コード例 #1
0
ファイル: Technology.cs プロジェクト: Beyonders/Beyond-Beyaan
 //This stores whether or not the secondary technology item is used, as well as store other useful data for use in space combat
 public Equipment(Technology whichTech, bool useSecondary)
 {
     Technology = whichTech;
     UseSecondary = useSecondary;
 }
コード例 #2
0
        public void Load(XElement empire, MasterTechnologyManager MTM)
        {
            var technologies = empire.Element("Technologies");
            var compTechs = technologies.Element("Computer");
            var constTechs = technologies.Element("Construction");
            var ffTechs = technologies.Element("ForceField");
            var planetTechs = technologies.Element("Planetology");
            var propTechs = technologies.Element("Propulsion");
            var weaponTechs = technologies.Element("Weapon");

            WhichComputerBeingResearched = MTM.GetTechnologyWithName(compTechs.Attribute("Researching").Value);
            WhichConstructionBeingResearched = MTM.GetTechnologyWithName(constTechs.Attribute("Researching").Value);
            WhichForceFieldBeingResearched = MTM.GetTechnologyWithName(ffTechs.Attribute("Researching").Value);
            WhichPlanetologyBeingResearched = MTM.GetTechnologyWithName(planetTechs.Attribute("Researching").Value);
            WhichPropulsionBeingResearched = MTM.GetTechnologyWithName(propTechs.Attribute("Researching").Value);
            WhichWeaponBeingResearched = MTM.GetTechnologyWithName(weaponTechs.Attribute("Researching").Value);

            ComputerPercentage = int.Parse(compTechs.Attribute("Percentage").Value);
            ConstructionPercentage = int.Parse(constTechs.Attribute("Percentage").Value);
            ForceFieldPercentage = int.Parse(ffTechs.Attribute("Percentage").Value);
            PlanetologyPercentage = int.Parse(planetTechs.Attribute("Percentage").Value);
            PropulsionPercentage = int.Parse(propTechs.Attribute("Percentage").Value);
            WeaponPercentage = int.Parse(weaponTechs.Attribute("Percentage").Value);

            ComputerLocked = bool.Parse(compTechs.Attribute("Locked").Value);
            ConstructionLocked = bool.Parse(constTechs.Attribute("Locked").Value);
            ForceFieldLocked = bool.Parse(ffTechs.Attribute("Locked").Value);
            PlanetologyLocked = bool.Parse(planetTechs.Attribute("Locked").Value);
            PropulsionLocked = bool.Parse(propTechs.Attribute("Locked").Value);
            WeaponLocked = bool.Parse(weaponTechs.Attribute("Locked").Value);

            ComputerResearchAmount = float.Parse(compTechs.Attribute("Invested").Value);
            ConstructionResearchAmount = float.Parse(constTechs.Attribute("Invested").Value);
            ForceFieldResearchAmount = float.Parse(ffTechs.Attribute("Invested").Value);
            PlanetologyResearchAmount = float.Parse(planetTechs.Attribute("Invested").Value);
            PropulsionResearchAmount = float.Parse(propTechs.Attribute("Invested").Value);
            WeaponResearchAmount = float.Parse(weaponTechs.Attribute("Invested").Value);

            foreach (var researched in compTechs.Element("Researched").Elements())
            {
                ResearchedComputerTechs.Add(MTM.GetTechnologyWithName(researched.Value));
            }
            foreach (var unresearched in compTechs.Element("Unresearched").Elements())
            {
                UnresearchedComputerTechs.Add(MTM.GetTechnologyWithName(unresearched.Value));
            }
            foreach (var researched in constTechs.Element("Researched").Elements())
            {
                ResearchedConstructionTechs.Add(MTM.GetTechnologyWithName(researched.Value));
            }
            foreach (var unresearched in constTechs.Element("Unresearched").Elements())
            {
                UnresearchedConstructionTechs.Add(MTM.GetTechnologyWithName(unresearched.Value));
            }
            foreach (var researched in ffTechs.Element("Researched").Elements())
            {
                ResearchedForceFieldTechs.Add(MTM.GetTechnologyWithName(researched.Value));
            }
            foreach (var unresearched in ffTechs.Element("Unresearched").Elements())
            {
                UnresearchedForceFieldTechs.Add(MTM.GetTechnologyWithName(unresearched.Value));
            }
            foreach (var researched in planetTechs.Element("Researched").Elements())
            {
                ResearchedPlanetologyTechs.Add(MTM.GetTechnologyWithName(researched.Value));
            }
            foreach (var unresearched in planetTechs.Element("Unresearched").Elements())
            {
                UnresearchedPlanetologyTechs.Add(MTM.GetTechnologyWithName(unresearched.Value));
            }
            foreach (var researched in propTechs.Element("Researched").Elements())
            {
                ResearchedPropulsionTechs.Add(MTM.GetTechnologyWithName(researched.Value));
            }
            foreach (var unresearched in propTechs.Element("Unresearched").Elements())
            {
                UnresearchedPropulsionTechs.Add(MTM.GetTechnologyWithName(unresearched.Value));
            }
            foreach (var researched in weaponTechs.Element("Researched").Elements())
            {
                ResearchedWeaponTechs.Add(MTM.GetTechnologyWithName(researched.Value));
            }
            foreach (var unresearched in weaponTechs.Element("Unresearched").Elements())
            {
                UnresearchedWeaponTechs.Add(MTM.GetTechnologyWithName(unresearched.Value));
            }

            UpdateValues();
        }
コード例 #3
0
ファイル: Technology.cs プロジェクト: Beyonders/Beyond-Beyaan
 //This stores whether or not the secondary technology item is used, as well as store other useful data for use in space combat
 public Equipment(Technology whichTech, bool useSecondary)
 {
     Technology   = whichTech;
     UseSecondary = useSecondary;
 }
コード例 #4
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        public void SetupStarterFleet(StarSystem homeSystem)
        {
            Technology retroEngine    = null;
            Technology titaniumArmor  = null;
            Technology laser          = null;
            Technology nuclearMissile = null;
            Technology nuclearBomb    = null;

            foreach (var tech in _empire.TechnologyManager.ResearchedPropulsionTechs)
            {
                if (tech.Speed == 1)
                {
                    retroEngine = tech;
                    break;
                }
            }
            foreach (var tech in _empire.TechnologyManager.ResearchedConstructionTechs)
            {
                if (tech.Armor == Technology.TITANIUM_ARMOR)
                {
                    titaniumArmor = tech;
                    break;
                }
            }
            foreach (var tech in _empire.TechnologyManager.ResearchedWeaponTechs)
            {
                if (tech.TechName == "Laser")
                {
                    laser = tech;
                }
                else if (tech.TechName == "Nuclear Missile")
                {
                    nuclearMissile = tech;
                }
                else if (tech.TechName == "Nuclear Bomb")
                {
                    nuclearBomb = tech;
                }
            }
            Ship scout = new Ship();

            scout.Name       = "Scout";
            scout.Owner      = _empire;
            scout.Size       = Ship.SMALL;
            scout.WhichStyle = 0;
            scout.Armor      = new Equipment(titaniumArmor, false);
            foreach (var tech in _empire.TechnologyManager.ResearchedConstructionTechs)
            {
                if (tech.ReserveFuelTanks)
                {
                    scout.Specials[0] = new Equipment(tech, false);
                    break;
                }
            }
            scout.Engine   = new KeyValuePair <Equipment, float>(new Equipment(retroEngine, false), scout.PowerUsed / (retroEngine.Speed * 10));
            scout.DesignID = _currentShipDesignID;
            CurrentDesigns.Add(scout);
            _currentShipDesignID++;

            Ship fighter = new Ship();

            fighter.Name       = "Fighter";
            fighter.Owner      = _empire;
            fighter.Size       = Ship.SMALL;
            fighter.WhichStyle = 1;
            fighter.Weapons[0] = new KeyValuePair <Equipment, int>(new Equipment(laser, false), 1);
            fighter.Armor      = new Equipment(titaniumArmor, false);
            fighter.Engine     = new KeyValuePair <Equipment, float>(new Equipment(retroEngine, false), fighter.PowerUsed / (retroEngine.Speed * 10));
            CurrentDesigns.Add(fighter);
            _currentShipDesignID++;

            Ship destroyer = new Ship();

            destroyer.Name       = "Destroyer";
            destroyer.Owner      = _empire;
            destroyer.Size       = Ship.MEDIUM;
            destroyer.WhichStyle = 0;
            destroyer.Weapons[0] = new KeyValuePair <Equipment, int>(new Equipment(nuclearMissile, false), 1);
            destroyer.Weapons[1] = new KeyValuePair <Equipment, int>(new Equipment(laser, false), 3);
            destroyer.Armor      = new Equipment(titaniumArmor, false);
            destroyer.Engine     = new KeyValuePair <Equipment, float>(new Equipment(retroEngine, false), destroyer.PowerUsed / (retroEngine.Speed * 10));
            CurrentDesigns.Add(destroyer);
            _currentShipDesignID++;

            Ship bomber = new Ship();

            bomber.Name       = "Bomber";
            bomber.Owner      = _empire;
            bomber.Size       = Ship.MEDIUM;
            bomber.WhichStyle = 1;
            bomber.Weapons[0] = new KeyValuePair <Equipment, int>(new Equipment(nuclearBomb, false), 2);
            bomber.Weapons[1] = new KeyValuePair <Equipment, int>(new Equipment(laser, false), 2);
            bomber.Armor      = new Equipment(titaniumArmor, false);
            bomber.Engine     = new KeyValuePair <Equipment, float>(new Equipment(retroEngine, false), bomber.PowerUsed / (retroEngine.Speed * 10));
            CurrentDesigns.Add(bomber);
            _currentShipDesignID++;

            Ship colonyShip = new Ship();

            colonyShip.Name       = "Colony Ship";
            colonyShip.Owner      = _empire;
            colonyShip.Size       = Ship.LARGE;
            colonyShip.WhichStyle = 0;
            colonyShip.Armor      = new Equipment(titaniumArmor, false);
            foreach (var tech in _empire.TechnologyManager.ResearchedPlanetologyTechs)
            {
                if (tech.Colony == Technology.STANDARD_COLONY)
                {
                    colonyShip.Specials[0] = new Equipment(tech, false);
                    break;
                }
            }
            colonyShip.Engine   = new KeyValuePair <Equipment, float>(new Equipment(retroEngine, false), colonyShip.PowerUsed / (retroEngine.Speed * 10));
            colonyShip.DesignID = _currentShipDesignID;
            CurrentDesigns.Add(colonyShip);
            _currentShipDesignID++;

            LastShipDesign = new Ship(scout);             //Make a copy so we don't accidentally modify the original ship

            Fleet starterFleet = new Fleet();

            starterFleet.GalaxyX        = homeSystem.X;
            starterFleet.GalaxyY        = homeSystem.Y;
            starterFleet.AdjacentSystem = homeSystem;
            starterFleet.Empire         = _empire;
            starterFleet.AddShips(CurrentDesigns[0], 2);
            starterFleet.AddShips(CurrentDesigns[4], 1);
            _fleets.Add(starterFleet);
        }