private static void CreateFrigetBalancedDefaultCollection(IShipConfiguration balanced) { //Add multiple lasers for (int i = 0; i < 12; i++) { balanced.attackImplements.Add(AttackImplementFactory.CreateAttackImplement(AttackImplementType.Laser)); } //Add multiple missiles for (int i = 0; i < 6; i++) { balanced.attackImplements.Add(AttackImplementFactory.CreateAttackImplement(AttackImplementType.Missile)); } //Add multiple photonTorpedo for (int i = 0; i < 4; i++) { balanced.attackImplements.Add(AttackImplementFactory.CreateAttackImplement(AttackImplementType.PhotonTorpedo)); } //Add multiple deflectionShield for (int i = 0; i < 3; i++) { balanced.defendImplements.Add(DefendImplementFactory.CreateDefendImplement(DefendImplementType.DeflectionShield)); } //Add singles balanced.defendImplements.Add(DefendImplementFactory.CreateDefendImplement(DefendImplementType.ShieldBooster)); balanced.upgradeImplements.Add(UpgradeImplementFactory.CreateUpgradeImplement(UpgradeImplementType.MetalicMicrobes)); }
private static void CreateFrigetHeavyDefaultCollection(IShipConfiguration heavy) { //Add multiple lasers for (int i = 0; i < 8; i++) { heavy.attackImplements.Add(AttackImplementFactory.CreateAttackImplement(AttackImplementType.Laser)); } //Add multiple missiles for (int i = 0; i < 4; i++) { heavy.attackImplements.Add(AttackImplementFactory.CreateAttackImplement(AttackImplementType.Missile)); } //Add multiple photonTorpedo for (int i = 0; i < 4; i++) { heavy.attackImplements.Add(AttackImplementFactory.CreateAttackImplement(AttackImplementType.PhotonTorpedo)); } //Add multiple deflectionShield for (int i = 0; i < 6; i++) { heavy.defendImplements.Add(DefendImplementFactory.CreateDefendImplement(DefendImplementType.DeflectionShield)); } //Add singles heavy.upgradeImplements.Add(UpgradeImplementFactory.CreateUpgradeImplement(UpgradeImplementType.MetalicMicrobes)); heavy.attackImplements.Add(AttackImplementFactory.CreateAttackImplement(AttackImplementType.PlasmaCannon)); }
private static void CreateFrigetLightDefaultCollection(IShipConfiguration light) { //Add multiple lasers for (int i = 0; i < 20; i++) { light.attackImplements.Add(AttackImplementFactory.CreateAttackImplement(AttackImplementType.Laser)); } //Add multiple missiles for (int i = 0; i < 4; i++) { light.attackImplements.Add(AttackImplementFactory.CreateAttackImplement(AttackImplementType.Missile)); } //Add multiple photonTorpedo for (int i = 0; i < 2; i++) { light.attackImplements.Add(AttackImplementFactory.CreateAttackImplement(AttackImplementType.PhotonTorpedo)); } //Add multiple shieldBooster for (int i = 0; i < 2; i++) { light.defendImplements.Add(DefendImplementFactory.CreateDefendImplement(DefendImplementType.ShieldBooster)); } //Add multiple warpDrive for (int i = 0; i < 2; i++) { light.upgradeImplements.Add(UpgradeImplementFactory.CreateUpgradeImplement(UpgradeImplementType.WarpDrive)); } }
private static void CreateFighterHeavyDefaultCollection(IShipConfiguration heavy) { //Add multiple lasers for (int i = 0; i < 2; i++) { heavy.attackImplements.Add(AttackImplementFactory.CreateAttackImplement(AttackImplementType.Laser)); } //Add multiple missiles for (int i = 0; i < 6; i++) { heavy.attackImplements.Add(AttackImplementFactory.CreateAttackImplement(AttackImplementType.Missile)); } //Add singles heavy.defendImplements.Add(DefendImplementFactory.CreateDefendImplement(DefendImplementType.ShieldBooster)); heavy.upgradeImplements.Add(UpgradeImplementFactory.CreateUpgradeImplement(UpgradeImplementType.WarpDrive)); }
private static void CreateFighterLightDefaultCollection(IShipConfiguration light) { //Add multiple lasers for (int i = 0; i < 10; i++) { light.attackImplements.Add(AttackImplementFactory.CreateAttackImplement(AttackImplementType.Laser)); } //Add multiple missiles for (int i = 0; i < 2; i++) { light.attackImplements.Add(AttackImplementFactory.CreateAttackImplement(AttackImplementType.Missile)); } //Add singles light.defendImplements.Add(DefendImplementFactory.CreateDefendImplement(DefendImplementType.PolarizedPlating)); light.upgradeImplements.Add(UpgradeImplementFactory.CreateUpgradeImplement(UpgradeImplementType.WarpDrive)); }
private static void CreateDestoyerLightDefaultCollection(IShipConfiguration light) { //Add multiple lasers for (int i = 0; i < 78; i++) { light.attackImplements.Add(AttackImplementFactory.CreateAttackImplement(AttackImplementType.Laser)); } //Add multiple missiles for (int i = 0; i < 20; i++) { light.attackImplements.Add(AttackImplementFactory.CreateAttackImplement(AttackImplementType.Missile)); } //Add multiple photonTorpedo for (int i = 0; i < 4; i++) { light.attackImplements.Add(AttackImplementFactory.CreateAttackImplement(AttackImplementType.PhotonTorpedo)); } //Add multiple plasmaCannon for (int i = 0; i < 2; i++) { light.attackImplements.Add(AttackImplementFactory.CreateAttackImplement(AttackImplementType.PlasmaCannon)); } //Add multiple deflectionShield for (int i = 0; i < 8; i++) { light.defendImplements.Add(DefendImplementFactory.CreateDefendImplement(DefendImplementType.DeflectionShield)); } //Add multiple shieldBooster for (int i = 0; i < 2; i++) { light.defendImplements.Add(DefendImplementFactory.CreateDefendImplement(DefendImplementType.ShieldBooster)); } for (int i = 0; i < 2; i++) { light.upgradeImplements.Add(UpgradeImplementFactory.CreateUpgradeImplement(UpgradeImplementType.MetalicMicrobes)); } }
private static void CreateFighterBalancedDefaultCollection(IShipConfiguration balanced) { //Add multiple lasers for (int i = 0; i < 6; i++) { balanced.attackImplements.Add(AttackImplementFactory.CreateAttackImplement(AttackImplementType.Laser)); } //Add multiple missiles for (int i = 0; i < 4; i++) { balanced.attackImplements.Add(AttackImplementFactory.CreateAttackImplement(AttackImplementType.Missile)); } //Add singles balanced.defendImplements.Add(DefendImplementFactory.CreateDefendImplement(DefendImplementType.DeflectionShield)); balanced.defendImplements.Add(DefendImplementFactory.CreateDefendImplement(DefendImplementType.PolarizedPlating)); balanced.upgradeImplements.Add(UpgradeImplementFactory.CreateUpgradeImplement(UpgradeImplementType.WarpDrive)); }
private static void CreateDestoyerBalancedDefaultCollection(IShipConfiguration balanced) { //Add multiple lasers for (int i = 0; i < 46; i++) { balanced.attackImplements.Add(AttackImplementFactory.CreateAttackImplement(AttackImplementType.Laser)); } //Add multiple missiles for (int i = 0; i < 20; i++) { balanced.attackImplements.Add(AttackImplementFactory.CreateAttackImplement(AttackImplementType.Missile)); } //Add multiple photonTorpedo for (int i = 0; i < 8; i++) { balanced.attackImplements.Add(AttackImplementFactory.CreateAttackImplement(AttackImplementType.PhotonTorpedo)); } //Add multiple plasmaCannon for (int i = 0; i < 4; i++) { balanced.attackImplements.Add(AttackImplementFactory.CreateAttackImplement(AttackImplementType.PlasmaCannon)); } //Add multiple deflectionShield for (int i = 0; i < 6; i++) { balanced.defendImplements.Add(DefendImplementFactory.CreateDefendImplement(DefendImplementType.DeflectionShield)); } //Add multiple shieldBooster for (int i = 0; i < 3; i++) { balanced.defendImplements.Add(DefendImplementFactory.CreateDefendImplement(DefendImplementType.ShieldBooster)); } //Add single balanced.upgradeImplements.Add(UpgradeImplementFactory.CreateUpgradeImplement(UpgradeImplementType.MineField)); }