/// <summary>
        /// Adds weapon. First try find first empty preferred slot and then try find first empty slot
        /// </summary>
        /// <param name="weaponObjectBuilder">Weapon's object builder</param>
        public MySmallShipGunBase AddWeapon(MyMwcObjectBuilder_SmallShip_Weapon weaponObjectBuilder)
        {
            if (!MySession.Is25DSector)
            {
                if (weaponObjectBuilder.WeaponType == MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Drilling_Device_Nuclear)
                {
                    weaponObjectBuilder.WeaponType = MyMwcObjectBuilder_SmallShip_Weapon_TypesEnum.Drilling_Device_Crusher;
                }
            }


            MySmallShipGunBase newWeapon = MySmallShipWeaponFactory.GenerateWeapon(weaponObjectBuilder.WeaponType);

            if (newWeapon is MyDrillBase)
            {
                AddDrill(newWeapon as MyDrillBase, weaponObjectBuilder);
            }
            else if (newWeapon is MyHarvestingDevice)
            {
                AddHarvestingDevice(newWeapon as MyHarvestingDevice, weaponObjectBuilder);
            }
            else
            {
                AddWeapon(newWeapon, weaponObjectBuilder);
            }
            var parentShip = newWeapon.Parent as MySmallShip;

            if (parentShip != null)
            {
                newWeapon.NearFlag = parentShip.IsCameraInsideMinerShip();
            }
            return(newWeapon);
        }
        /// <summary>
        /// Adds weapon
        /// </summary>
        /// <param name="weapon">Weapon</param>
        /// <param name="weaponObjectBuilder">Weapon's object builder</param>
        /// <param name="maxWeapons"> </param>
        private void AddWeapon(MySmallShipGunBase weapon, MyMwcObjectBuilder_SmallShip_Weapon weaponObjectBuilder)
        {
            SetAutoMountIfExceededLimit(weaponObjectBuilder);

            MyWeaponSlot emptyWeaponSlot = GetEmptySlotToAdd(weaponObjectBuilder);

            if (emptyWeaponSlot != null)
            {
                switch (emptyWeaponSlot.SlotLocation)
                {
                case MySlotLocationEnum.None:
                    break;

                case MySlotLocationEnum.LeftSide:
                    weaponObjectBuilder.SetAutoMountLeft();
                    break;

                case MySlotLocationEnum.RightSide:
                    weaponObjectBuilder.SetAutoMountRight();
                    break;

                default:
                    throw new ArgumentOutOfRangeException();
                }

                AddWeaponToSlot(emptyWeaponSlot, weapon, weaponObjectBuilder);
            }
        }
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 /// <summary>
 /// Mounts weapon to this slot
 /// </summary>
 /// <param name="weapon"></param>
 public void Mount(MySmallShipGunBase weapon)
 {
     if (OnWeaponMounting != null)
     {
         OnWeaponMounting(this, weapon);
     }
     MountedWeapon = weapon;
 }
Esempio n. 4
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        /// <summary>
        /// Inits weapon and mount to this slot
        /// </summary>
        /// <param name="weapon">Weapon</param>
        /// <param name="objectBuilder">Weapon's objectbuilder</param>
        /// <param name="parentShip">Parent ship</param>
        public void InitAndMount(MySmallShipGunBase weapon, MyMwcObjectBuilder_SmallShip_Weapon objectBuilder, MySmallShip parentShip)
        {
            Debug.Assert(WeaponSubObject != null);
            weapon.Init(null, parentShip, GetPosition(), GetForwardVector(), GetUpVector(), objectBuilder);
            float?yOffset = GetOffsetFromWeaponSubObject(SUB_OBJECT_Y_OFFSET_KEY);

            if (yOffset != null)
            {
                weapon.YOffset = yOffset.Value;
            }

            float?zOffset = GetOffsetFromWeaponSubObject(SUB_OBJECT_Z_OFFSET_KEY);

            if (zOffset != null)
            {
                weapon.ZOffset = zOffset.Value;
            }
            Mount(weapon);
        }
Esempio n. 5
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        /// <summary>
        /// Inits weapon and mount to this slot
        /// </summary>
        /// <param name="weapon">Weapon</param>
        /// <param name="objectBuilder">Weapon's objectbuilder</param>
        /// <param name="parentShip">Parent ship</param>
        public void InitAndMount(MySmallShipGunBase weapon, MyMwcObjectBuilder_SmallShip_Weapon objectBuilder, MySmallShip parentShip)
        {
            Debug.Assert(WeaponSubObject != null);
            weapon.Init(null, parentShip, GetPosition(), GetForwardVector(), GetUpVector(), objectBuilder);
            float? yOffset = GetOffsetFromWeaponSubObject(SUB_OBJECT_Y_OFFSET_KEY);
            if (yOffset != null)
            {
                weapon.YOffset = yOffset.Value;
            }

            float? zOffset = GetOffsetFromWeaponSubObject(SUB_OBJECT_Z_OFFSET_KEY);
            if (zOffset != null)
            {
                weapon.ZOffset = zOffset.Value;
            }
            Mount(weapon);
        }
Esempio n. 6
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 /// <summary>
 /// Mounts weapon to this slot
 /// </summary>
 /// <param name="weapon"></param>
 public void Mount(MySmallShipGunBase weapon)
 {
     if (OnWeaponMounting != null)
     {
         OnWeaponMounting(this, weapon);
     }
     MountedWeapon = weapon;            
 }
Esempio n. 7
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 public void WeaponShot(MySmallShipGunBase gun, MyAmmoAssignment ammoAssignment)
 {
     //Electricity -= MySmallShipConstants.WEAPON_ELECTRICITY_CONSUMPTION;
 }
 private void OnWeaponDismounting(MyWeaponSlot sender, MySmallShipGunBase weapon)
 {
     m_allMountedWeapons.Remove(weapon);
 }
 private void OnWeaponMounting(MyWeaponSlot sender, MySmallShipGunBase weapon)
 {
     m_allMountedWeapons.Add(weapon);
 }
 /// <summary>
 /// Adds weapon to slot
 /// </summary>
 /// <param name="weaponSlot">Weapon's slot</param>
 /// <param name="weapon">Weapon</param>
 /// <param name="weaponObjectBuilder">Weapon's object builder</param>
 private void AddWeaponToSlot(MyWeaponSlot weaponSlot, MySmallShipGunBase weapon, MyMwcObjectBuilder_SmallShip_Weapon weaponObjectBuilder)
 {
     weaponSlot.InitAndMount(weapon, weaponObjectBuilder, Ship);
 }