Пример #1
0
        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;
        }
Пример #2
0
 /// <summary>
 /// Creates a ship controllable
 /// </summary>
 /// <param name="ship"></param>
 internal Ship(UniverseSession universeSession, Flattiverse.Ship ship)
     : base(universeSession, ship)
 {
     this.ship = ship;
 }