectorIndicator"), Convert.ToString(location.Sector.X), Convert.ToString(location.Sector.Y));
                break;

            case 2:
                retVal += String.Format(this.Config.GetText("SRSStardateIndicator"), map.Stardate);
                break;

            case 3:
                retVal += String.Format(this.Config.GetText("SRSTimeRemainingIndicator"), map.timeRemaining);
                break;

            case 4:
                retVal += String.Format(this.Config.GetText("SRSConditionIndicator"), map.Playership.GetConditionAndSetIcon());
                break;

            case 5:
                retVal += String.Format(this.Config.GetText("SRSEnergyIndicator"), map.Playership.Energy);
                break;

            case 6:
                retVal += String.Format(this.Config.GetText("SRSShieldsIndicator"), Shields.For(map.Playership).Energy);
                break;

            case 7:
                retVal += String.Format(this.Config.GetText("SRSTorpedoesIndicator"), Torpedoes.For(map.Playership).Count);
                break;
            }

            return(retVal);
        }
Esempio n. 21
0
        public void Scavenge(ScavengeType scavengeType)
        {
            int    photonsScavenged = 0;
            int    energyScavenged  = 0;
            string scavengedFrom    = "";

            //todo: if found a ship with destroyed = true and it is not removed from map, but has subsystems with energy, then pull energy from all those subsystems

            switch (scavengeType)
            {
            case ScavengeType.Starbase:
                photonsScavenged = Utility.Utility.Random.Next(10);     //todo: resource out this number
                energyScavenged  = Utility.Utility.Random.Next(2500);   //todo: resource out this number
                scavengedFrom    = "Starbase";
                break;

            case ScavengeType.FederationShip:
                photonsScavenged = Utility.Utility.Random.Next(5);     //todo: resource out this number
                energyScavenged  = Utility.Utility.Random.Next(750);   //todo: resource out this number
                scavengedFrom    = "Federation starship";
                break;

            case ScavengeType.OtherShip:

                //var testingTorpsScavenged = Torpedoes.For(this).Game.RandomFactorForTesting;
                //var testingEnergyScavenged = this.Game.RandomFactorForTesting;

                //int randomPhotonsScavenged = testingTorpsScavenged == 0 ? Utility.Utility.Random.Next(2) : testingTorpsScavenged;
                //int randomEnergyScavenged = testingEnergyScavenged == 0 ? Utility.Utility.Random.Next(100) : testingEnergyScavenged;

                photonsScavenged = Utility.Utility.TestableRandom(this.Game, 2, 2);     //randomPhotonsScavenged; //todo: resource out this number
                energyScavenged  = Utility.Utility.TestableRandom(this.Game, 100, 100); //randomEnergyScavenged; //todo: resource out this number
                scavengedFrom    = "ship";
                break;
            }

            //seem like a lot? well.. you are taking on the ENTIRE FEDERATION!  You will need it!

            var scavengedText = "";
            var foundPhotons  = (photonsScavenged > 0);

            if (foundPhotons)
            {
                Torpedoes.For(this).Count += photonsScavenged;
                scavengedText              = photonsScavenged + " Torpedoes found";
            }

            if (energyScavenged > 0)
            {
                this.Energy += energyScavenged;

                if (foundPhotons)
                {
                    scavengedText += ", & ";
                }

                scavengedText += energyScavenged + " Energy found";
            }

            this.Map.Write.Line(scavengedText + " from destroyed " + scavengedFrom + " debris field. ");

            //todo: credit scavenged energy to ship energy.
            //note: create ship.autoscavenge, and turn it off for testing.

            this.UpdateDivinedSectors();
        }