/// <summary>
        /// Executes this instance.
        /// </summary>
        internal override void Execute(Level Level)
        {
            if (this.Data != null)
            {
                if (!Level.IsBuildingCapReached(this.Data))
                {
                    BuildingClassData BuildingClassData = (BuildingClassData)CSV.Tables.Get(Gamefile.BuildingClass).GetData(this.Data.BuildingClass);
                    ResourceData      ResourceData      = (ResourceData)CSV.Tables.Get(Gamefile.Resource).GetData(this.Data.BuildResource);

                    if (BuildingClassData.CanBuy)
                    {
                        if (this.Data.TownHallLevel[0] <= Level.GameObjectManager.TownHall.GetUpgradeLevel() + 1)
                        {
                            if (this.Data.IsWorker)
                            {
                                int Cost;

                                switch (Level.WorkerManager.WorkerCount)
                                {
                                case 1:
                                    Cost = Globals.WorkerCost2Nd;
                                    break;

                                case 2:
                                    Cost = Globals.WorkerCost3Rd;
                                    break;

                                case 3:
                                    Cost = Globals.WorkerCost4Th;
                                    break;

                                case 4:
                                    Cost = Globals.WorkerCost5Th;
                                    break;

                                default:
                                    Cost = this.Data.BuildCost[0];
                                    break;
                                }

                                if (Level.Player.HasEnoughDiamonds(Cost))
                                {
                                    Level.Player.UseDiamonds(Cost);
                                    this.StartConstruction(Level);
                                }
                            }

                            if (Level.Player.Resources.GetCountByData(ResourceData) >= this.Data.BuildCost[0])
                            {
                                if (Level.WorkerManager.FreeWorkers > 0)
                                {
                                    Level.Player.Resources.Remove(ResourceData, this.Data.BuildCost[0]);
                                    this.StartConstruction(Level);
                                }
                            }
                        }
                    }
                }
            }
        }
Beispiel #2
0
        internal override void Execute()
        {
            if (this.BuildingData != null)
            {
                Level Level = this.Device.GameMode.Level;
                //if (!Level.IsBuildingCapReached(this.BuildingData))
                {
                    BuildingClassData BuildingClassData = (BuildingClassData)CSV.Tables.Get(Gamefile.Building_Classes).GetData(this.BuildingData.BuildingClass);
                    ResourceData      ResourceData      = this.BuildingData.BuildResourceData;

                    if (BuildingClassData.CanBuy)
                    {
                        if (this.BuildingData.TownHallLevel2[0] <= Level.GameObjectManager.TownHall2.GetUpgradeLevel() + 1)
                        {
                            if (Level.Player.Resources.GetCountByData(ResourceData) >= this.BuildingData.BuildCost[0])
                            {
                                if (Level.WorkerManagerV2.FreeWorkers > 0)
                                {
                                    Level.Player.Resources.Remove(ResourceData, this.BuildingData.BuildCost[0]);
                                    Level.Player.WallGroupId++;

                                    foreach (BuildingToMove Xy in this.WallXy)
                                    {
                                        this.StartConstruction(Level, Xy);
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
Beispiel #3
0
        /// <summary>
        /// Creates the data for the specified row.
        /// </summary>
        /// <param name="Row">The row.</param>
        internal Data Create(Row Row)
        {
            Data Data;

            switch (this.Index)
            {
            case 1:
            {
                Data = new BuildingData(Row, this);
                break;
            }

            case 2:
            {
                Data = new LocaleData(Row, this);
                break;
            }

            case 3:
            {
                Data = new ResourceData(Row, this);
                break;
            }

            case 4:
            {
                Data = new CharacterData(Row, this);
                break;
            }

            case 6:
            {
                Data = new ProjectileData(Row, this);
                break;
            }

            case 7:
            {
                Data = new BuildingClassData(Row, this);
                break;
            }

            case 8:
            {
                Data = new ObstacleData(Row, this);
                break;
            }

            case 9:
            {
                Data = new EffectData(Row, this);
                break;
            }

            case 10:
            {
                Data = new ParticleEmitterData(Row, this);
                break;
            }

            case 11:
            {
                Data = new ExperienceLevelData(Row, this);
                break;
            }

            case 12:
            {
                Data = new TrapData(Row, this);
                break;
            }

            case 13:
            {
                Data = new AllianceBadgeData(Row, this);
                break;
            }

            case 14:
            {
                Data = new GlobalData(Row, this);
                break;
            }

            case 15:
            {
                Data = new TownhallLevelData(Row, this);
                break;
            }

            case 16:
            {
                Data = new AlliancePortalData(Row, this);
                break;
            }

            case 17:
            {
                Data = new NpcData(Row, this);
                break;
            }

            case 18:
            {
                Data = new DecoData(Row, this);
                break;
            }

            case 19:
            {
                Data = new ResourcePackData(Row, this);
                break;
            }

            case 20:
            {
                Data = new ShieldData(Row, this);
                break;
            }

            case 21:
            {
                Data = new MissionData(Row, this);
                break;
            }

            case 22:
            {
                Data = new BillingPackageData(Row, this);
                break;
            }

            case 23:
            {
                Data = new AchievementData(Row, this);
                break;
            }

            case 25:
            {
                Data = new FaqData(Row, this);
                break;
            }

            case 26:
            {
                Data = new SpellData(Row, this);
                break;
            }

            case 27:
            {
                Data = new HintData(Row, this);
                break;
            }

            case 28:
            {
                Data = new HeroData(Row, this);
                break;
            }

            case 29:
            {
                Data = new LeagueData(Row, this);
                break;
            }

            case 30:
            {
                Data = new NewData(Row, this);
                break;
            }

            case 34:
            {
                Data = new AllianceBadgeLayerData(Row, this);
                break;
            }

            case 37:
            {
                Data = new VariableData(Row, this);
                break;
            }

            case 38:
            {
                Data = new GemBundleData(Row, this);
                break;
            }

            case 39:
            {
                Data = new VillageObjectData(Row, this);
                break;
            }

            default:
            {
                Data = new Data(Row, this);
                break;
            }
            }

            return(Data);
        }
Beispiel #4
0
        internal Data Create(Row _Row)
        {
            Data _Data;

            switch ((Gamefile)this.Index)
            {
            case Gamefile.Buildings:
                _Data = new BuildingData(_Row, this);
                break;

            case Gamefile.Locales:
                _Data = new LocaleData(_Row, this);
                break;

            case Gamefile.Resources:
                _Data = new ResourceData(_Row, this);
                break;

            case Gamefile.Characters:
                _Data = new CharacterData(_Row, this);
                break;

            case Gamefile.Building_Classes:
                _Data = new BuildingClassData(_Row, this);
                break;

            case Gamefile.Obstacles:
                _Data = new ObstacleData(_Row, this);
                break;

            case Gamefile.Traps:
                _Data = new TrapData(_Row, this);
                break;

            case Gamefile.Globals:
                _Data = new GlobalData(_Row, this);
                break;

            case Gamefile.Experience_Levels:
                _Data = new ExperienceLevelData(_Row, this);
                break;

            case Gamefile.Townhall_Levels:
                _Data = new TownhallLevelData(_Row, this);
                break;

            case Gamefile.Npcs:
                _Data = new NpcData(_Row, this);
                break;

            case Gamefile.Decos:
                _Data = new DecoData(_Row, this);
                break;

            case Gamefile.Shields:
                _Data = new ShieldData(_Row, this);
                break;

            case Gamefile.Missions:
                _Data = new MissionData(_Row, this);
                break;

            case Gamefile.Achievements:
                _Data = new AchievementData(_Row, this);
                break;

            case Gamefile.Spells:
                _Data = new SpellData(_Row, this);
                break;

            case Gamefile.Heroes:
                _Data = new HeroData(_Row, this);
                break;

            case Gamefile.Leagues:
                _Data = new LeagueData(_Row, this);
                break;

            case Gamefile.Regions:
                _Data = new RegionData(_Row, this);
                break;

            case Gamefile.AllianceBadgeLayer:
                _Data = new AllianceBadgeLayerData(_Row, this);
                break;

            case Gamefile.Variables:
                _Data = new VariableData(_Row, this);
                break;

            case Gamefile.Village_Objects:
                _Data = new VillageObjectData(_Row, this);
                break;

            default:
                _Data = new Data(_Row, this);
                break;
            }

            return(_Data);
        }
Beispiel #5
0
        /// <summary>
        /// Creates the data for the specified row.
        /// </summary>
        /// <param name="Row">The row.</param>
        internal Data Create(Row Row)
        {
            Data Data;

            switch (this.Index)
            {
            case 0:
            {
                Data = new BuildingData(Row, this);
                break;
            }

            case 1:
            {
                Data = new LocaleData(Row, this);
                break;
            }

            case 2:
            {
                Data = new ResourceData(Row, this);
                break;
            }

            case 3:
            {
                Data = new CharacterData(Row, this);
                break;
            }

            case 6:
            {
                Data = new BuildingClassData(Row, this);
                break;
            }

            case 7:
            {
                Data = new ObstacleData(Row, this);
                break;
            }

            case 8:
            {
                Data = new EffectData(Row, this);
                break;
            }

            case 9:
            {
                Data = new ParticleEmitterData(Row, this);
                break;
            }

            case 10:
            {
                Data = new ExperienceLevelData(Row, this);
                break;
            }

            case 11:
            {
                Data = new TrapData(Row, this);
                break;
            }

            case 12:
            {
                Data = new AllianceBadgeData(Row, this);
                break;
            }

            case 13:
            {
                Data = new GlobalData(Row, this);
                break;
            }

            case 14:
            {
                Data = new TownhallLevelData(Row, this);
                break;
            }

            case 15:
            {
                Data = new PrototypeData(Row, this);
                break;
            }

            case 16:
            {
                Data = new NpcData(Row, this);
                break;
            }

            case 17:
            {
                Data = new DecoData(Row, this);
                break;
            }

            case 18:
            {
                Data = new ResourcePackData(Row, this);
                break;
            }

            case 20:
            {
                Data = new MissionData(Row, this);
                break;
            }

            case 21:
            {
                Data = new BillingPackageData(Row, this);
                break;
            }

            case 22:
            {
                Data = new AchievementData(Row, this);
                break;
            }

            case 25:
            {
                Data = new SpellData(Row, this);
                break;
            }

            case 26:
            {
                Data = new HintData(Row, this);
                break;
            }

            case 27:
            {
                Data = new LandingShipData(Row, this);
                break;
            }

            case 28:
            {
                Data = new ArtifactData(Row, this);
                break;
            }

            case 29:
            {
                Data = new ArtifactBonusData(Row, this);
                break;
            }

            case 30:
            {
                Data = new DeepseaParameterData(Row, this);
                break;
            }

            case 31:
            {
                Data = new ExplorationCostData(Row, this);
                break;
            }

            case 34:
            {
                Data = new ResourceShipData(Row, this);
                break;
            }

            case 35:
            {
                Data = new LootBoxData(Row, this);
                break;
            }

            case 36:
            {
                Data = new LiberatedIncomeData(Row, this);
                break;
            }

            case 37:
            {
                Data = new RegionData(Row, this);
                break;
            }

            case 38:
            {
                Data = new DefenseRewardData(Row, this);
                break;
            }

            case 39:
            {
                Data = new LocatorData(Row, this);
                break;
            }

            case 40:
            {
                Data = new EventData(Row, this);
                break;
            }

            case 41:
            {
                Data = new FootstepData(Row, this);
                break;
            }

            case 42:
            {
                Data = new PersistentEventRewardData(Row, this);
                break;
            }

            case 43:
            {
                Data = new CommunityLinkData(Row, this);
                break;
            }

            case 44:
            {
                Data = new ShieldData(Row, this);
                break;
            }

            case 45:
            {
                Data = new AbTestData(Row, this);
                break;
            }

            case 46:
            {
                Data = new LetterData(Row, this);
                break;
            }

            case 47:
            {
                Data = new RankData(Row, this);
                break;
            }

            case 48:
            {
                Data = new CountryData(Row, this);
                break;
            }

            case 51:
            {
                Data = new BoomboxData(Row, this);
                break;
            }

            case 52:
            {
                Data = new HeroData(Row, this);
                break;
            }

            case 53:
            {
                Data = new HeroAbilityData(Row, this);
                break;
            }

            case 54:
            {
                Data = new OfferData(Row, this);
                break;
            }

            case 55:
            {
                Data = new DeepLinkData(Row, this);
                break;
            }

            case 56:
            {
                Data = new SectorData(Row, this);
                break;
            }

            case 57:
            {
                Data = new SectorBonusData(Row, this);
                break;
            }

            default:
            {
                Data = new Data(Row, this);
                break;
            }
            }

            return(Data);
        }