コード例 #1
0
 public ComponentHeatSink(TECHNOLOGY_BASE techBase, bool bSingle, bool bIntegral, bool bFirstTen) : this()
 {
     this.TechnologyBase = techBase;
     if (!bSingle)
     {
         if (TechnologyBase == TECHNOLOGY_BASE.CLAN)
         {
             Name = "Clan Double Heat Sink";
             CriticalSpaceMech = 2;
         }
         else
         {
             Name = "Double Heat Sink";
             CriticalSpaceMech = 3;
         }
         HeatDissipation = 2;
     }
     else
     {
         Name = "Heat Sink";
         CriticalSpaceMech = 1;
         HeatDissipation   = 1;
     }
     Integral = bIntegral;
     if (Integral)
     {
         Name = $"Integral {Name}";
     }
     if (bFirstTen)
     {
         Tonnage = 0;
     }
 }
コード例 #2
0
 public StructureType(string sName, TECHNOLOGY_BASE eTechnologyBase, double dTonnageMultipler, int iCriticalHitSlots, double dDamageMultiplier, bool bCriticalLocationsTreatedAsRollAgain, double dBattleValueModifier)
 {
     Name             = sName;
     TechnologyBase   = eTechnologyBase;
     TonnageMultipler = dTonnageMultipler;
     CriticalHitSlots = iCriticalHitSlots;
     DamageMultiplier = dDamageMultiplier;
     CriticalLocationsTreatedAsRollAgain = bCriticalLocationsTreatedAsRollAgain;
     BattleValueModifier = dBattleValueModifier;
     AliasList           = new List <string>();
 }
コード例 #3
0
ファイル: MyomerType.cs プロジェクト: Bronzite/BattleTech.NET
 public MyomerType(string sName, TECHNOLOGY_BASE tBase, double dMassFraction, double dCriticalHitSlotsAsFractionOfMass, int iCriticalHitSlots) : this()
 {
     Name = sName; TechnologyBase = tBase; MassFraction = dMassFraction; CriticalHitSlots = iCriticalHitSlots; CriticalHitSlotsAsFractionOfMass = dCriticalHitSlotsAsFractionOfMass;
 }
コード例 #4
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 public StructureType(string sName, TECHNOLOGY_BASE eTechnologyBase, double dTonnageMultipler, int iCriticalHitSlots, double dDamageMultiplier, bool bCriticalLocationsTreatedAsRollAgain) : this(sName, eTechnologyBase, dTonnageMultipler, iCriticalHitSlots, dDamageMultiplier, bCriticalLocationsTreatedAsRollAgain, 1.0)
 {
 }
コード例 #5
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 public ComponentAmmunition(string sName, int iRounds, double dTonnage, string sTechRating, TECHNOLOGY_BASE techBase) : this(sName, iRounds, dTonnage, sTechRating)
 {
     TechnologyBase = techBase;
 }
コード例 #6
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        public ComponentCockpit(string sName, int iTonnage, CriticalSlot[] criticalSlots, int iPilotingModifier, TECHNOLOGY_BASE techBase)
        {
            this.Name           = Name;
            this.Tonnage        = iTonnage;
            this.TechnologyBase = techBase;

            PilotingRollModifier = iPilotingModifier;
        }
コード例 #7
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ファイル: ArmorType.cs プロジェクト: Bronzite/BattleTech.NET
 public ArmorType(string sName, TECHNOLOGY_BASE tb, double dPointsPerTons, int iCriticalSlotsRequired, double dBattleValueModifier)
 {
     Name = sName; PointsPerTon = dPointsPerTons; CriticalSlotsRequired = iCriticalSlotsRequired; TechnologyBase = tb; AliasList = new List <string>(); BattleValueModifier = dBattleValueModifier;
 }
コード例 #8
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ファイル: ArmorType.cs プロジェクト: Bronzite/BattleTech.NET
 public ArmorType(string sName, TECHNOLOGY_BASE tb, double dPointsPerTons, int iCriticalSlotsRequired) : this(sName, tb, dPointsPerTons, iCriticalSlotsRequired, 1)
 {
 }
コード例 #9
0
ファイル: ArmorType.cs プロジェクト: Bronzite/BattleTech.NET
 public ArmorType(string sName, TECHNOLOGY_BASE tb, double dPointsPerTons) : this(sName, tb, dPointsPerTons, 0)
 {
 }