public void WarpControls() { if (this.Damaged()) { this.SetMaxWarpFactor(); } int distance; int direction; if (this.Movement.InvalidCourseCheck(out direction)) { return; } if (this.Warp.InvalidWarpFactorCheck(this.MaxWarpFactor, out distance)) { return; } int lastRegionY; int lastRegionX; if (!Warp.Engage(direction, distance, out lastRegionY, out lastRegionX, this.Game.Map)) { return; } this.RepairOrTakeDamage(lastRegionX, lastRegionY); var crs = CombinedRangeScan.For(this.ShipConnectedTo); if (crs.Damaged()) { ShortRangeScan.For(this.ShipConnectedTo).Controls(); } else { crs.Controls(); } //todo: upon arriving in Region, all damaged controls need to be enumerated //this.Game.Write.OutputConditionAndWarnings(this.ShipConnectedTo, this.Game.Config.GetSetting<int>("ShieldsDownLevel")); }
public void SublightControls() { int distance; int direction; if (this.Movement.InvalidCourseCheck(out direction)) { return; } if (this.Impulse.InvalidSublightFactorCheck(this.MaxWarpFactor, out distance)) { return; } int lastRegionY; int lastRegionX; if (!Impulse.Engage(direction, distance, out lastRegionY, out lastRegionX, this.Game.Map)) { return; } this.RepairOrTakeDamage(lastRegionX, lastRegionY); var crs = CombinedRangeScan.For(this.ShipConnectedTo); if (crs.Damaged()) { ShortRangeScan.For(this.ShipConnectedTo).Controls(); } else { crs.Controls(); } }
//output this as KeyValueCollection that the UI can display as it likes. public void PrintCurrentStatus(IMap map, int computerDamage, Ship ship, Region currentRegion) { if (this.Damaged()) { return; } //todo: completely redo this this.Game.Write.Console.WriteLine(""); this.Game.Write.Console.WriteLine(this.Game.Config.GetText("CSTimeRemaining"), map.timeRemaining); this.Game.Write.Console.WriteLine(this.Game.Config.GetText("CSHostilesRemaining"), map.Regions.GetHostileCount()); this.Game.Write.Console.WriteLine(this.Game.Config.GetText("CSHostilesInRegion"), currentRegion.GetHostiles().Count); this.Game.Write.Console.WriteLine(this.Game.Config.GetText("CSStarbases"), map.starbases); this.Game.Write.Console.WriteLine(this.Game.Config.GetText("CSWarpEngineDamage"), Navigation.For(ship).Damage); this.Game.Write.Console.WriteLine(this.Game.Config.GetText("CSSRSDamage"), ShortRangeScan.For(ship).Damage); this.Game.Write.Console.WriteLine(this.Game.Config.GetText("CSLRSDamage"), LongRangeScan.For(ship).Damage); this.Game.Write.Console.WriteLine(this.Game.Config.GetText("CSCRSDamage"), CombinedRangeScan.For(ship).Damage); this.Game.Write.Console.WriteLine(this.Game.Config.GetText("CSShieldsDamage"), Shields.For(ship).Damage); this.Game.Write.Console.WriteLine(this.Game.Config.GetText("CSComputerDamage"), computerDamage); this.Game.Write.Console.WriteLine(this.Game.Config.GetText("CSPhotonDamage"), Torpedoes.For(ship).Damage); this.Game.Write.Console.WriteLine(this.Game.Config.GetText("CSPhaserDamage"), Phasers.For(ship).Damage); this.Game.Write.Console.WriteLine(); //foreach (var badGuy in currentRegion.Hostiles) //{ // //} this.Game.Write.Console.WriteLine(); //todo: Display all baddie names in Region when encountered. }