Beispiel #1
0
ShipRef Ship::Spawn(ItemFactory &factory, ItemData &data) {
    uint32 shipID = Ship::_Spawn( factory, data );
    if( shipID == 0 )
        return ShipRef();

    ShipRef sShipRef = Ship::Load( factory, shipID );

    // Create default dynamic attributes in the AttributeMap:
    sShipRef->SetAttribute(AttrIsOnline,            1);                                             // Is Online
    sShipRef->SetAttribute(AttrShieldCharge,        sShipRef->GetAttribute(AttrShieldCapacity));    // Shield Charge
    sShipRef->SetAttribute(AttrArmorDamage,         0.0);                                           // Armor Damage
    sShipRef->SetAttribute(AttrMass,                sShipRef->type().attributes.mass());            // Mass
    sShipRef->SetAttribute(AttrRadius,              sShipRef->type().attributes.radius());          // Radius
    sShipRef->SetAttribute(AttrVolume,              sShipRef->type().attributes.volume());          // Volume
    sShipRef->SetAttribute(AttrCapacity,            sShipRef->type().attributes.capacity());        // Capacity
    sShipRef->SetAttribute(AttrInertia,             1);                                             // Inertia
    sShipRef->SetAttribute(AttrCharge,              sShipRef->GetAttribute(AttrCapacitorCapacity)); // Set Capacitor Charge to the Capacitor Capacity

    // Check for existence of some attributes that may or may not have already been loaded and set them
    // to default values:
    // Maximum Range Capacitor
    if( !(sShipRef->HasAttribute(AttrMaximumRangeCap)) )
        sShipRef->SetAttribute(AttrMaximumRangeCap, 249999.0 );
    // Maximum Armor Damage Resonance
    if( !(sShipRef->HasAttribute(AttrArmorMaxDamageResonance)) )
        sShipRef->SetAttribute(AttrArmorMaxDamageResonance, 1.0f);
    // Maximum Shield Damage Resonance
    if( !(sShipRef->HasAttribute(AttrShieldMaxDamageResonance)) )
        sShipRef->SetAttribute(AttrShieldMaxDamageResonance, 1.0f);
    // Warp Speed Multiplier
    if( !(sShipRef.get()->HasAttribute(AttrWarpSpeedMultiplier)) )
        sShipRef.get()->SetAttribute(AttrWarpSpeedMultiplier, 1.0f);
    // CPU Load of the ship (new ships have zero load with no modules fitted, of course):
    if( !(sShipRef.get()->HasAttribute(AttrCpuLoad)) )
        sShipRef.get()->SetAttribute(AttrCpuLoad, 0);
    // Power Load of the ship (new ships have zero load with no modules fitted, of course):
    if( !(sShipRef.get()->HasAttribute(AttrPowerLoad)) )
        sShipRef.get()->SetAttribute(AttrPowerLoad, 0);

    return sShipRef;
}
Beispiel #2
0
ShipRef Ship::Spawn(ItemFactory &factory, ItemData &data) {
    uint32 shipID = Ship::_Spawn( factory, data );
    if( shipID == 0 )
        return ShipRef();

    ShipRef sShipRef = Ship::Load( factory, shipID );

    // Create default dynamic attributes in the AttributeMap:
    sShipRef->SetAttribute(AttrIsOnline,            1, true);												// Is Online
    sShipRef->SetAttribute(AttrShieldCharge,        sShipRef->GetAttribute(AttrShieldCapacity), true);		// Shield Charge
    sShipRef->SetAttribute(AttrArmorDamage,         0.0, true);												// Armor Damage
    sShipRef->SetAttribute(AttrMass,                sShipRef->type().attributes.mass(), true);				// Mass
    sShipRef->SetAttribute(AttrRadius,              sShipRef->type().attributes.radius(), true);			// Radius
    sShipRef->SetAttribute(AttrVolume,              sShipRef->type().attributes.volume(), true);			// Volume
    sShipRef->SetAttribute(AttrCapacity,            sShipRef->type().attributes.capacity(), true);			// Capacity
    sShipRef->SetAttribute(AttrInertia,             1, true);												// Inertia
    sShipRef->SetAttribute(AttrCharge,              sShipRef->GetAttribute(AttrCapacitorCapacity), true);	// Set Capacitor Charge to the Capacitor Capacity

    // Check for existence of some attributes that may or may not have already been loaded and set them
    // to default values:
	// Hull Damage
	if( !(sShipRef->HasAttribute(AttrDamage)) )
        sShipRef->SetAttribute(AttrDamage, 0, true );
    // Theoretical Maximum Targeting Range
    if( !(sShipRef->HasAttribute(AttrMaximumRangeCap)) )
        sShipRef->SetAttribute(AttrMaximumRangeCap, BUBBLE_DIAMETER_METERS, true );
    // Maximum Armor Damage Resonance
    if( !(sShipRef->HasAttribute(AttrArmorMaxDamageResonance)) )
        sShipRef->SetAttribute(AttrArmorMaxDamageResonance, 1.0f, true);
    // Maximum Shield Damage Resonance
    if( !(sShipRef->HasAttribute(AttrShieldMaxDamageResonance)) )
        sShipRef->SetAttribute(AttrShieldMaxDamageResonance, 1.0f, true);
    // Warp Speed Multiplier
    if( !(sShipRef.get()->HasAttribute(AttrWarpSpeedMultiplier)) )
        sShipRef.get()->SetAttribute(AttrWarpSpeedMultiplier, 1.0f, true);
    // CPU Load of the ship (new ships have zero load with no modules fitted, of course):
    if( !(sShipRef.get()->HasAttribute(AttrCpuLoad)) )
        sShipRef.get()->SetAttribute(AttrCpuLoad, 0, true);
    // Power Load of the ship (new ships have zero load with no modules fitted, of course):
    if( !(sShipRef.get()->HasAttribute(AttrPowerLoad)) )
        sShipRef.get()->SetAttribute(AttrPowerLoad, 0, true);
	// Warp Scramble Status of the ship (most ships have zero warp scramble status, but some already have it defined):
	if( !(sShipRef.get()->HasAttribute(AttrWarpScrambleStatus)) )
		sShipRef.get()->SetAttribute(AttrWarpScrambleStatus, 0.0, true);

	// Shield Resonance
	// AttrShieldEmDamageResonance
	if( !(sShipRef.get()->HasAttribute(AttrShieldEmDamageResonance)) )
		sShipRef.get()->SetAttribute(AttrShieldEmDamageResonance, 1.0, true);
	// AttrShieldExplosiveDamageResonance
	if( !(sShipRef.get()->HasAttribute(AttrShieldExplosiveDamageResonance)) )
		sShipRef.get()->SetAttribute(AttrShieldExplosiveDamageResonance, 1.0, true);
	// AttrShieldKineticDamageResonance
	if( !(sShipRef.get()->HasAttribute(AttrShieldKineticDamageResonance)) )
		sShipRef.get()->SetAttribute(AttrShieldKineticDamageResonance, 1.0, true);
	// AttrShieldThermalDamageResonance
	if( !(sShipRef.get()->HasAttribute(AttrShieldThermalDamageResonance)) )
		sShipRef.get()->SetAttribute(AttrShieldThermalDamageResonance, 1.0, true);

	// Armor Resonance
	// AttrArmorEmDamageResonance
	if( !(sShipRef.get()->HasAttribute(AttrArmorEmDamageResonance)) )
		sShipRef.get()->SetAttribute(AttrArmorEmDamageResonance, 1.0, true);
	// AttrArmorExplosiveDamageResonance
	if( !(sShipRef.get()->HasAttribute(AttrArmorExplosiveDamageResonance)) )
		sShipRef.get()->SetAttribute(AttrArmorExplosiveDamageResonance, 1.0, true);
	// AttrArmorKineticDamageResonance
	if( !(sShipRef.get()->HasAttribute(AttrArmorKineticDamageResonance)) )
		sShipRef.get()->SetAttribute(AttrArmorKineticDamageResonance, 1.0, true);
	// AttrArmorThermalDamageResonance
	if( !(sShipRef.get()->HasAttribute(AttrArmorThermalDamageResonance)) )
		sShipRef.get()->SetAttribute(AttrArmorThermalDamageResonance, 1.0, true);

	// Hull Resonance
	// AttrHullEmDamageResonance
	if( !(sShipRef.get()->HasAttribute(AttrHullEmDamageResonance)) )
		sShipRef.get()->SetAttribute(AttrHullEmDamageResonance, 1.0, true);
	// AttrHullExplosiveDamageResonance
	if( !(sShipRef.get()->HasAttribute(AttrHullExplosiveDamageResonance)) )
		sShipRef.get()->SetAttribute(AttrHullExplosiveDamageResonance, 1.0, true);
	// AttrHullKineticDamageResonance
	if( !(sShipRef.get()->HasAttribute(AttrHullKineticDamageResonance)) )
		sShipRef.get()->SetAttribute(AttrHullKineticDamageResonance, 1.0, true);
	// AttrHullThermalDamageResonance
	if( !(sShipRef.get()->HasAttribute(AttrHullThermalDamageResonance)) )
		sShipRef.get()->SetAttribute(AttrHullThermalDamageResonance, 1.0, true);

	// AttrTurretSlotsLeft
	if( !(sShipRef.get()->HasAttribute(AttrTurretSlotsLeft)) )
		sShipRef.get()->SetAttribute(AttrTurretSlotsLeft, 0, true);
	// AttrLauncherSlotsLeft
	if( !(sShipRef.get()->HasAttribute(AttrLauncherSlotsLeft)) )
		sShipRef.get()->SetAttribute(AttrLauncherSlotsLeft, 0, true);

    return sShipRef;
}