/// <summary> /// The constructor for the ship /// </summary> /// <param name="id">the id</param> /// <param name="content">the content loader</param> public NebulonBFrigate(int id, ContentManager content) { Upgrades = new UpgradeCard[8]; Arcs = new FiringArc[4]; Arcs[0] = new FiringArc(3, (Math.PI / 180) * 55); Arcs[1] = new FiringArc(1, (Math.PI / 180) * 125); Arcs[2] = new FiringArc(1, (Math.PI / 180) * 125); Arcs[3] = new FiringArc(2, (Math.PI / 180) * 55); _redAS = new List <RedDie>(); _blueAS = new List <BlueDie>(); _blackAS = new List <BlackDie>(); ShipTypeA = true; Image = content.Load <Texture2D>("NebulonBToken"); _hull = 5; _command = 2; if (ShipTypeA) { _squadron = 2; } else { _squadron = 1; } _engineering = 3; _navToken = false; _engToken = false; _firToken = false; _sqdToken = false; Id = id; _defenseTokens = new List <DefenseToken>(); _blueAS.Add(new BlueDie(DieTypeEnum.Blue)); _blueAS.Add(new BlueDie(DieTypeEnum.Blue)); _defenseTokens.Add(new BraceDefenseToken(0)); _defenseTokens.Add(new BraceDefenseToken(1)); _defenseTokens.Add(new EvadeDefenseToken(0)); CommandDials = new Queue <CommandDialEnum>(); }
/// <summary> /// The ship's constructor /// </summary> /// <param name="id">The ship's id</param> /// <param name="content">The content manager for loading things</param> public AssaultFrigateMarkII(int id, ContentManager content) { Upgrades = new UpgradeCard[8]; Arcs = new FiringArc[4]; Arcs[0] = new FiringArc(4, (Math.PI / 180) * 67.5); Arcs[1] = new FiringArc(3, (Math.PI / 180) * 110); Arcs[2] = new FiringArc(3, (Math.PI / 180) * 110); Arcs[3] = new FiringArc(2, (Math.PI / 180) * 72.5); _redAS = new List <RedDie>(); _blueAS = new List <BlueDie>(); _blackAS = new List <BlackDie>(); ShipTypeA = true; Image = content.Load <Texture2D>("AssaultFrigateToken"); _hull = 6; _command = 3; if (ShipTypeA) { _squadron = 2; } else { _squadron = 3; } _engineering = 4; _navToken = false; _engToken = false; _firToken = false; _sqdToken = false; Id = id; _defenseTokens = new List <DefenseToken>(); _defenseTokens.Add(new RedirectDefenseToken(0)); _defenseTokens.Add(new BraceDefenseToken(0)); _defenseTokens.Add(new EvadeDefenseToken(0)); CommandDials = new Queue <CommandDialEnum>(); }
/// <summary> /// The ship's constructor /// </summary> /// <param name="id">The ship's id</param> /// <param name="content">The content manager for loading things</param> public CR90Corvette(int id, ContentManager content) { Upgrades = new UpgradeCard[8]; Arcs = new FiringArc[4]; Arcs[0] = new FiringArc(2, (Math.PI / 180) * 85); Arcs[1] = new FiringArc(2, (Math.PI / 180) * 95); Arcs[2] = new FiringArc(2, (Math.PI / 180) * 95); Arcs[3] = new FiringArc(1, (Math.PI / 180) * 85); _redAS = new List <RedDie>(); _blueAS = new List <BlueDie>(); _blackAS = new List <BlackDie>(); ShipTypeA = true; Image = content.Load <Texture2D>("CR90CorvetteToken"); _hull = 4; _command = 1; _squadron = 1; _engineering = 2; _navToken = false; _engToken = false; _firToken = false; _sqdToken = false; Id = id; _defenseTokens = new List <DefenseToken>(); _blueAS.Add(new BlueDie(DieTypeEnum.Blue)); _defenseTokens.Add(new RedirectDefenseToken(0)); _defenseTokens.Add(new EvadeDefenseToken(0)); _defenseTokens.Add(new EvadeDefenseToken(1)); CommandDials = new Queue <CommandDialEnum>(); }
/// <summary> /// The constructor for the ship /// </summary> /// <param name="id">The ID</param> /// <param name="content">The content loader</param> public VictoryStarDestroyer(int id, ContentManager content) { Upgrades = new UpgradeCard[8]; Arcs = new FiringArc[4]; Arcs[0] = new FiringArc(3, (Math.PI / 180) * 105); Arcs[1] = new FiringArc(3, (Math.PI / 180) * 85); Arcs[2] = new FiringArc(3, (Math.PI / 180) * 85); Arcs[3] = new FiringArc(1, (Math.PI / 180) * 85); _redAS = new List <RedDie>(); _blueAS = new List <BlueDie>(); _blackAS = new List <BlackDie>(); ShipTypeA = true; Image = content.Load <Texture2D>("VictorySDToken153x205"); _hull = 8; _command = 3; _squadron = 3; _engineering = 4; _navToken = false; _engToken = false; _firToken = false; _sqdToken = false; Id = id; _defenseTokens = new List <DefenseToken>(); _blueAS.Add(new BlueDie(DieTypeEnum.Blue)); _defenseTokens.Add(new RedirectDefenseToken(0)); _defenseTokens.Add(new RedirectDefenseToken(1)); _defenseTokens.Add(new BraceDefenseToken(0)); CommandDials = new Queue <CommandDialEnum>(); }
/// <summary> /// The constructor /// </summary> /// <param name="id">the ID</param> /// <param name="content">The content manager used to draw things</param> public GladiatorStarDestroyer(int id, ContentManager content) { Upgrades = new UpgradeCard[8]; Arcs = new FiringArc[4]; Arcs[0] = new FiringArc(3, (Math.PI / 180) * 72.5); Arcs[1] = new FiringArc(2, (Math.PI / 180) * 110); Arcs[2] = new FiringArc(2, (Math.PI / 180) * 110); Arcs[3] = new FiringArc(1, (Math.PI / 180) * 67.5); _redAS = new List <RedDie>(); _blueAS = new List <BlueDie>(); _blackAS = new List <BlackDie>(); ShipTypeA = true; Image = content.Load <Texture2D>("GladiatorSDToken103x153"); _hull = 5; _command = 2; _squadron = 2; _engineering = 3; Id = id; _navToken = false; _engToken = false; _firToken = false; _sqdToken = false; _defenseTokens = new List <DefenseToken>(); _defenseTokens.Add(new RedirectDefenseToken(0)); _defenseTokens.Add(new EvadeDefenseToken(0)); _defenseTokens.Add(new BraceDefenseToken(0)); CommandDials = new Queue <CommandDialEnum>(); }