internal CombatantInfo(Combatant data, MainGame game, IEnumerable <Vector2D> validMoves) { this.Data = data; this.stats = game.Derivates[data.Owner].DesignStats[data.Ships.Design]; this.ValidMoves = validMoves.ToList(); this.abilities = new List <AbilityInfo>(this.stats.Abilities.Select((x, i) => new AbilityInfo(x, i, data.AbilityCharges[i]))); }
public Combatant(Vector2D position, Player owner, ShipGroup ships, DesignStats stats, double[] abilityAmmo, double[] abilityCharges) { this.Position = position; this.Owner = owner; this.Ships = ships; this.AbilityAmmo = abilityAmmo; this.AbilityCharges = abilityCharges; this.HitPoints = stats.HitPoints - ships.Damage; this.ShieldPoints = stats.ShieldPoints; }
public Combatant(Vector2D position, Fleet originalFleet, ShipGroup ships, DesignStats stats, double[] abilityAmmo, double[] abilityCharges) { this.Position = position; this.OriginalFleet = originalFleet; this.Ships = ships; this.AbilityAmmo = abilityAmmo; this.AbilityCharges = abilityCharges; this.TopArmor = stats.HitPoints - ships.Damage / ships.Quantity; this.TopShields = stats.ShieldPoints; this.RestArmor = stats.HitPoints * ships.Quantity - ships.Damage - this.TopArmor; this.RestShields = stats.ShieldPoints * (ships.Quantity - 1); }
internal ShipGroupInfo(ShipGroup shipGroup, DesignStats stats, StaticsDB statics) { this.Data = shipGroup; this.stats = stats; this.statics = statics; }
internal DesignInfo(Design design, DesignStats stats, StaticsDB statics) { this.Data = design; this.stats = stats; this.statics = statics; }
internal DesignInfo(Design design, DesignStats stats) { this.Data = design; this.stats = stats; }