/// <summary> /// Calculate the fuel required for this fleet to reach a given destination. /// </summary> /// <param name="warpFactor">The warp speed to travel at.</param> /// <param name="race">The race operating the fleet.</param> /// <param name="dest">The destination as a <see cref="NovaPoint"/>.</param> /// <returns>The estimated fuel consumption.</returns> /// <remarks> /// FIXME (priority 4) - probably has rounding errors. /// FIXME (priority 3) - should this account for final year slow down?. /// </remarks> public int GetFuelRequired(int warpFactor, Race race, NovaPoint dest) { double fuelConsumption = FuelConsumption(warpFactor, race); double time = PointUtilities.DistanceSquare(this.Position, dest) / (warpFactor * warpFactor * warpFactor * warpFactor); return((int)(time * fuelConsumption)); }
/// <summary> /// Move the fleet towards the waypoint at the top of the list. Fuel is consumed /// at the rate of the sum of each of the individual ships (i.e. available fuel /// is automatically "pooled" between the ships). /// </summary> /// <param name="availableTime">The portion of a year left for travel.</param> /// <param name="race">The race this fleet belongs to.</param> /// <returns>A TravelStatus indicating arrival or in-transit.</returns> public TravelStatus Move(ref double availableTime, Race race) { if (GetTravelStatus() == TravelStatus.Arrived) { return(TravelStatus.Arrived); } Waypoint target = Waypoints[0]; InOrbit = null; double legDistance = PointUtilities.Distance(Position, target.Position); int warpFactor = target.WarpFactor; int speed = warpFactor * warpFactor; double targetTime = legDistance / speed; double fuelConsumptionRate = FuelConsumption(warpFactor, race); double fuelTime = FuelAvailable / fuelConsumptionRate; double travelTime = targetTime; // Determine just how long we have available to travel towards the // waypoint target. This will be the smaller of target time (the ideal // case, we get there) available time (didn't get there but still can // move towards there next turn) and fuel time. TravelStatus arrived = TravelStatus.Arrived; if (travelTime > availableTime) { travelTime = availableTime; arrived = TravelStatus.InTransit; } if (travelTime >= fuelTime) { travelTime = fuelTime; arrived = TravelStatus.InTransit; } // If we have arrived then the new fleet position is the waypoint // target. Otherwise the position is determined by how far we got // in the time or fuel available. if (arrived == TravelStatus.Arrived) { Position = target.Position; target.WarpFactor = 0; } else { double travelled = speed * travelTime; Position = PointUtilities.MoveTo(Position, target.Position, travelled); } // Update the travel time left for this year and the total fuel we // now have available. availableTime -= travelTime; int fuelUsed = (int)(fuelConsumptionRate * travelTime); FuelAvailable -= fuelUsed; // Added check if fleet run out of full it's speed will be changed // to free warp speed. if (arrived == TravelStatus.InTransit && fuelConsumptionRate > this.FuelAvailable) { target.WarpFactor = this.FreeWarpSpeed; } return(arrived); }