private void SyncFleet() { FleetInfo fleetInfo = this.App.GameDatabase.GetFleetInfo(this._syncedFleet); if (fleetInfo == null) { return; } IEnumerable <ShipInfo> shipInfoByFleetId = this.App.GameDatabase.GetShipInfoByFleetID(fleetInfo.ID, true); List <object> objectList = new List <object>(); int num1 = 0; foreach (ShipInfo shipInfo1 in shipInfoByFleetId) { ShipInfo ship = shipInfo1; bool flag1 = true; ++num1; objectList.Add((object)true); objectList.Add((object)ship.DesignID); objectList.Add((object)ship.ID); objectList.Add((object)ship.DesignInfo.Name); objectList.Add((object)ship.ShipName); bool flag2 = false; string str = ""; PlatformTypes?platformType = ship.DesignInfo.GetPlatformType(); bool flag3 = false; bool flag4 = ship.IsPoliceShip(); int defenseAssetCpCost = this.App.AssetDatabase.DefenseManagerSettings.GetDefenseAssetCPCost(ship.DesignInfo); if (ship.IsMinelayer()) { flag2 = true; foreach (DesignSectionInfo designSection in ship.DesignInfo.DesignSections) { foreach (WeaponBankInfo weaponBank in designSection.WeaponBanks) { string wasset = this.App.GameDatabase.GetWeaponAsset(weaponBank.WeaponID.Value); if (wasset.Contains("Min_")) { LogicalWeapon logicalWeapon = this.App.AssetDatabase.Weapons.FirstOrDefault <LogicalWeapon>((Func <LogicalWeapon, bool>)(x => x.FileName == wasset)); if (logicalWeapon != null) { str = logicalWeapon.IconSpriteName; break; } } } } } else if (ship.IsSDB()) { flag3 = true; } else if (ship.IsPoliceShip()) { flag4 = true; } objectList.Add((object)flag2); objectList.Add((object)flag3); objectList.Add((object)str); objectList.Add(platformType.HasValue ? (object)platformType.Value.ToString() : (object)string.Empty); objectList.Add((object)flag4); if (defenseAssetCpCost == 0) { objectList.Add((object)this.App.GameDatabase.GetShipCommandPointCost(ship.ID, true)); } else { objectList.Add((object)defenseAssetCpCost); } objectList.Add((object)this.App.GameDatabase.GetDesignCommandPointQuota(this.App.AssetDatabase, ship.DesignInfo.ID)); objectList.Add((object)flag1); int num2 = 0; int num3 = 0; int num4 = 0; int num5 = 0; int num6 = 0; int num7 = 0; ShipSectionAsset shipSectionAsset1 = (ShipSectionAsset)null; List <SectionInstanceInfo> list1 = this.App.GameDatabase.GetShipSectionInstances(ship.ID).ToList <SectionInstanceInfo>(); if (list1.Count != ship.DesignInfo.DesignSections.Length) { throw new InvalidDataException(string.Format("Mismatched design section vs ship section instance count for designId={0} and shipId={1}.", (object)ship.DesignInfo.ID, (object)ship.ID)); } for (int i = 0; i < ((IEnumerable <DesignSectionInfo>)ship.DesignInfo.DesignSections).Count <DesignSectionInfo>(); ++i) { if (list1.Count <= i) { App.Log.Warn("Tried syncing ship with no section", "game"); } else { ShipSectionAsset shipSectionAsset2 = this.App.AssetDatabase.GetShipSectionAsset(ship.DesignInfo.DesignSections[i].FilePath); if (shipSectionAsset2.Type == ShipSectionType.Mission) { shipSectionAsset1 = shipSectionAsset2; } SectionInstanceInfo sectionInstanceInfo = list1.First <SectionInstanceInfo>((Func <SectionInstanceInfo, bool>)(x => x.SectionID == ship.DesignInfo.DesignSections[i].ID)); num6 += shipSectionAsset2.ConstructionPoints; num7 += shipSectionAsset2.ColonizationSpace; num5 += shipSectionAsset2.Structure; num3 += shipSectionAsset2.RepairPoints; num4 += sectionInstanceInfo.Structure; num2 += sectionInstanceInfo.RepairPoints; Dictionary <ArmorSide, DamagePattern> armorInstances = this.App.GameDatabase.GetArmorInstances(sectionInstanceInfo.ID); if (armorInstances.Count > 0) { for (int index = 0; index < 4; ++index) { num5 += armorInstances[(ArmorSide)index].Width * armorInstances[(ArmorSide)index].Height * 3; for (int x = 0; x < armorInstances[(ArmorSide)index].Width; ++x) { for (int y = 0; y < armorInstances[(ArmorSide)index].Height; ++y) { if (!armorInstances[(ArmorSide)index].GetValue(x, y)) { num4 += 3; } } } } } List <ModuleInstanceInfo> list2 = this.App.GameDatabase.GetModuleInstances(sectionInstanceInfo.ID).ToList <ModuleInstanceInfo>(); List <DesignModuleInfo> module = ship.DesignInfo.DesignSections[i].Modules; for (int mod = 0; mod < module.Count; ++mod) { ModuleInstanceInfo moduleInstanceInfo = list2.First <ModuleInstanceInfo>((Func <ModuleInstanceInfo, bool>)(x => x.ModuleNodeID == module[mod].MountNodeName)); string modAsset = this.App.GameDatabase.GetModuleAsset(module[mod].ModuleID); LogicalModule logicalModule = this.App.AssetDatabase.Modules.Where <LogicalModule>((Func <LogicalModule, bool>)(x => x.ModulePath == modAsset)).First <LogicalModule>(); num5 += (int)logicalModule.Structure; num4 += moduleInstanceInfo.Structure; num3 += logicalModule.RepairPointsBonus; num2 += moduleInstanceInfo.RepairPoints; } foreach (WeaponInstanceInfo weaponInstanceInfo in this.App.GameDatabase.GetWeaponInstances(list1[i].ID).ToList <WeaponInstanceInfo>()) { num5 += (int)weaponInstanceInfo.MaxStructure; num4 += (int)weaponInstanceInfo.Structure; } } } objectList.Add((object)num4); objectList.Add((object)num5); objectList.Add((object)num2); objectList.Add((object)num3); objectList.Add((object)num6); objectList.Add((object)num7); IEnumerable <ShipInfo> ridersByParentId = this.App.GameDatabase.GetBattleRidersByParentID(ship.ID); objectList.Add((object)ridersByParentId.Count <ShipInfo>()); foreach (ShipInfo shipInfo2 in ridersByParentId) { objectList.Add((object)shipInfo2.ID); } objectList.Add((object)0); objectList.Add((object)shipSectionAsset1.RealClass); objectList.Add((object)shipSectionAsset1.BattleRiderType); Matrix?shipSystemPosition = this.App.GameDatabase.GetShipSystemPosition(ship.ID); objectList.Add((object)(shipSystemPosition.HasValue ? 1 : 0)); if (shipSystemPosition.HasValue) { objectList.Add((object)shipSystemPosition.Value); } } objectList.Insert(0, (object)num1); int systemDefensePoints = this.App.GameDatabase.GetSystemDefensePoints(fleetInfo.SystemID, this.App.LocalPlayer.ID); objectList.Insert(1, (object)systemDefensePoints); objectList.Insert(2, (object)fleetInfo.ID); this.PostSetProp("SyncShips", objectList.ToArray()); }