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CrewMember.cs
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CrewMember.cs
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/*******************************************************************************
*
* Space Trader for Windows 1.00
*
* Copyright (C) 2016 Keith Banner, All Rights Reserved
*
* Port to Windows by David Pierron & Jay French
* Original coding by Pieter Spronck, Sam Anderson, Samuel Goldstein, Matt Lee
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option) any
* later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
*
* If you'd like a copy of the GNU General Public License, go to
* http://www.gnu.org/copyleft/gpl.html.
*
* You can contact the author at [email protected]
*
******************************************************************************/
using System.Collections;
namespace SpaceTrader
{
public class CrewMember : STSerializableObject
{
#region Member Declarations
#endregion
#region Methods
public CrewMember(CrewMemberId id, int pilot, int fighter, int trader, int engineer, StarSystemId curSystemId)
{
Id = id;
Pilot = pilot;
Fighter = fighter;
Trader = trader;
Engineer = engineer;
CurrentSystemId = curSystemId;
}
public CrewMember(CrewMember baseCrewMember)
{
Id = baseCrewMember.Id;
Pilot = baseCrewMember.Pilot;
Fighter = baseCrewMember.Fighter;
Trader = baseCrewMember.Trader;
Engineer = baseCrewMember.Engineer;
CurrentSystemId = baseCrewMember.CurrentSystemId;
}
public CrewMember(Hashtable hash) : base(hash)
{
Id = (CrewMemberId)GetValueFromHash(hash, "_id");
Skills = (int[])GetValueFromHash(hash, "_skills", Skills);
CurrentSystemId = (StarSystemId)GetValueFromHash(hash, "_curSystemId", CurrentSystemId);
}
private void ChangeRandomSkill(int amount)
{
ArrayList skillIdList = new ArrayList(4);
for (int i = 0; i < Skills.Length; i++)
{
if (Skills[i] + amount > 0 && Skills[i] + amount < Consts.MaxSkill)
skillIdList.Add(i);
}
if (skillIdList.Count > 0)
{
int skill = (int)skillIdList[Functions.GetRandom(skillIdList.Count)];
int curTrader = Game.CurrentGame.Commander.Ship.Trader;
Skills[skill] += amount;
if (Game.CurrentGame.Commander.Ship.Trader != curTrader)
Game.CurrentGame.RecalculateBuyPrices(Game.CurrentGame.Commander.CurrentSystem);
}
}
// *************************************************************************
// Increase one of the skills.
// *************************************************************************
public void IncreaseRandomSkill()
{
ChangeRandomSkill(1);
}
// *************************************************************************
// NthLowest Skill. Returns skill with the nth lowest score
// (i.e., 2 is the second worst skill). If there is a tie, it will return
// in the order of Pilot, Fighter, Trader, Engineer.
// JAF - rewrote this to be more efficient.
// *************************************************************************
public int NthLowestSkill(int n)
{
int[] skillIds = new int[] { 0, 1, 2, 3 };
for (int j = 0; j < 3; j++)
{
for (int i = 0; i < 3 - j; i++)
{
if (Skills[skillIds[i]] > Skills[skillIds[i + 1]])
{
int temp = skillIds[i];
skillIds[i] = skillIds[i + 1];
skillIds[i + 1] = temp;
}
}
}
return skillIds[n - 1];
}
public override Hashtable Serialize()
{
Hashtable hash = base.Serialize();
hash.Add("_id", (int)Id);
hash.Add("_skills", Skills);
hash.Add("_curSystemId", (int)CurrentSystemId);
return hash;
}
// *************************************************************************
// Randomly tweak the skills.
// *************************************************************************
public void TonicTweakRandomSkill()
{
int[] oldSkills = (int[])Skills.Clone();
if (Game.CurrentGame.Difficulty < Difficulty.Hard)
{
// add one to a random skill, subtract one from a random skill
while (Skills[0] == oldSkills[0] && Skills[1] == oldSkills[1] &&
Skills[2] == oldSkills[2] && Skills[3] == oldSkills[3])
{
ChangeRandomSkill(1);
ChangeRandomSkill(-1);
}
}
else
{
// add one to two random skills, subtract three from one random skill
ChangeRandomSkill(1);
ChangeRandomSkill(1);
ChangeRandomSkill(-3);
}
}
public override string ToString()
{
return Name;
}
#endregion
#region Properties
public StarSystem CurrentSystem
{
get
{
return CurrentSystemId == StarSystemId.Na ? null : Game.CurrentGame.Universe[(int)CurrentSystemId];
}
set
{
CurrentSystemId = value.Id;
}
}
public StarSystemId CurrentSystemId { get; set; } = StarSystemId.Na;
public int Engineer
{
get
{
return Skills[(int)SkillType.Engineer];
}
set
{
Skills[(int)SkillType.Engineer] = value;
}
}
public int Fighter
{
get
{
return Skills[(int)SkillType.Fighter];
}
set
{
Skills[(int)SkillType.Fighter] = value;
}
}
public CrewMemberId Id { get; }
public string Name => Strings.CrewMemberNames[(int)Id];
public int Pilot
{
get
{
return Skills[(int)SkillType.Pilot];
}
set
{
Skills[(int)SkillType.Pilot] = value;
}
}
public int Rate => Consts.SpecialCrewMemberIds.Contains(Id) || Id == CrewMemberId.Zeethibal ? 0 :
(Pilot + Fighter + Trader + Engineer) * 3;
public int[] Skills { get; } = new int[4];
public int Trader
{
get
{
return Skills[(int)SkillType.Trader];
}
set
{
Skills[(int)SkillType.Trader] = value;
}
}
#endregion
}
}