protected override void OnPrepare(GameState prev, object[] parms) { this._rnd = new Random(); this._crits = new GameObjectSet(this.App); this._sky = new Sky(this.App, SkyUsage.InSystem, 0); this._crits.Add((IGameObject)this._sky); this._camera = this._crits.Add <OrbitCameraController>(); this._input = this._crits.Add <CombatInput>(); this._grid = this._crits.Add <CombatGrid>(); }
public static Combat Create( App game, OrbitCameraController cameraController, CombatInput input, CombatSensor sensor, StarSystem system, CombatGrid grid, Vector3 origin, float radius, int duration, Player[] players, Dictionary <Player, Dictionary <Player, PlayerCombatDiplomacy> > diplomacyStates, bool simulateOnly = false) { List <int> list = ((IEnumerable <Player>)players).Where <Player>((Func <Player, bool>)(x => !x.IsStandardPlayer)).Select <Player, int>((Func <Player, int>)(x => x.ObjectID)).ToList <int>(); Combat combat = new Combat(); List <object> objectList = new List <object>(); objectList.Add((object)cameraController.GetObjectID()); objectList.Add((object)input.GetObjectID()); objectList.Add((object)sensor.GetObjectID()); objectList.Add((object)system.GetObjectID()); objectList.Add((object)grid.GetObjectID()); objectList.Add((object)origin); objectList.Add((object)radius); objectList.Add((object)duration); objectList.Add((object)game.LocalPlayer.GetObjectID()); objectList.Add((object)simulateOnly); objectList.Add((object)players.Length); foreach (Player player in players) { objectList.Add((object)player.ObjectID); } objectList.Add((object)diplomacyStates.Count); foreach (KeyValuePair <Player, Dictionary <Player, PlayerCombatDiplomacy> > diplomacyState in diplomacyStates) { objectList.Add((object)diplomacyState.Key.GetObjectID()); objectList.Add((object)diplomacyState.Value.Count); foreach (KeyValuePair <Player, PlayerCombatDiplomacy> keyValuePair in diplomacyState.Value) { objectList.Add((object)keyValuePair.Key.GetObjectID()); objectList.Add((object)keyValuePair.Value); } } objectList.Add((object)list.Count); foreach (int num in list) { objectList.Add((object)num); } game.AddExistingObject((IGameObject)combat, objectList.ToArray()); return(combat); }
protected override void OnPrepare(GameState prev, object[] parms) { this._crits = new GameObjectSet(this.App); this._crits.Add((IGameObject) new Sky(this.App, SkyUsage.InSystem, 0)); this._camera = this._crits.Add <OrbitCameraController>(); this._camera.DesiredDistance = 30f; this._combatGrid = this._crits.Add <CombatGrid>(); this._combatGrid.GridSize = 5000f; this._combatGrid.CellSize = 500f; this._combatInput = this._crits.Add <CombatInput>(); this._combatInput.CameraID = this._camera.ObjectID; this._combatInput.CombatGridID = this._combatGrid.ObjectID; this._bigbad = this._crits.Add <StaticModel>((object)"\\base\\factions\\zuul\\models\\Suul'ka\\suulka_test.scene"); this._litmus1 = this._crits.Add <StaticModel>((object)"\\base\\props\\litmus_01.scene"); this._litmus2 = this._crits.Add <StaticModel>((object)"\\base\\props\\litmus_02.scene"); this._litmus3 = this._crits.Add <StaticModel>((object)"\\base\\props\\litmus_03.scene"); this._bigbad.Position = new Vector3(0.0f, -800f, 0.0f); this._litmus1.Position = new Vector3(-300f, 0.0f, 0.0f); this._litmus2.Position = new Vector3(0.0f, 0.0f, 0.0f); this._litmus3.Position = new Vector3(300f, 0.0f, 0.0f); }
protected override void OnPrepare(GameState prev, object[] parms) { this.App.NewGame(); this._crits = new GameObjectSet(this.App); this._sky = new Sky(this.App, SkyUsage.InSystem, 0); this._camera = this._crits.Add <OrbitCameraController>(); this._camera.TargetPosition = new Vector3(0.0f, 0.0f, 0.0f); this._combatInput = this._crits.Add <CombatInput>(); this._combatGrid = this._crits.Add <CombatGrid>(); CreateShipParams createShipParams = new CreateShipParams(); createShipParams.player = this.App.LocalPlayer; createShipParams.sections = this.App.AssetDatabase.ShipSections.Where <ShipSectionAsset>((Func <ShipSectionAsset, bool>)(x => { if (!(x.Faction == "morrigi") || x.Class != ShipClass.Cruiser) { return(false); } if (!x.FileName.Contains("cr_cmd.section") && !x.FileName.Contains("cr_eng_fusion.section")) { return(x.FileName.Contains("cr_mis_armor.section")); } return(true); })); createShipParams.turretHousings = this.App.AssetDatabase.TurretHousings; createShipParams.weapons = this.App.AssetDatabase.Weapons; createShipParams.preferredWeapons = this.App.AssetDatabase.Weapons; createShipParams.modules = this.App.AssetDatabase.Modules; createShipParams.preferredModules = this.App.AssetDatabase.Modules; createShipParams.psionics = this.App.AssetDatabase.Psionics; createShipParams.faction = this.App.AssetDatabase.GetFaction("morrigi"); createShipParams.shipName = "BOOGER"; createShipParams.inputID = this._combatInput.ObjectID; this._ship = Ship.CreateShip(this.App, createShipParams); this._crits.Add((IGameObject)this._ship); this._ship2 = Ship.CreateShip(this.App, createShipParams); this._ship2.Position = new Vector3(1000f, 0.0f, 0.0f); this._crits.Add((IGameObject)this._ship2); }