public static Spaceship CreateRandomSpaceship()
        {
            Spaceship s = new Spaceship();
            s.CurrentFood = Utility.Rnd(10);
            s.CurrentFuel = Utility.Rnd(20);
            s.CurrentPower = Utility.Rnd(20);
            s.CurrentShields = Utility.Rnd(20);
            s.Description = "A random ship";
            s.Evasion = Utility.Rnd(10);
            s.Impounded = false;
            s.jobs = null;
            s.Money = Utility.Rnd(2000);
            s.weapons = GetRandomWeapons(1);

            return s;
        }
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        protected string FireGroundDefence(ref Spaceship s)
        {
            string message;
            //is there a weapon
            if (weapon == null)
            {
                message = "No weapon for planet to fire";
            }

            if (true)//spaceship not in range
            {
                message = "spaceship not in range";
            }

            //evade?
            Random r = new Random();
            if (s.Evasion < r.Next(weapon.Accuracy))
            {
                message = "spaceship hit";
                s.TakeDamage(weapon);
            }
            else
            {
                message = "spaceship missed";
            }

            return message;
        }
Esempio n. 3
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 internal void UpdatePlayerStarshipToGameObject(Tile tile)
 {
     if (tile.gameObject != null)
     {
         playerSpaceShip  = tile.gameObject;
         playerSpaceShip.Row = tile.row;
         playerSpaceShip.Col = tile.col;
     }
     playerSpaceShip.ProcessTurn();
     gameObjects[0] = playerSpaceShip;
 }
Esempio n. 4
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 private void BuildMap()
 {
     map = new List<Tile>();
     Debug.WriteLine("Building Map");
     playerSpaceShip = new Spaceship { ID = 1, DirectionImageN = GameImages.DartNorth,DirectionImageE = GameImages.DartEast,
         DirectionImageS = GameImages.DartSouth,DirectionImageW = GameImages.DartWest,
         Row = 5, Col = 5, CurrentFuel = 100,CurrentFood =100, Money = 50 };
     gameObjects.Add(playerSpaceShip);
     AddPlanetsToGameObjects();
     UpdateGameObjectsToMap();
 }