示例#1
0
        //Calculations for Echelon 1, returns an int array (all of the rest are basically copies, but for each echelon)
        //You'll realize why I did it this way soon, yes it could be done differently and it will eventually.
        private int[] CalcE1()
        {
            //Create a Logistic, and initialize it.
            Logistic logi = null;
            //vars to hold our information from logi, we technically dont *need* them but I'm lazy.
            int    man, ammo, rations, parts;
            Drop   d1, d2;
            double time;

            //We have to reset the output text, but we dont want to call Reset()
            labelE1Resources.Text = "";
            labelE1Rewards.Text   = "";

            //Resources
            //Get a Logistic from our selected chapter and map, they are stored locally for debugging reasons
            logi = GetLogisticFromNum(comboE1Chapter.SelectedIndex, comboE1Map.SelectedIndex);

            man     = logi.Manpower;
            ammo    = logi.Ammunition;
            rations = logi.Rations;
            parts   = logi.Parts;
            time    = logi.Time;

            //We have to divide by 60, because we are in minutes, needs to be hours
            String sTime = GetTimeFormat(time / 60);

            labelE1Resources.Text = "" + "ManP: " + man + " | Ammo: " + ammo + " | Rations: " + rations +
                                    " | Parts: " + parts + " | Time: " + sTime;

            //Drops
            //Basically we get the drop from the Logisitic, if no drop then emptyDrop
            //We can call it this way, due to the static nature of the variable
            if (logi.NumOfDrops == 1)
            {
                d1 = logi.GetDrop(1);
                d2 = Mission.emptyDrop;
            }
            else if (logi.NumOfDrops == 2)
            {
                d1 = logi.GetDrop(1);
                d2 = logi.GetDrop(2);
            }
            else
            {
                d1 = Mission.emptyDrop;
                d2 = Mission.emptyDrop;
            }

            labelE1Rewards.Text = "Potential Rewards: " + GetTextFromDrop(d1) + GetTextFromDrop(d2);

            // Okay, to explain the array: when we get the total of all resources, gotta send it back somehow and
            // normally we can't return > 1 object, so we return an array containing all the useful stuff
            // time is an int now, since it doesnt have decimal places/etc.
            int[] data = new int[] { man, ammo, rations, parts, (int)time };
            return(data);
        }
示例#2
0
        private int[] CalcE3()
        {
            Logistic logi = null;
            int      man, ammo, rations, parts;
            Drop     d1, d2;
            double   time;

            labelE3Resources.Text = "";
            labelE3Rewards.Text   = "";

            //Resources
            logi = GetLogisticFromNum(comboE3Chapter.SelectedIndex, comboE3Map.SelectedIndex);

            man     = logi.Manpower;
            ammo    = logi.Ammunition;
            rations = logi.Rations;
            parts   = logi.Parts;
            time    = logi.Time;

            String sTime = GetTimeFormat(time / 60);

            labelE3Resources.Text = "" + "ManP: " + man + " | Ammo: " + ammo + " | Rations: " + rations +
                                    " | Parts: " + parts + " | Time: " + sTime;

            //Drops
            if (logi.NumOfDrops == 1)
            {
                d1 = logi.GetDrop(1);
                d2 = Mission.emptyDrop;
            }
            else if (logi.NumOfDrops == 2)
            {
                d1 = logi.GetDrop(1);
                d2 = logi.GetDrop(2);
            }
            else
            {
                d1 = Mission.emptyDrop;
                d2 = Mission.emptyDrop;
            }

            labelE3Rewards.Text = "Potential Rewards: " + GetTextFromDrop(d1) + GetTextFromDrop(d2);

            int[] data = new int[] { man, ammo, rations, parts, (int)time };
            return(data);
        }
示例#3
0
 //Mission contructor
 //Called from Form.cs, sets up all the Logistic objects, no parameters as we dont need them
 public Mission()
 {
     emptyDrop = new Drop("", 0);
     tDoll     = new Drop("T-Doll Contact", 1);
     equip     = new Drop("Equipment Contract", 2);
     construct = new Drop("Instant Construction", 3);
     repair    = new Drop("Instant Repair", 4);
     token     = new Drop("Token", 5);
     //White = tdoll, Blue = equipment, Orange = construct, Green = repair, Dot = token
     emptyMission = new Logistic(0, 0, 0, 0, 0);
     //Chapter 0
     c0e1 = new Logistic(0, 145, 145, 0, 50, 2, construct, repair);
     c0e2 = new Logistic(550, 0, 0, 350, 180, 1, tDoll);
     c0e3 = new Logistic(900, 900, 900, 250, 720, 2, equip, repair);
     c0e4 = new Logistic(0, 1200, 800, 750, 1440, 1, token);
     //Chapter 1
     c1e1 = new Logistic(10, 30, 15, 0, 15);
     c1e2 = new Logistic(0, 40, 60, 0, 30);
     c1e3 = new Logistic(30, 0, 30, 10, 60, 1, repair);
     c1e4 = new Logistic(160, 160, 0, 0, 120, 1, tDoll);
     //Chapter 2
     c2e1 = new Logistic(100, 0, 0, 30, 40);
     c2e2 = new Logistic(60, 200, 80, 0, 90, 1, repair);
     c2e3 = new Logistic(10, 10, 10, 230, 240, 2, construct, repair);
     c2e4 = new Logistic(0, 250, 600, 60, 360, 1, tDoll);
     //Chapter 3
     c3e1 = new Logistic(50, 0, 75, 0, 20);
     c3e2 = new Logistic(0, 120, 70, 30, 45);
     c3e3 = new Logistic(0, 300, 0, 0, 90, 2, construct, repair);
     c3e4 = new Logistic(0, 0, 300, 300, 300, 2, tDoll, equip);
     //Chapter 4
     c4e1 = new Logistic(0, 185, 185, 0, 60, 1, equip);
     c4e2 = new Logistic(0, 0, 0, 210, 120, 1, construct);
     c4e3 = new Logistic(800, 550, 0, 0, 360, 2, tDoll, repair);
     c4e4 = new Logistic(400, 400, 400, 0, 480, 1, construct);
     //Chapter 5
     c5e1 = new Logistic(0, 0, 100, 45, 30);
     c5e2 = new Logistic(0, 600, 300, 0, 150, 1, repair);
     c5e3 = new Logistic(800, 400, 400, 0, 240, 1, equip);
     c5e4 = new Logistic(100, 0, 0, 700, 400, 1, tDoll);
     //Chapter 6
     c6e1 = new Logistic(300, 300, 0, 100, 120);
     c6e2 = new Logistic(0, 200, 550, 100, 180, 2, construct, equip);
     c6e3 = new Logistic(0, 0, 200, 500, 300, 1, equip);
     c6e4 = new Logistic(800, 800, 800, 0, 720, 1, token);
     //Chapter 7
     c7e1 = new Logistic(650, 0, 650, 0, 150);
     c7e2 = new Logistic(0, 650, 0, 300, 240, 2, construct, repair);
     c7e3 = new Logistic(900, 600, 600, 0, 330, 1, equip);
     c7e4 = new Logistic(250, 250, 250, 600, 480, 1, construct);
     //Chapter 8
     c8e1 = new Logistic(150, 150, 150, 0, 60, 1, equip);
     c8e2 = new Logistic(0, 0, 0, 450, 180, 1, repair);
     c8e3 = new Logistic(400, 600, 800, 0, 360, 2, construct, repair);
     c8e4 = new Logistic(1500, 400, 400, 100, 540, 1, tDoll);
     //Chapter 9
     c9e1 = new Logistic(0, 0, 100, 50, 30);
     c9e2 = new Logistic(180, 0, 180, 100, 90, 1, construct);
     c9e3 = new Logistic(750, 750, 0, 0, 270, 1, tDoll);
     c9e4 = new Logistic(500, 900, 900, 0, 420, 1, equip);
     //Chapter 10
     c10e1 = new Logistic(140, 200, 0, 0, 40);
     c10e2 = new Logistic(0, 240, 180, 0, 100, 2, tDoll, construct);
     c10e3 = new Logistic(0, 480, 480, 300, 320, 2, construct, repair);
     c10e4 = new Logistic(660, 660, 660, 360, 600, 1, equip);
 }
示例#4
0
        //Returns a Logistic from specifed chapter and mission num
        private Logistic GetLogisticFromNum(int chapter, int mission)
        {
            Logistic logistic = null;

            if (chapter == 0)
            {
                switch (mission)
                {
                case 0:
                    logistic = missions.c0e1;
                    break;

                case 1:
                    logistic = missions.c0e2;
                    break;

                case 2:
                    logistic = missions.c0e3;
                    break;

                case 3:
                    logistic = missions.c0e4;
                    break;
                }
            }
            else if (chapter == 1)
            {
                switch (mission)
                {
                case 0:
                    logistic = missions.c1e1;
                    break;

                case 1:
                    logistic = missions.c1e2;
                    break;

                case 2:
                    logistic = missions.c1e3;
                    break;

                case 3:
                    logistic = missions.c1e4;
                    break;
                }
            }
            else if (chapter == 2)
            {
                switch (mission)
                {
                case 0:
                    logistic = missions.c2e1;
                    break;

                case 1:
                    logistic = missions.c2e2;
                    break;

                case 2:
                    logistic = missions.c2e3;
                    break;

                case 3:
                    logistic = missions.c2e4;
                    break;
                }
            }
            else if (chapter == 3)
            {
                switch (mission)
                {
                case 0:
                    logistic = missions.c3e1;
                    break;

                case 1:
                    logistic = missions.c3e2;
                    break;

                case 2:
                    logistic = missions.c3e3;
                    break;

                case 3:
                    logistic = missions.c3e4;
                    break;
                }
            }
            else if (chapter == 4)
            {
                switch (mission)
                {
                case 0:
                    logistic = missions.c4e1;
                    break;

                case 1:
                    logistic = missions.c4e2;
                    break;

                case 2:
                    logistic = missions.c4e3;
                    break;

                case 3:
                    logistic = missions.c4e4;
                    break;
                }
            }
            else if (chapter == 5)
            {
                switch (mission)
                {
                case 0:
                    logistic = missions.c5e1;
                    break;

                case 1:
                    logistic = missions.c5e2;
                    break;

                case 2:
                    logistic = missions.c5e3;
                    break;

                case 3:
                    logistic = missions.c5e4;
                    break;
                }
            }
            else if (chapter == 6)
            {
                switch (mission)
                {
                case 0:
                    logistic = missions.c6e1;
                    break;

                case 1:
                    logistic = missions.c6e2;
                    break;

                case 2:
                    logistic = missions.c6e3;
                    break;

                case 3:
                    logistic = missions.c6e4;
                    break;

                default:
                    logistic = null;
                    break;
                }
            }
            else if (chapter == 7)
            {
                switch (mission)
                {
                case 0:
                    logistic = missions.c7e1;
                    break;

                case 1:
                    logistic = missions.c7e2;
                    break;

                case 2:
                    logistic = missions.c7e3;
                    break;

                case 3:
                    logistic = missions.c7e4;
                    break;

                default:
                    logistic = null;
                    break;
                }
            }
            else if (chapter == 8)
            {
                switch (mission)
                {
                case 0:
                    logistic = missions.c8e1;
                    break;

                case 1:
                    logistic = missions.c8e2;
                    break;

                case 2:
                    logistic = missions.c8e3;
                    break;

                case 3:
                    logistic = missions.c8e4;
                    break;

                default:
                    logistic = null;
                    break;
                }
            }
            else if (chapter == 9)
            {
                switch (mission)
                {
                case 0:
                    logistic = missions.c9e1;
                    break;

                case 1:
                    logistic = missions.c9e2;
                    break;

                case 2:
                    logistic = missions.c9e3;
                    break;

                case 3:
                    logistic = missions.c9e4;
                    break;

                default:
                    logistic = null;
                    break;
                }
            }
            else if (chapter == 10)
            {
                switch (mission)
                {
                case 0:
                    logistic = missions.c10e1;
                    break;

                case 1:
                    logistic = missions.c10e2;
                    break;

                case 2:
                    logistic = missions.c10e3;
                    break;

                case 3:
                    logistic = missions.c10e4;
                    break;

                default:
                    logistic = null;
                    break;
                }
            }
            else
            {
                //fallback: no NullPtrs for us
                logistic = missions.emptyMission;
            }
            return(logistic);
        }