public static Entity CreateShip(Entity classEntity, EntityManager systemEntityManager, Entity ownerFaction, Vector3 pos, StarSystem starsys, string shipName = null) { // @todo replace ownerFaction with formationDB later. Now ownerFaction used just to add name // @todo: make sure each component design and component instance is unique, not duplicated ProtoEntity protoShip = classEntity.Clone(); ShipInfoDB shipInfoDB = protoShip.GetDataBlob <ShipInfoDB>(); shipInfoDB.ShipClassDefinition = classEntity.Guid; if (shipName == null) { shipName = "Ship Name"; } NameDB nameDB = new NameDB(shipName); nameDB.SetName(ownerFaction.Guid, shipName); protoShip.SetDataBlob(nameDB); OrderableDB orderableDB = new OrderableDB(); protoShip.SetDataBlob(orderableDB); PositionDB position = new PositionDB(pos, starsys.Guid); protoShip.SetDataBlob(position); protoShip.SetDataBlob(new DesignInfoDB(classEntity)); //replace the ships references to the design's specific instances with shiny new specific instances ComponentInstancesDB classInstances = classEntity.GetDataBlob <ComponentInstancesDB>(); Entity shipEntity = new Entity(systemEntityManager, ownerFaction.Guid, protoShip); shipEntity.RemoveDataBlob <ComponentInstancesDB>(); shipEntity.SetDataBlob(new ComponentInstancesDB()); if (shipEntity.HasDataBlob <FireControlAbilityDB>()) { shipEntity.RemoveDataBlob <FireControlAbilityDB>(); } foreach (var designKVP in classInstances.DesignsAndComponentCount) { for (int i = 0; i < designKVP.Value; i++) { Entity newInstance = ComponentInstanceFactory.NewInstanceFromDesignEntity(designKVP.Key, ownerFaction.Guid, systemEntityManager); EntityManipulation.AddComponentToEntity(shipEntity, newInstance); } } FactionOwnerDB factionOwner = ownerFaction.GetDataBlob <FactionOwnerDB>(); factionOwner.SetOwned(shipEntity); ComponentInstancesDB shipComponentInstanceDB = shipEntity.GetDataBlob <ComponentInstancesDB>(); //TODO: do this somewhere else, recalcprocessor maybe? foreach (var design in shipComponentInstanceDB.GetDesignsByType(typeof(SensorReceverAtbDB))) { foreach (var instance in shipComponentInstanceDB.GetComponentsBySpecificDesign(design.Guid)) { var sensor = design.GetDataBlob <SensorReceverAtbDB>(); DateTime nextDatetime = shipEntity.Manager.ManagerSubpulses.StarSysDateTime + TimeSpan.FromSeconds(sensor.ScanTime); shipEntity.Manager.ManagerSubpulses.AddEntityInterupt(nextDatetime, new SensorScan().TypeName, instance.OwningEntity); } } ReCalcProcessor.ReCalcAbilities(shipEntity); return(shipEntity); }
public static Entity CreateNewShipClass(Game game, Entity faction, string className = null) { //check className before any to use it in NameDB constructor if (string.IsNullOrEmpty(className)) { ///< @todo source the class name from faction theme. className = "New Class"; // <- Hack for now. } // lets start by creating all the Datablobs that make up a ship class: TODO only need to add datablobs for compoents it has abilites for. var shipInfo = new ShipInfoDB(); var armor = new ArmorDB(); var buildCost = new BuildCostDB(); var cargotype = new CargoAbleTypeDB(); var crew = new CrewDB(); var damage = new DamageDB(); var maintenance = new MaintenanceDB(); var sensorProfile = new SensorProfileDB(); var name = new NameDB(className); name.SetName(faction.Guid, className); var componentInstancesDB = new ComponentInstancesDB(); var massVolumeDB = new MassVolumeDB(); // now lets create a list of all these datablobs so we can create our new entity: List <BaseDataBlob> shipDBList = new List <BaseDataBlob>() { shipInfo, armor, buildCost, cargotype, crew, damage, maintenance, sensorProfile, name, componentInstancesDB, massVolumeDB, }; // now lets create the ship class: Entity shipClassEntity = new Entity(game.GlobalManager, faction.Guid, shipDBList); FactionOwnerDB factionOwner = faction.GetDataBlob <FactionOwnerDB>(); factionOwner.SetOwned(shipClassEntity); // also gets factionDB: FactionInfoDB factionDB = faction.GetDataBlob <FactionInfoDB>(); // and add it to the faction: factionDB.ShipClasses.Add(shipClassEntity); // now lets set some ship info: shipInfo.ShipClassDefinition = Guid.Empty; // just make sure it is marked as a class and not a ship. // now lets add some components: ///< @todo Add ship components // -- basic armour of current faction tech level // -- minimum crew quaters defaulting to 3 months deployment time. // -- a bridge // -- an engineering space // -- a fuel tank // now update the ship system DBs to reflect the components: ///< @todo update ship to reflect added components return(shipClassEntity); }