/// <summary> /// New ship class button /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void NewButton_Click(object sender, EventArgs e) { ShipClassTN oNewShipClass = new ShipClassTN("New Class", VM.CurrentFaction); oNewShipClass.AddCrewQuarters(_CurrnetFaction.ComponentList.CrewQuarters[0], 1); oNewShipClass.AddFuelStorage(_CurrnetFaction.ComponentList.FuelStorage[0], 1); oNewShipClass.AddEngineeringSpaces(_CurrnetFaction.ComponentList.EngineeringSpaces[0], 1); oNewShipClass.AddOtherComponent(_CurrnetFaction.ComponentList.OtherComponents[0], 1); int ArmorTech = _CurrnetFaction.FactionTechLevel[(int)Faction.FactionTechnology.ArmourProtection]; #warning throw error here if this happens instead of just capping at 12? if (ArmorTech > 12) ArmorTech = 12; String Title = UIConstants.Armor.ArmorTypes[ArmorTech]; oNewShipClass.NewArmor(Title, (ushort)Constants.MagazineTN.MagArmor[ArmorTech], oNewShipClass.ShipArmorDef.depth); _CurrnetFaction.ShipDesigns.Add(oNewShipClass); m_oOptionsPanel.ClassComboBox.SelectedIndex = m_oOptionsPanel.ClassComboBox.Items.Count - 1; _CurrnetShipClass = _CurrnetFaction.ShipDesigns[m_oOptionsPanel.ClassComboBox.SelectedIndex]; UpdateDisplay(); }
/// <summary> /// New ship class button /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void NewButton_Click(object sender, EventArgs e) { ShipClassTN oNewShipClass = new ShipClassTN("New Class", VM.CurrentFaction); oNewShipClass.AddCrewQuarters(_CurrnetFaction.ComponentList.CrewQuarters[0], 1); oNewShipClass.AddFuelStorage(_CurrnetFaction.ComponentList.FuelStorage[0], 1); oNewShipClass.AddEngineeringSpaces(_CurrnetFaction.ComponentList.EngineeringSpaces[0], 1); oNewShipClass.AddOtherComponent(_CurrnetFaction.ComponentList.OtherComponents[0], 1); int ArmorTech = _CurrnetFaction.FactionTechLevel[(int)Faction.FactionTechnology.ArmourProtection]; if (ArmorTech > 12) ArmorTech = 12; #warning more armor names to move to constants.UI #region Armor Tech names String Title = "N/A"; switch (ArmorTech) { case 0: Title = "Conventional"; break; case 1: Title = "Duranium"; break; case 2: Title = "High Density Duranium"; break; case 3: Title = "Composite"; break; case 4: Title = "Ceramic Composite"; break; case 5: Title = "Laminate Composite"; break; case 6: Title = "Compressed Carbon"; break; case 7: Title = "Biphased Carbide"; break; case 8: Title = "Crystaline Composite"; break; case 9: Title = "Superdense"; break; case 10: Title = "Bonded Superdense"; break; case 11: Title = "Coherent Superdense"; break; case 12: Title = "Collapsium"; break; } #endregion oNewShipClass.NewArmor(Title, (ushort)Constants.MagazineTN.MagArmor[ArmorTech], oNewShipClass.ShipArmorDef.depth); _CurrnetFaction.ShipDesigns.Add(oNewShipClass); m_oOptionsPanel.ClassComboBox.SelectedIndex = m_oOptionsPanel.ClassComboBox.Items.Count - 1; _CurrnetShipClass = _CurrnetFaction.ShipDesigns[m_oOptionsPanel.ClassComboBox.SelectedIndex]; UpdateDisplay(); }