Esempio n. 1
0
        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. 2
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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. 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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        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. 5
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        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. 6
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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. 7
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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. 8
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        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. 9
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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. 10
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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. 11
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        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();
        }