public Ship(ShipModelType s, LocatorService ls) { _model = s; StatBonuses = new ShipBonusHandler(); Debuffs = new DebuffHandler(); switch (ShipStats.ShieldType) { case ShieldTypes.QuickRegen: Shields = new QuickRegenShieldHandler(ShipStats, StatBonuses, Debuffs); break; case ShieldTypes.SlowRegen: Shields = new SlowRegenShieldHandler(ShipStats, StatBonuses, Debuffs); break; case ShieldTypes.NoRegen: Shields = new NoRegenShieldHandler(ShipStats, StatBonuses, Debuffs); break; } RecalculateModuleBonuses(); Cargo = new CargoHandler_ReadOnlyVM <CargoHandlerModel>(s.Cargo); _playerLocator = ls.PlayerLocator; _areaLocator = ls.AreaLocator; _teamLocator = ls.TeamLocator; }
/// <summary> /// Used only for tempShips /// </summary> //public Ship() //{ // ShipStats = new ShipStats(); // StatBonuses = new ShipBonusHandler(); // Debuffs = new DebuffHandler(); // Shields = new QuickRegenShieldHandler(ShipStats, StatBonuses, Debuffs); //} public Ship(int shipID, int playerID, string playerName, ShipStats stats, ParticleManager particleManager, SpriteBatch spriteBatch, HashSet <int> teams) { _particleManager = particleManager; _spriteBatch = spriteBatch; _rand = new Random(7747); _weapons = new List <Weapon>(); BodyBehaviors = new List <IBodyBehavior>(); this.Id = shipID; this.playerID = playerID; this.playerName = playerName; Teams = teams; lastTimeStamp = 0; IsSelected = false; PotentialTargets = new Dictionary <int, ITargetable>(); Cargo = new CargoHandler_ReadAddRemoveVM <CargoHandlerModel>(); Modules = new Dictionary <int, Module>(); StatBonuses = new ShipBonusHandler(); Debuffs = new DebuffHandler(); switch (stats.ShieldType) { case ShieldTypes.QuickRegen: Shields = new QuickRegenShieldHandler(stats, StatBonuses, Debuffs); break; case ShieldTypes.SlowRegen: Shields = new SlowRegenShieldHandler(stats, StatBonuses, Debuffs); break; case ShieldTypes.NoRegen: Shields = new NoRegenShieldHandler(stats, StatBonuses, Debuffs); break; } ShipStats = stats; RecalculateModuleBonuses(); CreateDictionaries(ShipStats.Energy); }
public Ship(ShipStats stats, LocatorService ls) { _model = new ShipModelType(); PosX = 0; PosY = 0; Rotation = 0; VelY = 0; VelX = 0; _weapons = new List <Weapon>(); _model.MissileLauncherSlot = 0; _weapons.Add(new MissileLauncher(ProjectileTypes.AmbassadorMissile)); TimeOfLastCollision = 0; TimeOfLastDamage = 0; DoCombatUpdates = false; HealthUpdatePeriod = 500; _model.PlayerID = null; _simulatingPlayerID = null; IsNPC = false; _playerLocator = ls.PlayerLocator; _areaLocator = ls.AreaLocator; _teamLocator = ls.TeamLocator; _model.Modules = new List <Module>(); StatBonuses = new ShipBonusHandler(); Debuffs = new DebuffHandler(); switch (stats.ShieldType) { case ShieldTypes.QuickRegen: Shields = new QuickRegenShieldHandler(stats, StatBonuses, Debuffs); break; case ShieldTypes.SlowRegen: Shields = new SlowRegenShieldHandler(stats, StatBonuses, Debuffs); break; case ShieldTypes.NoRegen: Shields = new NoRegenShieldHandler(stats, StatBonuses, Debuffs); break; } ShipStats = stats; _model.Cargo = new CargoHandlerModel(); Cargo = new CargoHandler_ReadOnlyVM <CargoHandlerModel>(_model.Cargo); SetHealthAndShields(stats); }
public DefensiveMine(float xPos, float yPos, int galaxyID, int ownerID, int currentAreaID, IPlayerLocator playerLocator) : base(xPos, yPos, galaxyID, ownerID, currentAreaID) { _model = new DefensiveMineModel(base._model); _model.StructureType = StructureTypes.DefensiveMine; Debuffs = new DebuffHandler(); Id = galaxyID; _playerLocator = playerLocator; _model.Weapon = new MineWeapon(); }
public Turret(int galaxyID, float xPos, float yPos, int ownerID, int currentAreaID, TurretTypes turretType, IPlayerLocator pl) : base(xPos, yPos, galaxyID, ownerID, currentAreaID) { _model = new TurretModel(base._model, turretType); _model.StructureType = StructureTypes.LaserTurret; Debuffs = new DebuffHandler(); Id = galaxyID; _playerLocator = pl; _model.Weapon = new AltLaser(); }
public Turret(TurretModel tm, IPlayerLocator pl) : base(tm) { _playerLocator = pl; Debuffs = new DebuffHandler(); }