Exemplo n.º 1
0
 public void AddLoot(ref MaterialSet looted_addition)
 {
     Metal    = (long)(Metal + looted_addition.Metal / 8d);
     Crystal  = (long)(Crystal + looted_addition.Crystal / 2d);
     Fissile  = (long)(Fissile + looted_addition.Fissile / 2d);
     Starfuel = (long)(Starfuel + looted_addition.Starfuel / 4d);
 }
Exemplo n.º 2
0
 // Add materials to this set
 public void Add(ref MaterialSet addition)
 {
     Metal    += addition.Metal;
     Crystal  += addition.Crystal;
     Fissile  += addition.Fissile;
     Starfuel += addition.Starfuel;
 }
Exemplo n.º 3
0
 // Remove materials from this set
 public void Deplete(ref MaterialSet depletion)
 {
     Metal    -= depletion.Metal;
     Crystal  -= depletion.Crystal;
     Fissile  -= depletion.Fissile;
     Starfuel -= depletion.Starfuel;
 }
Exemplo n.º 4
0
 // Test if this material set contains at least some requierements
 public bool HasEnough(ref MaterialSet requierement)
 {
     return(Metal >= requierement.Metal && Crystal >= requierement.Crystal && Fissile >= requierement.Fissile && Starfuel >= requierement.Starfuel);
 }
Exemplo n.º 5
0
        // Import/Export
        public void SetProperty(string name, string value)
        {
            switch (name ?? "")
            {
            case "desc": {
                desc = value;
                break;
            }

            case "sprite": {
                SetSprite(value);
                break;
            }

            case "level": {
                level = Convert.ToInt32(value);
                break;
            }

            case "width": {
                width = Convert.ToInt32(value);
                break;
            }

            case "integrity": {
                integrity = Convert.ToInt32(value);
                break;
            }

            case "repair": {
                repair = Convert.ToInt32(value);
                break;
            }

            case "speed": {
                speed = Helpers.ToFloat(value);
                if (turn == 0d)
                {
                    turn = speed;
                }
                break;
            }

            case "turn": {
                turn = Helpers.ToFloat(value);
                break;
            }

            case "weapon": {
                default_weapons.Add(value);
                break;
            }

            case "shield": {
                shield = Convert.ToInt32(value);
                if (shield_opacity == 0.0)
                {
                    shield_opacity = 0.25f;
                }
                break;
            }

            case "shield_regeneration": {
                shield_regeneration = Helpers.ToFloat(value);
                break;
            }

            case "shield_opacity": {
                shield_opacity = Helpers.ToFloat(value);
                break;
            }

            case "deflectors": {
                deflectors = Convert.ToInt32(value);
                break;
            }

            case "deflectors_cooldown": {
                deflectors_cooldown = Convert.ToInt32(value);
                break;
            }

            case "hot_deflectors": {
                hot_deflectors = Convert.ToInt32(value);
                break;
            }

            case "cold_deflectors": {
                cold_deflectors = Convert.ToInt32(value);
                break;
            }

            case "craft": {
                crafts.Add(value);
                break;
            }

            case "native_upgrade": {
                native_upgrades.Add(value);
                break;
            }

            case "cost": {
                cost = new MaterialSet(value);
                if (complexity == 0)
                {
                    complexity = (int)((width * 5) + (cost.Metal / 8) + (cost.Crystal * 15L) + (cost.Starfuel / 4d) + (cost.Fissile * 100L));
                }
                break;
            }

            case "complexity": {
                complexity = Convert.ToInt32(value);
                break;
            }

            // spawning
            case "role": role = ShipRoles(value); break;

            case "spawning_frequency": spawning_frequency = Helpers.ToDouble(value); break;

            case "spawning_amount_min": spawning_amount_min = Convert.ToInt32(value); break;

            case "spawning_amount_max": spawning_amount_max = Convert.ToInt32(value); break;

            case "spawning_amount": {
                spawning_amount_min = Convert.ToInt32(value);
                spawning_amount_max = spawning_amount_min + 1;
                break;
            }

            default: throw new Exception("'" + name + "' is not a valid ship property");
            }
        }