private float GetSpaceUsed(Technology whichTech, bool useSecondary) { Equipment equipment = new Equipment(whichTech, useSecondary); return equipment.GetSize(_techLevels, _shipDesign.Size) + equipment.GetPower(_shipDesign.Size) * _spacePerPower; }
private bool AtLeastOneHigherLevelSpecial(Equipment special, float remainingSpace) { float currentSpecialSpaceUsage = 0; int index = -1; if (special != null) { currentSpecialSpaceUsage = special.GetSize(_techLevels, _shipDesign.Size); index = _availableSpecialTechs.IndexOf(special.Technology); } float totalAvailableSpace = currentSpecialSpaceUsage + remainingSpace; for (int i = index + 1; i < _availableSpecialTechs.Count; i++) { if (GetSpaceUsed(_availableSpecialTechs[i], false) <= totalAvailableSpace) { return true; } } return false; }
private bool AtLeastOneBetterEngine(float remainingSpace) { if (_shipDesign.Engine.Key.Technology == _availableEngineTechs[_availableEngineTechs.Count - 1]) { //Already the best engine return false; } int index = _availableEngineTechs.IndexOf(_shipDesign.Engine.Key.Technology) + 1; //Just one level higher will suffice Equipment engine = new Equipment(_availableEngineTechs[index], false); float totalSpace = (engine.GetSize(_techLevels, _shipDesign.Size) / (engine.Technology.Speed * 10)) * _shipDesign.PowerUsed; return totalSpace <= remainingSpace; }
private bool AtLeastOneBetterWeapon(KeyValuePair<Equipment, int> weapon, float remainingSpace) { float currentWeaponSpaceUsage = 0; int index = -1; if (weapon.Key != null) { currentWeaponSpaceUsage = weapon.Key.GetSize(_techLevels, _shipDesign.Size) * weapon.Value; index = _availableWeaponTechs.IndexOf(weapon.Key.Technology); } float totalAvailableSpace = remainingSpace + currentWeaponSpaceUsage; if (weapon.Key != null && !weapon.Key.UseSecondary && weapon.Key.Technology.MaximumSecondaryWeaponDamage > 0) { //There is a bigger version of the weapon, see if there's room for it Equipment bigWeapon = new Equipment(weapon.Key.Technology, true); if (bigWeapon.GetSize(_techLevels, _shipDesign.Size) <= totalAvailableSpace) { return true; } } for (int i = index + 1; i < _availableWeaponTechs.Count; i++) { if (GetSpaceUsed(_availableWeaponTechs[i], false) <= totalAvailableSpace) { return true; } } return false; }
private bool AtLeastOneBetterArmor(float remainingSpace) { if (_shipDesign.Armor.Technology == _availableArmorTechs[_availableArmorTechs.Count - 1]) { if (_shipDesign.Armor.UseSecondary) { //Already the best armor with double hull return false; } Equipment armor = new Equipment(_shipDesign.Armor.Technology, true); return armor.GetSize(_techLevels, _shipDesign.Size) <= remainingSpace; } int index = _availableArmorTechs.IndexOf(_shipDesign.Armor.Technology) + 1; //Just one level higher will suffice return GetSpaceUsed(_availableArmorTechs[index], false) <= remainingSpace; }