Exemple #1
0
 /// <summary>
 /// 数据库检查时候的事建
 /// </summary>
 /// <param name="arg">当前类型</param>
 /// <param name="dbInfo">数据库类型</param>
 /// <param name="type">检查类型</param>
 /// <param name="lstSQL">SQL语句</param>
 public void OnCheckEvent(object arg, DBInfo dbInfo, CheckEvent type, List <string> lstSQL)
 {
     if (type == CheckEvent.RelationBeginCheck)
     {
         lstSQL.Add("PRAGMA foreign_keys = ON;");
     }
 }
Exemple #2
0
        /// <summary>
        /// 删除执行前事件
        /// </summary>
        /// <param name="name">事件名称</param>
        /// <param name="tense">时态</param>
        /// <param name="stage">阶段</param>
        /// <returns>删除成功返回true,是失败返回false</returns>
        public bool Del(string name, string tense = null, string stage = null)
        {
            var bl = false;

            if (string.IsNullOrEmpty(stage))
            {
                CheckEvent.Del(name, tense);
                RunEvent.Del(name, tense);
                RenderEvent.Del(name, tense);
                bl = true;
            }
            else
            {
                switch (stage.ToLower())
                {
                case "check":
                    CheckEvent.Del(name, tense);
                    break;

                case "run":
                    RunEvent.Del(name, tense);
                    break;

                case "render":
                    RenderEvent.Del(name, tense);
                    break;
                }
            }
            return(bl);
        }
Exemple #3
0
        /// <summary>
        /// 获取事件
        /// </summary>
        /// <param name="name">事件名称</param>
        /// <param name="tense">时态</param>
        /// <param name="stage">阶段</param>
        /// <returns>返回执行前事件</returns>
        public List <EventConfig> Get(string name, string tense = null, string stage = null)
        {
            List <EventConfig> list = new List <EventConfig>();

            if (string.IsNullOrEmpty(stage))
            {
                list.Add(CheckEvent.Get(name, tense));
                list.Add(RunEvent.Get(name, tense));
                list.Add(RenderEvent.Get(name, tense));
            }
            else
            {
                switch (stage.ToLower())
                {
                case "check":
                    list.Add(CheckEvent.Get(name, tense));
                    break;

                case "run":
                    list.Add(RunEvent.Get(name, tense));
                    break;

                case "render":
                    list.Add(RenderEvent.Get(name, tense));
                    break;
                }
            }
            return(list);
        }
 private void CheckIsEquipped(vEquipArea arg0, vItem arg1)
 {
     for (int i = 0; i < itemChecks.Count; i++)
     {
         CheckEvent check = itemChecks[i];
         CheckItem(check);
     }
 }
Exemple #5
0
        /// <summary>
        /// 执行事件(异步)
        /// </summary>
        /// <param name="tag">标签</param>
        /// <param name="target">目标</param>
        /// <returns>返回执行结果</returns>
        public async Task <object> RunAsync(string tag, string target)
        {
            var ret = await CheckEvent.RunAsync(tag, target);

            if (ret == null)
            {
                ret = await RunEvent.RunAsync(tag, target, ret);
            }
            var result = await RenderEvent.RunAsync(tag, target, ret);

            if (result != null)
            {
                ret = result;
            }
            return(ret);
        }
Exemple #6
0
        /// <summary>
        /// 执行事件
        /// </summary>
        /// <param name="tag">标签</param>
        /// <param name="target">目标</param>
        /// <returns>返回执行结果</returns>
        public object Run(string tag, string target)
        {
            var ret = CheckEvent.Run(tag, target);

            if (ret == null)
            {
                ret = RunEvent.Run(tag, target, ret);
            }
            var result = RenderEvent.Run(tag, target, ret);

            if (result != null)
            {
                ret = result;
            }
            return(ret);
        }
        private void CheckItem(CheckEvent check)
        {
            bool _isEquipped = itemManager.ItemIsEquiped(check._itemID);

            if (_isEquipped != check.isEquipped)
            {
                check.isEquipped = _isEquipped;
                if (check.isEquipped)
                {
                    check.onIsItemEquipped.Invoke();
                }
                else
                {
                    check.onIsItemUnequipped.Invoke();
                }
            }
        }
Exemple #8
0
        /// <summary>
        /// Check if a new version is available. This calls the event callback
        /// upon completion.
        /// </summary>
        /// <param name="checkEvent"></param>
        public void Check(CheckEvent checkEvent)
        {
            // This uses wget because .NET is not working with Github for some reason
            // when I test. It gets mad about SSL and even with some extra workarounds
            // it still never does anything. Wget will also be used for the update
            // process, so this fits
            Process p = CreateWgetProcess();
            String version;

            p.Start();
            p.WaitForExit();

            try
            {
                version = File.ReadAllText("UPDATE.txt");
            }
            catch (Exception e)
            {
                checkEvent(false, String.Format("Failed to check for updates {0}", e.Message));
                return;
            }

            if (version == null)
            {
                version = "";
            }

            version = version.Trim();

            if (version == "")
            {
                checkEvent(false, "No response from Github");
                return;
            }

            if (IsNewerVersion(GRemoteDialog.Version, version))
            {
                checkEvent(true, String.Format("Version {0} is available on Github", version));
            }
            else
            {
                checkEvent(false, "Already up to date");
            }
        }
Exemple #9
0
        public static void WakePlayer(IHubContext context, PlayerSetup.Player player, Room.Room room)
        {
            if (player.Status == PlayerSetup.Player.PlayerStatus.Sleeping)
            {
                player.Status = PlayerSetup.Player.PlayerStatus.Standing;

                context.SendToClient("You wake and stand up", player.HubGuid);

                foreach (var character in room?.players)
                {
                    if (player != character)
                    {
                        var roomMessage = $"{ Helpers.ReturnName(player, character, string.Empty)} wakes and stands up.";

                        context.SendToClient(roomMessage, character.HubGuid);
                    }
                }

                if (!string.IsNullOrEmpty(room.EventWake))
                {
                    Event.ParseCommand(room.EventWake, player, null, room, "wake");
                }


                foreach (var mob in room.mobs)
                {
                    if (!string.IsNullOrEmpty(mob.EventWake))
                    {
                        Event.ParseCommand(mob.EventWake, player, mob, room, "wake");
                    }
                }

                Command.ParseCommand("look", player, room);

                CheckEvent.FindEvent(CheckEvent.EventType.Wake, player, "awakening awake");
            }

            else
            {
                context.SendToClient("You are already awake", player.HubGuid);
            }
        }
Exemple #10
0
        /// <summary>
        /// 设置执行前事件
        /// </summary>
        /// <param name="cg">事件配置模型</param>
        /// <returns>设置成功返回true,是失败返回false</returns>
        public void Set(EventConfig cg)
        {
            if (string.IsNullOrEmpty(cg.Stage))
            {
                cg.Stage = "run";
            }
            cg.Stage = cg.Stage.ToLower();
            switch (cg.Stage)
            {
            case "check":
                CheckEvent.Set(cg);
                break;

            case "run":
                RunEvent.Set(cg);
                break;

            case "render":
                RenderEvent.Set(cg);
                break;
            }
        }
Exemple #11
0
 /// <summary>
 /// 数据库检查时候的事建
 /// </summary>
 /// <param name="arg">当前类型</param>
 /// <param name="dbInfo">数据库类型</param>
 /// <param name="type">检查类型</param>
 /// <param name="lstSQL">SQL语句</param>
 public void OnCheckEvent(object arg, DBInfo dbInfo, CheckEvent type, List <string> lstSQL)
 {
 }
Exemple #12
0
        /// <summary>
        /// Wears an item
        /// </summary>
        /// <param name="player">The Player</param>
        /// <param name="itemToWear">Item to wear</param>
        public static void WearItem(Player player, string itemToWear, bool wield = false)
        {
            var room = Cache.getRoom(player);

            if (string.IsNullOrEmpty(itemToWear))
            {
                HubContext.SendToClient("Wear what?", player.HubGuid);
                return;
            }

            var oldPlayer = player;

            if (!itemToWear.Equals("all", StringComparison.CurrentCultureIgnoreCase))
            {
                var    findObject = Events.FindNth.Findnth(itemToWear);
                int    nth        = findObject.Key;
                string itemToFind = findObject.Value;

                var foundItem = FindItem.Item(player.Inventory, nth, itemToFind, Item.ItemLocation.Inventory);
                // player.Inventory.Find(i => i.name.ToLower().Contains(itemToWear.ToLower()));

                if (foundItem == null)
                {
                    if (wield)
                    {
                        HubContext.SendToClient("You do not have that item to wield.", player.HubGuid);
                        return;
                    }

                    HubContext.SendToClient("You do not have that item to wear.", player.HubGuid);
                    return;
                }



                foundItem.location = Item.ItemLocation.Worn;
                var slot = Enum.GetName(typeof(Item.EqSlot), foundItem.slot);

                //TODO: WTF is this?
                var eqLocation = player.Equipment.GetType().GetProperty(slot);

                if (slot == null)
                {
                    return;
                } // Log error? What the hell is eqLocation?

                var hasValue = eqLocation.GetValue(player.Equipment);

                if (hasValue.ToString() != "Nothing")
                {
                    RemoveItem(player, hasValue.ToString(), true);
                }

                eqLocation.SetValue(player.Equipment, foundItem.name);

                if (foundItem.ArmorRating != null)
                {
                    player.ArmorRating += foundItem.ArmorRating.Armour;
                }

                if (!wield || !slot.Equals(Item.EqSlot.Wielded.ToString()))
                {
                    HubContext.SendToClient("You wear " + foundItem.name, player.HubGuid);

                    var    result  = AvsAnLib.AvsAn.Query(foundItem.name);
                    string article = result.Article;

                    foreach (var character in room.players)
                    {
                        if (player != character)
                        {
                            var roomMessage = $"{ Helpers.ReturnName(player, character, string.Empty)} wears {article} {foundItem.name}";

                            HubContext.SendToClient(roomMessage, character.HubGuid);
                        }
                    }

                    //Wear event

                    CheckEvent.FindEvent(CheckEvent.EventType.Wear, player, foundItem.name);
                }
                else
                {
                    HubContext.SendToClient("You wield " + foundItem.name, player.HubGuid);

                    var    result  = AvsAnLib.AvsAn.Query(foundItem.name);
                    string article = result.Article;

                    foreach (var character in room.players)
                    {
                        if (player != character)
                        {
                            var roomMessage = $"{ Helpers.ReturnName(player, character, string.Empty)} wields {article} {foundItem.name}";

                            HubContext.SendToClient(roomMessage, character.HubGuid);
                        }
                    }
                }
                Score.UpdateUiInventory(player);
                Score.ReturnScoreUI(player);
            }
            else
            {
                var listOfItemsWorn = string.Empty;
                foreach (var item in player.Inventory.Where(x => x.location.Equals(Item.ItemLocation.Inventory)))
                {
                    if (item.location == Item.ItemLocation.Inventory && item.equipable == true)
                    {
                        var slot = Enum.GetName(typeof(Item.EqSlot), item.slot);

                        //TODO: WTF is this?
                        if (slot != null)
                        {
                            var eqLocation = player.Equipment.GetType().GetProperty(slot);


                            if (eqLocation != null)
                            {
                                var hasValue = eqLocation.GetValue(player.Equipment);

                                if (hasValue.ToString() != "Nothing")
                                {
                                    RemoveItem(player, hasValue.ToString(), true);
                                }
                            }
                            item.location = Item.ItemLocation.Worn;
                            eqLocation.SetValue(player.Equipment, item.name);

                            if (item.ArmorRating != null)
                            {
                                player.ArmorRating += item.ArmorRating.Armour;
                            }


                            listOfItemsWorn += $" {item.name}";


                            if (!wield || !slot.Equals("wield", StringComparison.CurrentCultureIgnoreCase))
                            {
                                var    result  = AvsAnLib.AvsAn.Query(item.name);
                                string article = result.Article;


                                HubContext.SendToClient("You wear " + article + item.name, player.HubGuid);


                                foreach (var character in room.players)
                                {
                                    if (player != character)
                                    {
                                        var roomMessage = $"{ Helpers.ReturnName(player, character, string.Empty)} wears {article} {item.name}";

                                        HubContext.SendToClient(roomMessage, character.HubGuid);
                                    }
                                }
                            }
                            else
                            {
                                var    result  = AvsAnLib.AvsAn.Query(item.name);
                                string article = result.Article;

                                HubContext.SendToClient("You wield " + article + item.name, player.HubGuid);


                                foreach (var character in room.players)
                                {
                                    if (player != character)
                                    {
                                        var roomMessage = $"{ Helpers.ReturnName(player, character, string.Empty)} wields {article} {item.name}";

                                        HubContext.SendToClient(roomMessage, character.HubGuid);
                                    }
                                }
                            }
                        }
                    }
                }

                CheckEvent.FindEvent(CheckEvent.EventType.Wear, player, listOfItemsWorn);
            }
            Score.UpdateUiInventory(player);
            Score.ReturnScoreUI(player);
            Cache.updatePlayer(player, oldPlayer);
        }
        public void HandleHandHistory(string handHistory)
        {
            _summary = false;
            ResetOpponentsEvent?.Invoke();

            foreach (var line in handHistory.Split('\n'))
            {
                if (line.Contains("Seat") && !line.Contains("button") && !_summary)
                {
                    var split = line.Split(':');
                    var name  = split[1].Substring(1, split[1].IndexOf('(') - 2);
                    if (name == Controller.User.UserName)
                    {
                        continue;
                    }

                    if (!Controller.Opponents.ContainsKey(name))
                    {
                        Controller.Opponents[name] = new Opponent {
                            Name = name, HandsPlayed = 1
                        }
                    }
                    ;
                    else
                    {
                        Controller.Opponents[name].HandsPlayed++;
                        Controller.Opponents[name].InPlay = true;
                    }
                }
                else if (line.Contains("HOLE") || line.Contains("FLOP") || line.Contains("TURN") ||
                         line.Contains("RIVER") || line.Contains("SHOW DOWN") || line.Contains("SUMMARY"))
                {
                    var split = line.Split(' ');
                    SetHandHistoryStateEvent?.Invoke(split[1]);

                    if (line.Contains("SUMMARY"))
                    {
                        _summary = true;
                    }
                }
                else if (line.Contains(Controller.User.UserName) && line.Contains("collected"))
                {
                    SetHandWonEvent?.Invoke();
                }
                else if (line.Contains(Controller.User.UserName))
                {
                    if (line.Contains("calls"))
                    {
                        CallEvent?.Invoke();
                    }
                    else if (line.Contains("bets"))
                    {
                        BetEvent?.Invoke();
                    }
                    else if (line.Contains("raises"))
                    {
                        RaiseEvent?.Invoke();
                    }
                    else if (line.Contains("checks"))
                    {
                        CheckEvent?.Invoke();
                    }
                    else if (line.Contains("folds"))
                    {
                        FoldEvent?.Invoke();
                    }
                }
                else if (line.Contains("Hand #"))
                {
                    var split = line.Split(' ');
                    SetHandNumEvent?.Invoke(split[2]);
                }
                else if (line.Contains("calls"))
                {
                    var user = line.Split(':')[0];
                    OpponentCallEvent?.Invoke(user);
                }
                else if (line.Contains("checks"))
                {
                    var user = line.Split(':')[0];
                    OpponentCheckEvent?.Invoke(user);
                }
                else if (line.Contains("bets"))
                {
                    var user = line.Split(':')[0];
                    OpponentBetEvent?.Invoke(user);
                }
                else if (line.Contains("raises"))
                {
                    var user = line.Split(':')[0];
                    OpponentRaiseEvent?.Invoke(user);
                }
                else if (line.Contains("folds"))
                {
                    var user = line.Split(':')[0];
                    OpponentFoldEvent?.Invoke(user);
                }
            }
        }
Exemple #14
0
        public static string[] SplitedString; // The Splited String
        public static void ReadAsync(string Command)
        {
            SplitedString = Command.Split(' '); // The Splited String

            // Format the current Taiyou Line
            for (int i = 0; i < SplitedString.Length; i++)
            {
                // FORMATATION
                SplitedString[i] = SplitedString[i].Replace("%N", Environment.NewLine); // New Line

                for (int i2 = 0; i2 < GlobalVars_String_Names.Count; i2++)
                {
                    SplitedString[i] = SplitedString[i].Replace("$STRING_" + GlobalVars_String_Names[i2] + "$", GlobalVars_String_Content[i2].Replace(" ", ""));
                }
                for (int i2 = 0; i2 < GlobalVars_Bool_Names.Count; i2++)
                {
                    SplitedString[i] = SplitedString[i].Replace("$BOOL_" + GlobalVars_Bool_Names[i2] + "$", Convert.ToString(GlobalVars_Bool_Content[i2]));
                }
                for (int i2 = 0; i2 < GlobalVars_Int_Names.Count; i2++)
                {
                    SplitedString[i] = SplitedString[i].Replace("$INT_" + GlobalVars_Int_Names[i2] + "$", Convert.ToString(GlobalVars_Int_Content[i2]));
                }
                for (int i2 = 0; i2 < GlobalVars_Float_Names.Count; i2++)
                {
                    SplitedString[i] = SplitedString[i].Replace("$FLOAT_" + GlobalVars_Float_Names[i2] + "$", Convert.ToString(GlobalVars_Float_Content[i2]));
                }



                if (SplitedString[i].Contains("%RANDOM%"))
                {
                    string[] SubSplitedString = SplitedString[i].Split('%');
                    string   Arg1             = SubSplitedString[2]; // Number 1
                    string   Arg2             = SubSplitedString[3]; // Number 2
                    Random   RND = new Random();

                    SplitedString[i] = SplitedString[i].Replace("%RANDOM%" + Arg1 + "%" + Arg2 + "%", Convert.ToString(RND.Next(Convert.ToInt32(Arg1), Convert.ToInt32(Arg2))));
                }

                if (SplitedString[i].Contains("%ADD%"))
                {
                    string[] SubSplitedString = SplitedString[i].Split('%');

                    string Arg1       = SubSplitedString[2]; // Number 1
                    string Arg2       = SubSplitedString[3]; // Number 2
                    int    MathResult = Convert.ToInt32(Arg1) + Convert.ToInt32(Arg2);

                    SplitedString[i] = SplitedString[i].Replace("%ADD%" + Arg1 + "%" + Arg2 + "%", Convert.ToString(MathResult));
                }

                if (SplitedString[i].Contains("%DECREASE%"))
                {
                    string[] SubSplitedString = SplitedString[i].Split('%');
                    string   Arg1             = SubSplitedString[2]; // Number 1
                    string   Arg2             = SubSplitedString[3]; // Number 2
                    int      MathResult       = Convert.ToInt32(Arg1) - Convert.ToInt32(Arg2);

                    SplitedString[i] = SplitedString[i].Replace("%DECREASE%" + Arg1 + "%" + Arg2 + "%", Convert.ToString(MathResult));
                }

                if (SplitedString[i].Contains("%MULTIPLY%"))
                {
                    string[] SubSplitedString = SplitedString[i].Split('%');
                    string   Arg1             = SubSplitedString[2]; // Number 1
                    string   Arg2             = SubSplitedString[3]; // MultiplyTimes
                    int      MathResult       = Convert.ToInt32(Arg1) * Convert.ToInt32(Arg2);

                    SplitedString[i] = SplitedString[i].Replace("%MULTIPLY%" + Arg1 + "%" + Arg2 + "%", Convert.ToString(MathResult));
                }

                if (SplitedString[i].Contains("%DIVIDE%"))
                {
                    string[] SubSplitedString = SplitedString[i].Split('%');
                    string   Arg1             = SubSplitedString[2]; // Number 1
                    string   Arg2             = SubSplitedString[3]; // Number 2
                    int      MathResult       = Convert.ToInt32(Arg1) / Convert.ToInt32(Arg2);

                    SplitedString[i] = SplitedString[i].Replace("%DIVIDE%" + Arg1 + "%" + Arg2 + "%", Convert.ToString(MathResult));
                }

                if (SplitedString[i].Contains("%DIFERENCE%"))
                {
                    string[] SubSplitedString = SplitedString[i].Split('%');
                    string   Arg1             = SubSplitedString[2]; // Number 1
                    string   Arg2             = SubSplitedString[3]; // Number 2
                    int      MathResult       = Math.Abs(Convert.ToInt32(Arg1) - Convert.ToInt32(Arg2));


                    SplitedString[i] = SplitedString[i].Replace("%DIFERENCE%" + Arg1 + "%" + Arg2 + "%", Convert.ToString(MathResult));
                }

                if (SplitedString[i].Contains("%PERCENTAGE%"))
                {
                    string[] SubSplitedString = SplitedString[i].Split('%');
                    string   Arg1             = SubSplitedString[2]; // Number 1
                    string   Arg2             = SubSplitedString[3]; // Number 2
                    int      MathResult       = (int)Math.Round((double)(100 * Convert.ToInt32(Arg1)) / Convert.ToInt32(Arg2));


                    SplitedString[i] = SplitedString[i].Replace("%PERCENTAGE%" + Arg1 + "%" + Arg2 + "%", Convert.ToString(MathResult));
                }

                if (SplitedString[i].Contains("%LOCATION_OF%"))
                {
                    string[]  SubSplitedString = SplitedString[i].Split('%');
                    string    Arg1             = SubSplitedString[2]; // Render Type
                    string    Arg2             = SubSplitedString[3]; // Render Name
                    string    Arg3             = SubSplitedString[4]; // Value Type
                    Rectangle RectObject       = GlobalVars_Rectangle_Content[RenderQuee.Main.RenderCommand_RectangleVar.IndexOf(Arg2)];

                    int RenderNameIndex = -1;
                    if (Arg1 == "SPRITE")
                    {
                        RenderNameIndex = RenderQuee.Main.RenderCommand_Name.IndexOf(Arg2);
                    }
                    ;
                    if (Arg1 == "TEXT")
                    {
                        RenderNameIndex = RenderQuee.Main.TextRenderCommand_Name.IndexOf(Arg2);
                    }
                    ;
                    int ValToReturn = 0;
                    if (Arg3 == "X" && Arg1 == "SPRITE")
                    {
                        ValToReturn = RectObject.X;
                    }
                    ;
                    if (Arg3 == "X" && Arg1 == "TEXT")
                    {
                        ValToReturn = RenderQuee.Main.TextRenderCommand_X[RenderNameIndex];
                    }

                    if (Arg3 == "Y" && Arg1 == "SPRITE")
                    {
                        ValToReturn = RectObject.Y;
                    }
                    ;
                    if (Arg3 == "Y" && Arg1 == "TEXT")
                    {
                        ValToReturn = RenderQuee.Main.TextRenderCommand_Y[RenderNameIndex];
                    }
                    ;

                    if (Arg3 == "W" && Arg1 == "SPRITE")
                    {
                        ValToReturn = RectObject.Width;
                    }
                    ;
                    if (Arg3 == "H" && Arg1 == "SPRITE")
                    {
                        ValToReturn = RectObject.Height;
                    }
                    ;


                    SplitedString[i] = SplitedString[i].Replace("%LOCATION_OF%" + Arg1 + "%" + Arg2 + "%" + Arg3 + "%", Convert.ToString(ValToReturn));
                }

                if (SplitedString[i].Contains("%COLOR_VALUE%"))
                {
                    string[] SubSplitedString = SplitedString[i].Split('%');
                    string   Arg1             = SubSplitedString[2]; // ColorVarName
                    string   Arg2             = SubSplitedString[3]; // CodeName
                    int      ColorVarIndex    = GlobalVars_Color_Names.IndexOf(Arg1);
                    string   ValToReturn      = "0";
                    if (ColorVarIndex == -1)
                    {
                        throw new Exception("Color Variable [" + Arg1 + "] does not exist.");
                    }

                    if (Arg2.Equals("R"))
                    {
                        ValToReturn = Convert.ToString(GlobalVars_Color_Content[ColorVarIndex].R);
                    }
                    ;
                    if (Arg2.Equals("G"))
                    {
                        ValToReturn = Convert.ToString(GlobalVars_Color_Content[ColorVarIndex].G);
                    }
                    ;
                    if (Arg2.Equals("B"))
                    {
                        ValToReturn = Convert.ToString(GlobalVars_Color_Content[ColorVarIndex].B);
                    }
                    ;
                    if (Arg2.Equals("A"))
                    {
                        ValToReturn = Convert.ToString(GlobalVars_Color_Content[ColorVarIndex].A);
                    }
                    ;
                    if (Arg2.Equals("ALL"))
                    {
                        ValToReturn = GlobalVars_Color_Content[ColorVarIndex].R + "," + GlobalVars_Color_Content[ColorVarIndex].G + "," + GlobalVars_Color_Content[ColorVarIndex].B + "," + GlobalVars_Color_Content[ColorVarIndex].A;
                    }
                    ;


                    SplitedString[i] = SplitedString[i].Replace("%COLOR_VALUE%" + Arg1 + "%" + Arg2 + "%", Convert.ToString(ValToReturn));
                }


                if (SplitedString[i].Contains("%LIST_VALUE%"))
                {
                    string[] SubSplitedString = SplitedString[i].Split('%');
                    string   ValToReturn      = "null_or_incorrect";
                    string   Arg1             = SubSplitedString[2]; // ListType
                    string   Arg2             = SubSplitedString[3]; // ListName
                    string   Arg3             = SubSplitedString[4]; // Index

                    if (Arg1.Equals("STRING"))
                    {
                        int ListNameIndex = GlobalVars_StringList_Names.IndexOf(Arg2);
                        int Index         = Convert.ToInt32(Arg3);

                        ValToReturn = GlobalVars_StringList_Content[ListNameIndex][Index];
                    }

                    if (Arg1.Equals("INT"))
                    {
                        int ListNameIndex = GlobalVars_IntList_Names.IndexOf(Arg2);
                        int Index         = Convert.ToInt32(Arg3);

                        ValToReturn = Convert.ToString(GlobalVars_IntList_Content[ListNameIndex][Index]);
                    }

                    if (Arg1.Equals("COLOR"))
                    {
                        int ListNameIndex = GlobalVars_ColorList_Names.IndexOf(Arg2);
                        int Index         = Convert.ToInt32(Arg3);

                        Color  ColorGetted       = GlobalVars_ColorList_Content[ListNameIndex][Index];
                        string ColorCodeToReturn = ColorGetted.R + "," + ColorGetted.G + "," + ColorGetted.B + "," + ColorGetted.A;

                        ValToReturn = ColorCodeToReturn;
                    }

                    if (Arg1.Equals("FLOAT"))
                    {
                        int ListNameIndex = GlobalVars_FloatList_Names.IndexOf(Arg2);
                        int Index         = Convert.ToInt32(Arg3);

                        ValToReturn = Convert.ToString(GlobalVars_FloatList_Content[ListNameIndex][Index]);
                    }

                    if (Arg1.Equals("RECTANGLE"))
                    {
                        int ListNameIndex = GlobalVars_RectangleList_Names.IndexOf(Arg2);
                        int Index         = Convert.ToInt32(Arg3);

                        Rectangle RectGetted    = GlobalVars_RectangleList_Content[ListNameIndex][Index];
                        string    RectangleCode = RectGetted.X + "," + RectGetted.Y + "," + RectGetted.Width + "," + RectGetted.Height;

                        ValToReturn = Convert.ToString(RectangleCode);
                    }


                    SplitedString[i] = SplitedString[i].Replace("%LIST_VALUE%" + Arg1 + "%" + Arg2 + "%" + Arg3 + "%", Convert.ToString(ValToReturn));
                }
            }


            // Begin Command Interpretation
            if (SplitedString[0].Equals("0x0"))
            {
                Clear.Initialize();
            }
            if (SplitedString[0].Equals("0x1"))
            {
                Call.Initialize(SplitedString[1]);
            }
            if (SplitedString[0].Equals("0x2"))
            {
                Write.Initialize(SplitedString[1]);
            }
            if (SplitedString[0].Equals("0x3"))
            {
                WriteLine.Initialize(SplitedString[1]);
            }
            if (SplitedString[0].Equals("0x4"))
            {
                WriteFile.Initialize(SplitedString[1], SplitedString[2]);
            }
            if (SplitedString[0].Equals("0x5"))
            {
                TaiyouIF.Initialize(SplitedString);
            }
            if (SplitedString[0].Equals("0x6"))
            {
                Abort.Initialize();
            }
            if (SplitedString[0].Equals("0x7"))
            {
                Declare.Initialize(SplitedString);
            }
            if (SplitedString[0].Equals("0x8"))
            {
                WriteVar.Initialize(SplitedString);
            }
            if (SplitedString[0].Equals("0x9"))
            {
                MathOP.Intialize(SplitedString);
            }
            if (SplitedString[0].Equals("1x0"))
            {
                Goto.Initialize(SplitedString);
            }
            if (SplitedString[0].Equals("1x1"))
            {
                FileExists.Initialize(SplitedString);
            }
            if (SplitedString[0].Equals("1x2"))
            {
                ReadFile.Intialize(SplitedString);
            }
            if (SplitedString[0].Equals("1x3"))
            {
                DirectoryExists.Initialize(SplitedString);
            }
            if (SplitedString[0].Equals("1x4"))
            {
                DownloadServerString.Initialize(SplitedString);
            }
            if (SplitedString[0].Equals("1x5"))
            {
                CopyFile.Initialize(SplitedString);
            }
            if (SplitedString[0].Equals("1x6"))
            {
                MoveFile.Initialize(SplitedString);
            }
            if (SplitedString[0].Equals("1x7"))
            {
                DeleteFile.Initialize(SplitedString);
            }
            if (SplitedString[0].Equals("1x8"))
            {
                AddRenderQuee.Initialize(SplitedString);
            }
            if (SplitedString[0].Equals("1x9"))
            {
                AddEvent.Initialize(SplitedString);
            }
            if (SplitedString[0].Equals("2x0"))
            {
                CheckEvent.Initialize(SplitedString);
            }
            if (SplitedString[0].Equals("2x1"))
            {
                ChangeWindowPropertie.Initialize(SplitedString);
            }
            if (SplitedString[0].Equals("2x2"))
            {
                Colision.Initialize(SplitedString);
            }
            if (SplitedString[0].Equals("2x3"))
            {
                Reload.Initialize(SplitedString);
            }
            if (SplitedString[0].Equals("2x4"))
            {
                GetKeyPressed.Initialize(SplitedString);
            }
            if (SplitedString[0].Equals("2x5"))
            {
                AddRenderTextQuee.Initialize(SplitedString);
            }
            if (SplitedString[0].Equals("2x6"))
            {
                ChangeRenderProp.Initialize(SplitedString);
            }

            if (SplitedString[0].Equals("2x7"))
            {
                ChangeBackgroundColor.Initialize(SplitedString);
            }

            if (SplitedString[0].Equals("2x8"))
            {
                Undeclare.Initialize(SplitedString);
            }

            if (SplitedString[0].Equals("2x9"))
            {
                SendBGMCommand.Initialize(SplitedString);
            }

            if (SplitedString[0].Equals("3x0"))
            {
                MasterVolume.Initialize(SplitedString);
            }

            if (SplitedString[0].Equals("3x1"))
            {
                LanguageSystemManager.Initialize(SplitedString);
            }

            if (SplitedString[0].Equals("3x2"))
            {
                // FIXME Not Working
                //VarMath.Initialize(SplitedString);
            }



            if (Global.IsLowLevelDebugEnabled)
            {
                for (int i = 0; i < SplitedString.Length; i++)
                {
                    Console.Write(SplitedString[i] + " ");
                }
                Console.Write("\n");
            }
        }
Exemple #15
0
        void SetIEvent()
        {
            //StaffShop0Button
            BuySellCheckEvent Staff0Event = new BuySellCheckEvent(StaffShop0Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.Mood3Price)
            }, new List <IAbility>()
            {
                new PositiveAbility(Game.User.Bottom, new Item(EItemIdentify.Bottom, "2540", "Красні кросівки", new BitmapImage(new Uri(System.IO.Path.GetFullPath(@"..\..\Img\StaffsPart\Bottom\Male\RedSneakersBottom.png"))))), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });

            Staff0Event.Start(Game);
            BuySellCheckEvent Staff1Event = new BuySellCheckEvent(StaffShop1Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.Mood3Price)
            }, new List <IAbility>()
            {
                new PositiveAbility(Game.User.Bottom, new Item(EItemIdentify.Bottom, "2550", "Красні кросівки", new BitmapImage(new Uri(System.IO.Path.GetFullPath(@"..\..\Img\StaffsPart\Bottom\Male\RedSneakersBottom.png"))))), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });

            Staff1Event.Start(Game);
            //їжа
            CheckEvent Food0Event = new CheckEvent(Food0Button, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Mood, new MoodStat(4)), new NegativeAbility(Game.User.Hp, new HpStat(4)), new PositiveAbility(Game.User.Food, new FoodStat(7)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            CheckEvent Food1Event = new CheckEvent(Food1Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.Food1Price)
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, new UAH(100)), new NegativeAbility(Game.User.Mood, new MoodStat(3)), new NegativeAbility(Game.User.Hp, new HpStat(3)), new PositiveAbility(Game.User.Food, new FoodStat(15)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            CheckEvent Food2Event = new CheckEvent(Food2Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.Food2Price)
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, new UAH(500)), new PositiveAbility(Game.User.Mood, new MoodStat(5)), new NegativeAbility(Game.User.Hp, new HpStat(2)), new PositiveAbility(Game.User.Food, new FoodStat(35)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            CheckEvent Food3Event = new CheckEvent(Food3Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.Food3Price)
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, new UAH(3000)), new PositiveAbility(Game.User.Mood, new MoodStat(8)), new PositiveAbility(Game.User.Hp, new HpStat(6)), new PositiveAbility(Game.User.Food, new FoodStat(55)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });

            Food0Event.Start(Game);
            Food1Event.Start(Game);
            Food2Event.Start(Game);
            Food3Event.Start(Game);

            //настрій
            CheckEvent Mood0Event = new CheckEvent(Mood0Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.Mood0Price)
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.Mood0Price), new PositiveAbility(Game.User.Mood, new MoodStat(15)), new NegativeAbility(Game.User.Hp, new HpStat(4)), new NegativeAbility(Game.User.Food, new FoodStat(4)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            CheckEvent Mood1Event = new CheckEvent(Mood1Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.Mood1Price)
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.Mood1Price), new PositiveAbility(Game.User.Mood, new MoodStat(35)), new NegativeAbility(Game.User.Hp, new HpStat(3)), new NegativeAbility(Game.User.Food, new FoodStat(4)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            CheckEvent Mood2Event = new CheckEvent(Mood2Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.Mood2Price)
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.Mood2Price), new PositiveAbility(Game.User.Mood, new MoodStat(45)), new NegativeAbility(Game.User.Hp, new HpStat(2)), new NegativeAbility(Game.User.Food, new FoodStat(2)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            CheckEvent Mood3Event = new CheckEvent(Mood3Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.Mood3Price)
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.Mood3Price), new PositiveAbility(Game.User.Mood, new MoodStat(75)), new NegativeAbility(Game.User.Hp, new HpStat(1)), new NegativeAbility(Game.User.Food, new FoodStat(2)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            SubscribeEvent Mood4Event = new SubscribeEvent(Mood4Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.Mood4Price)
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.Mood4Price), new PositiveAbility(Game.User.Mood, new MoodStat(15)), new NegativeAbility(Game.User.Hp, new HpStat(1)), new NegativeAbility(Game.User.Food, new FoodStat(1))
            }, new TimeStat(0, 1));

            Mood0Event.Start(Game);
            Mood1Event.Start(Game);
            Mood2Event.Start(Game);
            Mood3Event.Start(Game);
            Mood4Event.Start(Game, Settings_.Mood4Price);

            //hp
            CheckEvent Hp0Event = new CheckEvent(Healthy0Button, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Mood, new MoodStat(4)), new PositiveAbility(Game.User.Hp, new HpStat(7)), new NegativeAbility(Game.User.Food, new FoodStat(4)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            CheckEvent Hp1Event = new CheckEvent(Healthy1Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.Hp1Price)
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.Hp1Price), new NegativeAbility(Game.User.Mood, new MoodStat(4)), new PositiveAbility(Game.User.Hp, new HpStat(15)), new NegativeAbility(Game.User.Food, new FoodStat(3)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            CheckEvent Hp2Event = new CheckEvent(Healthy2Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.Hp2Price)
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.Hp2Price), new NegativeAbility(Game.User.Mood, new MoodStat(3)), new PositiveAbility(Game.User.Hp, new HpStat(30)), new NegativeAbility(Game.User.Food, new FoodStat(3)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            CheckEvent Hp3Event = new CheckEvent(Healthy3Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.Hp3Price)
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.Hp3Price), new PositiveAbility(Game.User.Mood, new MoodStat(1)), new PositiveAbility(Game.User.Hp, new HpStat(45)), new PositiveAbility(Game.User.Food, new FoodStat(1)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            CheckEvent Hp4Event = new CheckEvent(Healthy4Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.Hp4Price)
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.Hp4Price), new PositiveAbility(Game.User.Mood, new MoodStat(2)), new PositiveAbility(Game.User.Hp, new HpStat(65)), new PositiveAbility(Game.User.Food, new FoodStat(3)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });

            Hp0Event.Start(Game);
            Hp1Event.Start(Game);
            Hp2Event.Start(Game);
            Hp3Event.Start(Game);
            Hp4Event.Start(Game);

            //пробєжка
            CheckEvent Sport0Event = new CheckEvent(Sport0Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Bottom, new Item(EItemIdentify.Bottom, "2540", "Красні Кросівки"))
            }, new List <IAbility>()
            {
                new PositiveAbility(Game.User.Mood, new MoodStat(2)), new PositiveAbility(Game.User.Hp, new HpStat(8)), new NegativeAbility(Game.User.Food, new FoodStat(4)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });

            Sport0Event.Start(Game);
            //спорт
            SubscribeEvent Sport1Event = new SubscribeEvent(Sport1Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.sport1Price)
            }, new List <IAbility>()
            {
                new PositiveAbility(Game.User.Mood, new MoodStat(1)), new PositiveAbility(Game.User.Hp, new HpStat(15)), new NegativeAbility(Game.User.Food, new FoodStat(4))
            }, new TimeStat(0, 30));
            SubscribeEvent Sport2Event = new SubscribeEvent(Sport2Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.sport2Price)
            }, new List <IAbility>()
            {
                new PositiveAbility(Game.User.Mood, new MoodStat(3)), new PositiveAbility(Game.User.Hp, new HpStat(25)), new NegativeAbility(Game.User.Food, new FoodStat(6))
            }, new TimeStat(0, 30));

            Sport1Event.Start(Game);
            Sport2Event.Start(Game);

            //бомжувать
            CheckEvent Sneaking0Event = new CheckEvent(Sneaking0Button, new List <IAbility>()
            {
                new PositiveAbility(Game.User.Bottles, new BottlesStat(4)), new NegativeAbility(Game.User.Mood, new MoodStat(5)), new NegativeAbility(Game.User.Hp, new HpStat(4)), new NegativeAbility(Game.User.Food, new FoodStat(5)), new PositiveAbility(Game.User.Raiting, new RaitingStat(1)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            CheckEvent Sneaking1Event = new CheckEvent(Sneaking1Button, new List <IAbility>()
            {
                new PositiveAbility(Game.User.Bottles, new BottlesStat(6)), new NegativeAbility(Game.User.Mood, new MoodStat(5)), new NegativeAbility(Game.User.Hp, new HpStat(4)), new NegativeAbility(Game.User.Food, new FoodStat(5)), new PositiveAbility(Game.User.Raiting, new RaitingStat(2)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            CheckEvent Sneaking2Event = new CheckEvent(Sneaking2Button, new List <IAbility>()
            {
                new PositiveAbility(Game.User.Bottles, new BottlesStat(8)), new NegativeAbility(Game.User.Mood, new MoodStat(4)), new NegativeAbility(Game.User.Hp, new HpStat(5)), new NegativeAbility(Game.User.Food, new FoodStat(5)), new PositiveAbility(Game.User.Raiting, new RaitingStat(3)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            CheckEvent Sneaking3Event = new CheckEvent(Sneaking3Button, new List <IAbility>()
            {
                new PositiveAbility(Game.User.Bottles, new BottlesStat(12)), new NegativeAbility(Game.User.Mood, new MoodStat(4)), new NegativeAbility(Game.User.Hp, new HpStat(7)), new NegativeAbility(Game.User.Food, new FoodStat(6)), new PositiveAbility(Game.User.Raiting, new RaitingStat(4)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });

            Sneaking0Event.Start(Game);
            Sneaking1Event.Start(Game);
            Sneaking2Event.Start(Game);
            Sneaking3Event.Start(Game);

            //побори
            //CheckEvent LiveByBegging0Event = new CheckEvent(LiveByBegging0Button, new List<CheckAbility>() { new CheckAbility(Game.User.Transports, new TransportStat(ETransport.JoggingShoes)) }, new List<IAbility>() { new PositiveAbility(Game.User.Valutes, new UAH(250)), new NegativeAbility(Game.User.Mood, new MoodStat(5)), new NegativeAbility(Game.User.Hp, new HpStat(4)), new NegativeAbility(Game.User.Food, new FoodStat(5)), new NegativeAbility(Game.User.Raiting, new RaitingStat(1)) });
            //CheckEvent LiveByBegging1Event = new CheckEvent(LiveByBegging1Button, new List<CheckAbility>() { new CheckAbility(Game.User.Transports, new TransportStat(ETransport.JoggingShoes)) }, new List<IAbility>() { new PositiveAbility(Game.User.Valutes, new UAH(560)), new NegativeAbility(Game.User.Mood, new MoodStat(5)), new NegativeAbility(Game.User.Hp, new HpStat(4)), new NegativeAbility(Game.User.Food, new FoodStat(5)), new NegativeAbility(Game.User.Raiting, new RaitingStat(2)) });
            CheckEvent LiveByBegging2Event = new CheckEvent(LiveByBegging2Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Transports, new TransportStat(ETransport.CheapCar))
            }, new List <IAbility>()
            {
                new PositiveAbility(Game.User.Valutes, new UAH(2550)), new NegativeAbility(Game.User.Mood, new MoodStat(4)), new NegativeAbility(Game.User.Hp, new HpStat(5)), new NegativeAbility(Game.User.Food, new FoodStat(5)), new PositiveAbility(Game.User.Raiting, new RaitingStat(3)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            CheckEvent LiveByBegging3Event = new CheckEvent(LiveByBegging3Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Transports, new TransportStat(ETransport.SportCar))
            }, new List <IAbility>()
            {
                new PositiveAbility(Game.User.Valutes, new UAH(24050)), new NegativeAbility(Game.User.Mood, new MoodStat(4)), new NegativeAbility(Game.User.Hp, new HpStat(7)), new NegativeAbility(Game.User.Food, new FoodStat(6)), new PositiveAbility(Game.User.Raiting, new RaitingStat(4)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            CheckEvent LiveByBegging4Event = new CheckEvent(LiveByBegging4Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Transports, new TransportStat(ETransport.Helicopter))
            }, new List <IAbility>()
            {
                new PositiveAbility(Game.User.Valutes, new USD(124050)), new NegativeAbility(Game.User.Mood, new MoodStat(4)), new NegativeAbility(Game.User.Hp, new HpStat(7)), new NegativeAbility(Game.User.Food, new FoodStat(6)), new PositiveAbility(Game.User.Raiting, new RaitingStat(4)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });

            //LiveByBegging0Event.Start(Game);
            //LiveByBegging1Event.Start(Game);
            LiveByBegging2Event.Start(Game);
            LiveByBegging3Event.Start(Game);
            LiveByBegging4Event.Start(Game);

            //робота
            CheckEvent Work0Event = new CheckEvent(Work0Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Properties, new PropertyStat(EProperty.Tent)), new CheckAbility(Game.User.Educ, new EducStat(EEduc.School))
            }, new List <IAbility>()
            {
                new PositiveAbility(Game.User.Valutes, Settings_.work0Price), new NegativeAbility(Game.User.Mood, new MoodStat(5)), new NegativeAbility(Game.User.Hp, new HpStat(4)), new NegativeAbility(Game.User.Food, new FoodStat(3)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            CheckEvent Work1Event = new CheckEvent(Work1Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Properties, new PropertyStat(EProperty.Tent)), new CheckAbility(Game.User.Educ, new EducStat(EEduc.School))
            }, new List <IAbility>()
            {
                new PositiveAbility(Game.User.Valutes, Settings_.work1Price), new NegativeAbility(Game.User.Mood, new MoodStat(5)), new NegativeAbility(Game.User.Hp, new HpStat(4)), new NegativeAbility(Game.User.Food, new FoodStat(5)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            CheckEvent Work2Event = new CheckEvent(Work2Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Properties, new PropertyStat(EProperty.Room)), new CheckAbility(Game.User.Educ, new EducStat(EEduc.College))
            }, new List <IAbility>()
            {
                new PositiveAbility(Game.User.Valutes, Settings_.work2Price), new NegativeAbility(Game.User.Mood, new MoodStat(4)), new NegativeAbility(Game.User.Hp, new HpStat(6)), new NegativeAbility(Game.User.Food, new FoodStat(4)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            CheckEvent Work3Event = new CheckEvent(Work3Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Properties, new PropertyStat(EProperty.Mortgage)), new CheckAbility(Game.User.Educ, new EducStat(EEduc.College))
            }, new List <IAbility>()
            {
                new PositiveAbility(Game.User.Valutes, Settings_.work3Price), new NegativeAbility(Game.User.Mood, new MoodStat(4)), new NegativeAbility(Game.User.Hp, new HpStat(6)), new NegativeAbility(Game.User.Food, new FoodStat(5)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            CheckEvent Work4Event = new CheckEvent(Work4Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Properties, new PropertyStat(EProperty.Apartments)), new CheckAbility(Game.User.Educ, new EducStat(EEduc.University))
            }, new List <IAbility>()
            {
                new PositiveAbility(Game.User.Valutes, Settings_.work4Price), new NegativeAbility(Game.User.Mood, new MoodStat(5)), new NegativeAbility(Game.User.Hp, new HpStat(4)), new NegativeAbility(Game.User.Food, new FoodStat(5)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            CheckEvent Work5Event = new CheckEvent(Work5Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Properties, new PropertyStat(EProperty.Office)), new CheckAbility(Game.User.Educ, new EducStat(EEduc.StudyInEngland))
            }, new List <IAbility>()
            {
                new PositiveAbility(Game.User.Valutes, Settings_.work5Price), new NegativeAbility(Game.User.Mood, new MoodStat(4)), new NegativeAbility(Game.User.Hp, new HpStat(3)), new NegativeAbility(Game.User.Food, new FoodStat(5)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            CheckEvent Work6Event = new CheckEvent(Work6Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Properties, new PropertyStat(EProperty.Office)), new CheckAbility(Game.User.Educ, new EducStat(EEduc.StudyInEngland))
            }, new List <IAbility>()
            {
                new PositiveAbility(Game.User.Valutes, Settings_.work6Price), new NegativeAbility(Game.User.Mood, new MoodStat(3)), new NegativeAbility(Game.User.Hp, new HpStat(3)), new NegativeAbility(Game.User.Food, new FoodStat(6)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });

            Work0Event.Start(Game);
            Work1Event.Start(Game);
            Work2Event.Start(Game);
            Work3Event.Start(Game);
            Work4Event.Start(Game);
            Work5Event.Start(Game);
            Work6Event.Start(Game);

            //освіта
            EnableCheckEvent Education0 = new EnableCheckEvent(Education0Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.education0Price)
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.education0Price), new PositiveAbility(Game.User.Educ, new EducStat(EEduc.MultiTable)), new PositiveAbility(Game.User.Raiting, new RaitingStat(100)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            EnableCheckEvent Education1 = new EnableCheckEvent(Education1Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.education1Price), new CheckAbility(Game.User.Passport, new PassportStat(true))
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.education1Price), new PositiveAbility(Game.User.Educ, new EducStat(EEduc.School)), new PositiveAbility(Game.User.Raiting, new RaitingStat(1000)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            EnableCheckEvent Education2 = new EnableCheckEvent(Education2Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.education2Price), new CheckAbility(Game.User.Transports, new TransportStat(ETransport.Bike))
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.education2Price), new PositiveAbility(Game.User.Educ, new EducStat(EEduc.College)), new PositiveAbility(Game.User.Raiting, new RaitingStat(5000)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            EnableCheckEvent Education3 = new EnableCheckEvent(Education3Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.education3Price), new CheckAbility(Game.User.Transports, new TransportStat(ETransport.CheapCar))
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.education3Price), new PositiveAbility(Game.User.Educ, new EducStat(EEduc.University)), new PositiveAbility(Game.User.Raiting, new RaitingStat(10000)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            EnableCheckEvent Education4 = new EnableCheckEvent(Education4Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.education4Price), new CheckAbility(Game.User.Transports, new TransportStat(ETransport.SportCar))
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.education4Price), new PositiveAbility(Game.User.Educ, new EducStat(EEduc.StudyInEngland)), new PositiveAbility(Game.User.Raiting, new RaitingStat(20000)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });

            Education0.Start(Game);
            Education1.Start(Game);
            Education2.Start(Game);
            Education3.Start(Game);
            Education4.Start(Game);

            //рейтинг
            CheckEvent Raiting0Event = new CheckEvent(Raiting0Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.raiting0Price)
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.raiting0Price), new PositiveAbility(Game.User.Raiting, Settings_.raiting0Set), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            CheckEvent Raiting1Event = new CheckEvent(Raiting1Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.raiting1Price)
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.raiting1Price), new PositiveAbility(Game.User.Raiting, Settings_.raiting1Set), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            CheckEvent Raiting2Event = new CheckEvent(Raiting2Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.raiting2Price)
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.raiting2Price), new PositiveAbility(Game.User.Raiting, Settings_.raiting2Set), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            CheckEvent Raiting3Event = new CheckEvent(Raiting3Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.raiting3Price)
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.raiting3Price), new PositiveAbility(Game.User.Raiting, Settings_.raiting3Set), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            CheckEvent Raiting4Event = new CheckEvent(Raiting4Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.raiting4Price)
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.raiting4Price), new PositiveAbility(Game.User.Raiting, Settings_.raiting4Set), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });

            Raiting0Event.Start(Game);
            Raiting1Event.Start(Game);
            Raiting2Event.Start(Game);
            Raiting3Event.Start(Game);
            Raiting4Event.Start(Game);

            //нерухомість
            BuySellCheckEvent Property0Event = new BuySellCheckEvent(Realty0Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.property0Price)
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.property0Price), new PositiveAbility(Game.User.Properties, new PropertyStat(EProperty.Tent))
            });
            SubscribeEvent Property1Event = new SubscribeEvent(Realty1Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.property1Price), new CheckAbility(Game.User.Passport, new PassportStat(true))
            }, new List <IAbility>()
            {
                new PositiveAbility(Game.User.Properties, new PropertyStat(EProperty.Room))
            }, new TimeStat(0, 5));
            SubscribeEvent Property2Event = new SubscribeEvent(Realty2Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.property2Price), new CheckAbility(Game.User.Passport, new PassportStat(true))
            }, new List <IAbility>()
            {
                new PositiveAbility(Game.User.Properties, new PropertyStat(EProperty.Mortgage))
            }, new TimeStat(0, 30));
            BuySellCheckEvent Property3Event = new BuySellCheckEvent(Realty3Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.property3Price), new CheckAbility(Game.User.Passport, new PassportStat(true))
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.property3Price), new PositiveAbility(Game.User.Properties, new PropertyStat(EProperty.Apartments))
            });
            BuySellCheckEvent Property4Event = new BuySellCheckEvent(Realty4Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.property4Price), new CheckAbility(Game.User.Passport, new PassportStat(true))
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.property4Price), new PositiveAbility(Game.User.Properties, new PropertyStat(EProperty.Office))
            });
            BuySellCheckEvent Property5Event = new BuySellCheckEvent(Realty5Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.property5Price), new CheckAbility(Game.User.Passport, new PassportStat(true))
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.property5Price), new PositiveAbility(Game.User.Properties, new PropertyStat(EProperty.Cottage))
            });
            BuySellCheckEvent Property6Event = new BuySellCheckEvent(Realty6Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.property6Price), new CheckAbility(Game.User.Passport, new PassportStat(true))
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.property6Price), new PositiveAbility(Game.User.Properties, new PropertyStat(EProperty.Villa))
            });

            Property0Event.Start(Game);
            Property1Event.Start(Game, Settings_.property1Price);
            Property2Event.Start(Game, Settings_.property2Price);
            Property3Event.Start(Game);
            Property4Event.Start(Game);
            Property5Event.Start(Game);
            Property6Event.Start(Game);

            //транспорт
            //EnableCheckEvent Transport0Event = new EnableCheckEvent(Transport0Button, new List<CheckAbility>() { new CheckAbility(Game.User.Valutes, Settings_.transport0Price) }, new List<IAbility>() { new NegativeAbility(Game.User.Valutes, Settings_.transport0Price), new PositiveAbility(Game.User.Transports, new TransportStat(ETransport.JoggingShoes)) });
            EnableCheckEvent Transport1Event = new EnableCheckEvent(Transport1Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.transport1Price), new CheckAbility(Game.User.DriverLicense, new DriverLicenseStat(true))
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.transport1Price), new PositiveAbility(Game.User.Transports, new TransportStat(ETransport.Bike)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            EnableCheckEvent Transport2Event = new EnableCheckEvent(Transport2Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.transport2Price), new CheckAbility(Game.User.DriverLicense, new DriverLicenseStat(true))
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.transport2Price), new PositiveAbility(Game.User.Transports, new TransportStat(ETransport.CheapCar)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            EnableCheckEvent Transport3Event = new EnableCheckEvent(Transport3Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.transport3Price), new CheckAbility(Game.User.DriverLicense, new DriverLicenseStat(true))
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.transport3Price), new PositiveAbility(Game.User.Transports, new TransportStat(ETransport.SportCar)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            EnableCheckEvent Transport4Event = new EnableCheckEvent(Transport4Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.transport4Price), new CheckAbility(Game.User.DriverLicense, new DriverLicenseStat(true))
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.transport4Price), new PositiveAbility(Game.User.Transports, new TransportStat(ETransport.Helicopter)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            EnableCheckEvent Transport5Event = new EnableCheckEvent(Transport5Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Valutes, Settings_.transport5Price), new CheckAbility(Game.User.DriverLicense, new DriverLicenseStat(true))
            }, new List <IAbility>()
            {
                new NegativeAbility(Game.User.Valutes, Settings_.transport5Price), new PositiveAbility(Game.User.Transports, new TransportStat(ETransport.Yacht)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });

            //Transport0Event.Start(Game);
            Transport1Event.Start(Game);
            Transport2Event.Start(Game);
            Transport3Event.Start(Game);
            Transport4Event.Start(Game);
            Transport5Event.Start(Game);

            //соціальні послуги
            EnableCheckEvent CityCouncil0Event = new EnableCheckEvent(CityCouncil0Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Raiting, new RaitingStat(2000))
            }, new List <IAbility>()
            {
                new PositiveAbility(Game.User.Passport, new PassportStat(true)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });
            SubscribeEvent CityCouncil1Event = new SubscribeEvent(CityCouncil1Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Passport, new PassportStat(true))
            }, new List <IAbility>()
            {
                new PositiveAbility(Game.User.Valutes, Settings_.cityCouncil1Gift)
            }, new TimeStat(0, 1));
            SubscribeEvent CityCouncil2Event = new SubscribeEvent(CityCouncil2Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Passport, new PassportStat(true))
            }, new List <IAbility>()
            {
                new PositiveAbility(Game.User.Valutes, Settings_.cityCouncil2Gift)
            }, new TimeStat(0, 1));
            EnableCheckEvent CityCouncil3Event = new EnableCheckEvent(CityCouncil3Button, new List <CheckAbility>()
            {
                new CheckAbility(Game.User.Passport, new PassportStat(true))
            }, new List <IAbility>()
            {
                new PositiveAbility(Game.User.Valutes, Settings_.cityCouncil2Gift), new PositiveAbility(Game.User.DriverLicense, new DriverLicenseStat(true)), new PositiveAbility(Game.User.Times, Settings_.DefaultTimeMove)
            });

            CityCouncil0Event.Start(Game);
            CityCouncil1Event.Start(Game);
            CityCouncil2Event.Start(Game);
            CityCouncil3Event.Start(Game);
        }
 public void AddCheckEvent(string guid, CheckEvent evt)
 {
     CheckDataIndices[guid] = CheckData.Count;
     CheckData.Add(evt);
     evt.dynamic = true;
 }