internal void TempSetup(Flattiverse.Ship ship, Mapping.Units.PlayerShipMapUnit playerShipMapUnit) { Direction = Position - playerShipMapUnit.PositionInternal; Direction = Direction + playerShipMapUnit.MovementInternal; Time = (1 + (int)(Direction.Length / ship.WeaponShot.Speed.Limit * 0.99f)); if (Time > ship.WeaponShot.Time.Limit) { Time = (int)(ship.WeaponShot.Time.Limit * 0.99f); } Direction.Length /= Time; if (Direction > ship.WeaponShot.Speed.Limit * 0.99f) { Direction.Length = ship.WeaponShot.Speed.Limit * 0.99f; } Load = ship.WeaponShot.Load.Limit * 0.85f; DamageHull = ship.WeaponShot.DamageHull.Limit * 0.95f; DamageShield = ship.WeaponShot.DamageShield.Limit * 0.75f; DamageEnergy = ship.WeaponShot.DamageEnergy.Limit * 0.75f; }
/// <summary> /// Creates a ship controllable /// </summary> /// <param name="ship"></param> internal Ship(UniverseSession universeSession, Flattiverse.Ship ship) : base(universeSession, ship) { this.ship = ship; }