public void OrdnanceTest() { /// <summary> /// Need to hook missiles into the distance table calculations, as well as sensor model. /// </summary> /// <summary> ///The Damage table MUST be initialized. /// </summary> DamageValuesTN.init(); /// <summary> /// Factions ARE necessary. /// </summary> Faction PlayerFaction1 = new Faction(0); Faction PlayerFaction2 = new Faction(1); /// <summary> /// No StarSystem no contacts! /// </summary> StarSystem System1 = new StarSystem("This is not Sol", 0); System1.Populations = new BindingList<Population>(); Star S1 = new Star(); System1.Stars.Add(S1); PlayerFaction1.AddNewContactList(System1); PlayerFaction2.AddNewContactList(System1); /// <summary> /// No global RNG, no Damage or tohit. /// </summary> Random RNG = new Random(); /// <summary> /// Planets and populations are needed for house keeping. /// </summary> SystemBody pl1 = new SystemBody(System1.Stars[0], SystemBody.PlanetType.Terrestrial); SystemBody pl2 = new SystemBody(System1.Stars[0], SystemBody.PlanetType.Terrestrial); pl1.Position.System = System1; pl2.Position.System = System1; System1.Stars[0].Planets.Add(pl1); System1.Stars[0].Planets.Add(pl2); Population P1 = new Population(System1.Stars[0].Planets[0], PlayerFaction1,0); Population P2 = new Population(System1.Stars[0].Planets[1], PlayerFaction2,0); System1.Stars[0].Planets[0].Position.X = 1.0; System1.Stars[0].Planets[0].Position.Y = 1.0; System1.Stars[0].Planets[1].Position.X = 1.04; System1.Stars[0].Planets[1].Position.Y = 1.04; PlayerFaction1.AddNewShipDesign("Blucher"); PlayerFaction2.AddNewShipDesign("Tribal"); MissileEngineDefTN TestMissileEngine = new MissileEngineDefTN("Testbed", 5.0f, 4.0f, 1.0f, 1.0f); OrdnanceSeriesTN Series = new OrdnanceSeriesTN("BLANK STANDIN"); OrdnanceDefTN TestMissile = new OrdnanceDefTN("Test Missile", Series, 1.0f, 0, 1.0f, 1.0f, 0, 0.0f, 0, 0.0f, 0, 0.0f, 0, 0.0f, 0, 1, 0, 0.0f, 0.0f, 0, false, 0, false, 0, TestMissileEngine, 1); ActiveSensorDefTN Spotter = new ActiveSensorDefTN("Spotter", 6.0f, 12, 6, 19, false, 1.0f, 0); ActiveSensorDefTN FControl = new ActiveSensorDefTN("FCtrl", 6.0f, 12, 6, 19, true, 1.0f, 0); PlayerFaction1.ShipDesigns[0].AddEngine(PlayerFaction1.ComponentList.Engines[0], 1); PlayerFaction1.ShipDesigns[0].AddCrewQuarters(PlayerFaction1.ComponentList.CrewQuarters[0], 2); PlayerFaction1.ShipDesigns[0].AddFuelStorage(PlayerFaction1.ComponentList.FuelStorage[0], 2); PlayerFaction1.ShipDesigns[0].AddEngineeringSpaces(PlayerFaction1.ComponentList.EngineeringSpaces[0], 2); PlayerFaction1.ShipDesigns[0].AddOtherComponent(PlayerFaction1.ComponentList.OtherComponents[0], 1); PlayerFaction1.ShipDesigns[0].AddMagazine(PlayerFaction1.ComponentList.MagazineDef[0], 1); PlayerFaction1.ShipDesigns[0].AddLauncher(PlayerFaction1.ComponentList.MLauncherDef[0], 1); PlayerFaction1.ShipDesigns[0].AddMFC(FControl, 1); PlayerFaction1.ShipDesigns[0].AddActiveSensor(Spotter, 1); PlayerFaction2.ShipDesigns[0].AddEngine(PlayerFaction1.ComponentList.Engines[0], 1); PlayerFaction2.ShipDesigns[0].AddCrewQuarters(PlayerFaction1.ComponentList.CrewQuarters[0], 2); PlayerFaction2.ShipDesigns[0].AddFuelStorage(PlayerFaction1.ComponentList.FuelStorage[0], 2); PlayerFaction2.ShipDesigns[0].AddEngineeringSpaces(PlayerFaction1.ComponentList.EngineeringSpaces[0], 2); PlayerFaction2.ShipDesigns[0].AddOtherComponent(PlayerFaction1.ComponentList.OtherComponents[0], 1); PlayerFaction2.ShipDesigns[0].NewArmor("Duranium", 5, 4); PlayerFaction1.ShipDesigns[0].SetPreferredOrdnance(TestMissile, 3); PlayerFaction1.AddNewTaskGroup("P1 TG 01", System1.Stars[0].Planets[0], System1); PlayerFaction2.AddNewTaskGroup("P2 TG 01", System1.Stars[0].Planets[1], System1); PlayerFaction1.TaskGroups[0].AddShip(PlayerFaction1.ShipDesigns[0], "Test Ship 1"); PlayerFaction2.TaskGroups[0].AddShip(PlayerFaction2.ShipDesigns[0], "Test Ship 2"); PlayerFaction1.TaskGroups[0].Ships[0].Refuel(200000.0f); PlayerFaction2.TaskGroups[0].Ships[0].Refuel(200000.0f); System1.Stars[0].Planets[0].Populations[0].LoadMissileToStockpile(TestMissile, 4); Order Load = new Order(Constants.ShipTN.OrderType.LoadOrdnanceFromColony, -1, -1, 0, System1.Stars[0].Planets[0].Populations[0]); PlayerFaction1.TaskGroups[0].IssueOrder(Load); while (PlayerFaction1.TaskGroups[0].TaskGroupOrders.Count > 0) { PlayerFaction1.TaskGroups[0].FollowOrders(Constants.TimeInSeconds.TwentyMinutes); } /// <summary> /// Magazine loading isn't handled anywhere. /// </summary> PlayerFaction1.TaskGroups[0].Ships[0].ShipMLaunchers[0].loadedOrdnance = TestMissile; PlayerFaction1.TaskGroups[0].Ships[0].ShipMLaunchers[0].AssignMFC(PlayerFaction1.TaskGroups[0].Ships[0].ShipMFC[0]); PlayerFaction1.TaskGroups[0].Ships[0].ShipMFC[0].assignLaunchTube(PlayerFaction1.TaskGroups[0].Ships[0].ShipMLaunchers[0]); PlayerFaction1.TaskGroups[0].Ships[0].ShipMFC[0].assignTarget(PlayerFaction2.TaskGroups[0].Ships[0]); PlayerFaction1.TaskGroups[0].Ships[0].ShipMFC[0].openFire = true; PlayerFaction1.TaskGroups[0].SetActiveSensor(0, 0, true); GameState.Instance.CurrentSecond += 10; GameState.Instance.LastTimestep = 10; PlayerFaction1.SensorSweep(); bool ret = PlayerFaction1.TaskGroups[0].Ships[0].ShipFireWeapons(RNG); Console.WriteLine("Did we fire: {0} Detected Contacts:{1}", ret, PlayerFaction1.DetectedContactLists.Count); bool done = false; while (!done) { Console.WriteLine("TimeStep:{0} {1} Detected Contacts:{2}", GameState.Instance.CurrentSecond, GameState.Instance.LastTimestep, PlayerFaction1.DetectedContactLists.Count); PlayerFaction1.SensorSweep(); PlayerFaction1.MissileGroups[0].ProcessOrder((uint)GameState.Instance.LastTimestep, RNG); Console.WriteLine("{0} {1} {2} {3} {4} {5} {6} {7}", PlayerFaction1.MissileGroups[0].currentHeading, PlayerFaction1.MissileGroups[0].currentSpeedX, PlayerFaction1.MissileGroups[0].currentSpeedY, PlayerFaction1.MissileGroups[0].timeReq, PlayerFaction1.MissileGroups[0].dx, PlayerFaction1.MissileGroups[0].dy, PlayerFaction1.MissileGroups[0].missiles.Count, PlayerFaction1.MissileGroups[0].missilesDestroyed); GameState.Instance.CurrentSecond += 5; GameState.Instance.LastTimestep = 5; if (PlayerFaction1.MissileGroups[0].missiles.Count == PlayerFaction1.MissileGroups[0].missilesDestroyed) { PlayerFaction1.MissileGroups.Clear(); done = true; } } Console.WriteLine("Armor:"); for (int loop = 0; loop < PlayerFaction2.TaskGroups[0].Ships[0].ShipArmor.armorColumns.Count; loop++) { Console.WriteLine("{0} ", PlayerFaction2.TaskGroups[0].Ships[0].ShipArmor.armorColumns[loop]); } }
public void FactionSystemTest() { Faction PlayerFaction1 = new Faction(0); Faction PlayerFaction2 = new Faction(1); StarSystem System1 = SystemGen.CreateSol(); StarSystem System2 = SystemGen.CreateSystem("Alpha Centauri"); SystemBody Start1 = new SystemBody(System1.Stars[0], SystemBody.PlanetType.Terrestrial); Start1.Position.X = 1.0; Start1.Position.Y = 1.0; SystemBody Start2 = new SystemBody(System1.Stars[0], SystemBody.PlanetType.Terrestrial); Start2.Position.X = 1.0005; Start2.Position.Y = 1.0005; PlayerFaction1.AddNewShipDesign("Blucher"); PlayerFaction2.AddNewShipDesign("Tribal"); PlayerFaction1.ShipDesigns[0].AddEngine(PlayerFaction1.ComponentList.Engines[0], 1); PlayerFaction1.ShipDesigns[0].AddCrewQuarters(PlayerFaction1.ComponentList.CrewQuarters[0], 2); PlayerFaction1.ShipDesigns[0].AddFuelStorage(PlayerFaction1.ComponentList.FuelStorage[0], 2); PlayerFaction1.ShipDesigns[0].AddEngineeringSpaces(PlayerFaction1.ComponentList.EngineeringSpaces[0], 2); PlayerFaction1.ShipDesigns[0].AddOtherComponent(PlayerFaction1.ComponentList.OtherComponents[0], 1); PlayerFaction1.ShipDesigns[0].AddActiveSensor(PlayerFaction1.ComponentList.ActiveSensorDef[0], 1); PlayerFaction1.ShipDesigns[0].AddPassiveSensor(PlayerFaction1.ComponentList.PassiveSensorDef[0], 1); PlayerFaction1.ShipDesigns[0].AddPassiveSensor(PlayerFaction1.ComponentList.PassiveSensorDef[1], 1); PlayerFaction2.ShipDesigns[0].AddEngine(PlayerFaction2.ComponentList.Engines[0], 1); PlayerFaction2.ShipDesigns[0].AddCrewQuarters(PlayerFaction2.ComponentList.CrewQuarters[0], 2); PlayerFaction2.ShipDesigns[0].AddFuelStorage(PlayerFaction2.ComponentList.FuelStorage[0], 2); PlayerFaction2.ShipDesigns[0].AddEngineeringSpaces(PlayerFaction2.ComponentList.EngineeringSpaces[0], 2); PlayerFaction2.ShipDesigns[0].AddOtherComponent(PlayerFaction2.ComponentList.OtherComponents[0], 1); PlayerFaction2.ShipDesigns[0].AddActiveSensor(PlayerFaction2.ComponentList.ActiveSensorDef[0], 1); PlayerFaction2.ShipDesigns[0].AddPassiveSensor(PlayerFaction2.ComponentList.PassiveSensorDef[0], 1); PlayerFaction2.ShipDesigns[0].AddPassiveSensor(PlayerFaction2.ComponentList.PassiveSensorDef[1], 1); PlayerFaction1.AddNewTaskGroup("P1 TG 01", Start1, System1); PlayerFaction2.AddNewTaskGroup("P2 TG 01", Start2, System1); PlayerFaction1.TaskGroups[0].AddShip(PlayerFaction1.ShipDesigns[0], "Test Ship 1"); PlayerFaction2.TaskGroups[0].AddShip(PlayerFaction2.ShipDesigns[0], "Test Ship 2"); PlayerFaction1.TaskGroups[0].Ships[0].Refuel(200000.0f); PlayerFaction2.TaskGroups[0].Ships[0].Refuel(200000.0f); PlayerFaction1.AddNewContactList(System1); PlayerFaction2.AddNewContactList(System1); PlayerFaction1.AddNewContactList(System2); PlayerFaction2.AddNewContactList(System2); PlayerFaction1.TaskGroups[0].SetActiveSensor(0, 0, true); PlayerFaction2.TaskGroups[0].SetActiveSensor(0, 0, true); GameState.Instance.CurrentSecond = 5; Console.WriteLine("Time: 0 {0} {1}", PlayerFaction1.TaskGroups[0].Contact.Position.System.Name, PlayerFaction2.TaskGroups[0].Contact.Position.System.Name); Console.WriteLine("{0} {1}", PlayerFaction1.TaskGroups[0].Ships[0].ThermalDetection[1], PlayerFaction2.TaskGroups[0].Ships[0].ThermalDetection[0]); Console.WriteLine("{0} {1}", PlayerFaction1.TaskGroups[0].Ships[0].EMDetection[1], PlayerFaction2.TaskGroups[0].Ships[0].EMDetection[0]); Console.WriteLine("{0} {1}", PlayerFaction1.TaskGroups[0].Ships[0].ActiveDetection[1], PlayerFaction2.TaskGroups[0].Ships[0].ActiveDetection[0]); PlayerFaction1.SensorSweep(); PlayerFaction2.SensorSweep(); Console.WriteLine("Time: 5 {0} {1}", PlayerFaction1.TaskGroups[0].Contact.Position.System.Name, PlayerFaction2.TaskGroups[0].Contact.Position.System.Name); Console.WriteLine("{0} {1}", PlayerFaction1.TaskGroups[0].Ships[0].ThermalDetection[1], PlayerFaction2.TaskGroups[0].Ships[0].ThermalDetection[0]); Console.WriteLine("{0} {1}", PlayerFaction1.TaskGroups[0].Ships[0].EMDetection[1], PlayerFaction2.TaskGroups[0].Ships[0].EMDetection[0]); Console.WriteLine("{0} {1}", PlayerFaction1.TaskGroups[0].Ships[0].ActiveDetection[1], PlayerFaction2.TaskGroups[0].Ships[0].ActiveDetection[0]); PlayerFaction1.TaskGroups[0].SetActiveSensor(0, 0, false); PlayerFaction2.TaskGroups[0].SetActiveSensor(0, 0, false); GameState.Instance.CurrentSecond = 10; PlayerFaction1.SensorSweep(); PlayerFaction2.SensorSweep(); Console.WriteLine("Time: 10 {0} {1}", PlayerFaction1.TaskGroups[0].Contact.Position.System.Name, PlayerFaction2.TaskGroups[0].Contact.Position.System.Name); Console.WriteLine("{0} {1}", PlayerFaction1.TaskGroups[0].Ships[0].ThermalDetection[1], PlayerFaction2.TaskGroups[0].Ships[0].ThermalDetection[0]); Console.WriteLine("{0} {1}", PlayerFaction1.TaskGroups[0].Ships[0].EMDetection[1], PlayerFaction2.TaskGroups[0].Ships[0].EMDetection[0]); Console.WriteLine("{0} {1}", PlayerFaction1.TaskGroups[0].Ships[0].ActiveDetection[1], PlayerFaction2.TaskGroups[0].Ships[0].ActiveDetection[0]); PlayerFaction1.TaskGroups[0].SetActiveSensor(0, 0, true); PlayerFaction2.TaskGroups[0].SetActiveSensor(0, 0, true); //this isn't needed, but also shouldn't crash now that its fixed. to test uncomment this out and run nunit or whatever tester. //SystemGen.GenerateJumpPoint(System1); //SystemGen.GenerateJumpPoint(System2); JumpPoint JP1 = new JumpPoint(System1.Stars[0], 0.1, 0.2); System1.JumpPoints.Add(JP1); JumpPoint JP2 = new JumpPoint(System2.Stars[0], 0.2, 0.1); System2.JumpPoints.Add(JP2); System1.JumpPoints[0].Connect = System2.JumpPoints[0]; System2.JumpPoints[0].Connect = System1.JumpPoints[0]; SystemPosition newPos = System1.JumpPoints[0].Connect.Position; PlayerFaction1.TaskGroups[0].Position.System.SystemContactList.Remove(PlayerFaction1.TaskGroups[0].Contact); newPos.System.SystemContactList.Add(PlayerFaction1.TaskGroups[0].Contact); PlayerFaction1.TaskGroups[0].Position = newPos; PlayerFaction1.TaskGroups[0].Contact.UpdateLocationAfterTransit(); PlayerFaction2.TaskGroups[0].Position.System.SystemContactList.Remove(PlayerFaction2.TaskGroups[0].Contact); newPos.System.SystemContactList.Add(PlayerFaction2.TaskGroups[0].Contact); PlayerFaction2.TaskGroups[0].Position = newPos; PlayerFaction2.TaskGroups[0].Contact.UpdateLocationAfterTransit(); GameState.Instance.CurrentSecond = 15; PlayerFaction1.SensorSweep(); PlayerFaction2.SensorSweep(); Console.WriteLine("Time: 15 {0} {1}", PlayerFaction1.TaskGroups[0].Contact.Position.System.Name, PlayerFaction2.TaskGroups[0].Contact.Position.System.Name); Console.WriteLine("{0} {1}", PlayerFaction1.TaskGroups[0].Ships[0].ThermalDetection[1], PlayerFaction2.TaskGroups[0].Ships[0].ThermalDetection[0]); Console.WriteLine("{0} {1}", PlayerFaction1.TaskGroups[0].Ships[0].EMDetection[1], PlayerFaction2.TaskGroups[0].Ships[0].EMDetection[0]); Console.WriteLine("{0} {1}", PlayerFaction1.TaskGroups[0].Ships[0].ActiveDetection[1], PlayerFaction2.TaskGroups[0].Ships[0].ActiveDetection[0]); }
/// <summary> /// create factions fills in the factions, tgs, and ships. The design for ships should be modified here. /// </summary> /// <param name="P">Factions</param> /// <param name="Sol">Starting starsystem</param> /// <param name="factionCount"># of factions</param> /// <param name="TGCount"># of tgs</param> /// <param name="ShipCount"># of ships</param> /// <param name="RNG">"global" rng since it has to be done that way.</param> void createFactions(BindingList<Faction> P, StarSystem Sol, int factionCount, int TGCount, int ShipCount, Random RNG) { for (int loop = 0; loop < factionCount; loop++) { Faction P1 = new Faction(loop); P1.AddNewContactList(Sol); P1.AddNewShipDesign("Blucher"); P1.ShipDesigns[0].AddEngine(P1.ComponentList.Engines[0], 3); P1.ShipDesigns[0].AddCrewQuarters(P1.ComponentList.CrewQuarters[0], 1); P1.ShipDesigns[0].AddFuelStorage(P1.ComponentList.FuelStorage[0], 1); P1.ShipDesigns[0].AddEngineeringSpaces(P1.ComponentList.EngineeringSpaces[0], 1); P1.ShipDesigns[0].AddOtherComponent(P1.ComponentList.OtherComponents[0], 1); P1.ShipDesigns[0].AddActiveSensor(P1.ComponentList.ActiveSensorDef[0], 1); P1.ShipDesigns[0].AddBeamFireControl(P1.ComponentList.BeamFireControlDef[0], 1); P1.ShipDesigns[0].AddBeamWeapon(P1.ComponentList.BeamWeaponDef[0], 2); P1.ShipDesigns[0].AddReactor(P1.ComponentList.ReactorDef[0], 2); P1.ShipDesigns[0].NewArmor("Duranium", 5, 4); for (int loop2 = 0; loop2 < TGCount; loop2++) { int randx = RNG.Next(0, 100000); int randy = RNG.Next(0, 100000); float wx = ((float)randx / 50000.0f) - 1.0f; float wy = ((float)randy / 50000.0f) - 1.0f; SystemBody Start = new SystemBody(Sol.Stars[0], SystemBody.PlanetType.Terrestrial); Start.Position.X = wx; Start.Position.Y = wy; string ID1 = loop.ToString(); string TGName = "P" + ID1 + "TG 01"; P1.AddNewTaskGroup(TGName, Start, Sol); for (int loop3 = 0; loop3 < ShipCount; loop3++) { P1.TaskGroups[loop2].AddShip(P1.ShipDesigns[0], "Test Ship"); P1.TaskGroups[loop2].Ships[loop3].Refuel(200000.0f); P1.TaskGroups[loop2].SetActiveSensor(loop3, 0, true); } } P.Add(P1); } }