Exemple #1
0
 protected override State Execute(QuestBehaviour questBehaviour, params object[] parameters)
 {
     if (this.SpawnLocationVarName != null)
     {
         IEnumerable <WorldPosition> source;
         WorldPosition worldPosition;
         if (questBehaviour.TryGetQuestVariableValueByName <WorldPosition>(this.SpawnLocationVarName, out source))
         {
             this.SpawnLocations = source.ToArray <WorldPosition>();
         }
         else if (questBehaviour.TryGetQuestVariableValueByName <WorldPosition>(this.SpawnLocationVarName, out worldPosition))
         {
             this.SpawnLocations = new WorldPosition[]
             {
                 worldPosition
             };
         }
     }
     if (this.SpawnLocations != null)
     {
         IGameEntity gameEntity;
         if (this.gameEntityRepositoryService != null && this.gameEntityRepositoryService.TryGetValue(this.ArmyGUID, out gameEntity) && gameEntity != null)
         {
             return(State.Success);
         }
         this.SpawnArmy(questBehaviour);
         if (!string.IsNullOrEmpty(this.DroplistRewardOnDeathName))
         {
             IGameService service = Services.GetService <IGameService>();
             Diagnostics.Assert(service != null && service.Game != null && service.Game is global::Game);
             IQuestRewardRepositoryService service2 = (service.Game as global::Game).GetService <IQuestRewardRepositoryService>();
             Diagnostics.Assert(service2 != null);
             service2.AddRewardForArmyKill(this.ArmyGUID, this.DroplistRewardOnDeathName);
         }
     }
     else
     {
         Diagnostics.LogError("Position to spawn is invalid: {0}", new object[]
         {
             questBehaviour.ToStringVariables()
         });
     }
     return(State.Success);
 }
    protected override State Execute(QuestBehaviour questBehaviour, params object[] parameters)
    {
        IEnumerable <WorldPosition> source;

        if (this.SpawnLocationVarName != null && questBehaviour.TryGetQuestVariableValueByName <WorldPosition>(this.SpawnLocationVarName, out source))
        {
            this.SpawnLocations = source.ToArray <WorldPosition>();
        }
        if (this.SpawnLocations != null)
        {
            this.SpawnArmies(questBehaviour);
        }
        else
        {
            Diagnostics.LogError("Position to spawn is invalid: {0}", new object[]
            {
                questBehaviour.ToStringVariables()
            });
        }
        return(State.Success);
    }
 private void PrintVariables(QuestBehaviour questBehaviour)
 {
     Diagnostics.LogWarning("Quest BT variables: {0}", new object[]
     {
         questBehaviour.ToStringVariables()
     });
     Diagnostics.Log("[UpdateArmyObjective] Variables needed by UpdateArmyObjective:");
     if (this.TargetCityGUIDVarName != string.Empty)
     {
         Diagnostics.LogWarning("[UpdateArmyObjective] TargetCityGUIDVarName = {0}, GUID found = {1}", new object[]
         {
             this.TargetCityGUIDVarName,
             this.Objective.TargetCityGUID
         });
     }
     if (this.TargetCityVarName != string.Empty)
     {
         Diagnostics.LogWarning("[UpdateArmyObjective] TargetCityVarName = {0}, City found = {1}", new object[]
         {
             this.TargetCityVarName,
             this.Objective.TargetCityGUID
         });
     }
     if (this.TargetEmpireIndexVarName != string.Empty)
     {
         Diagnostics.LogWarning("[UpdateArmyObjective] TargetEmpireIndexVarName = {0}, Empire index found = {1}", new object[]
         {
             this.TargetEmpireIndexVarName,
             this.Objective.TargetEmpireIndex
         });
     }
     if (this.TargetEmpireVarName != string.Empty)
     {
         Diagnostics.LogWarning("[UpdateArmyObjective] TargetEmpireVarName = {0}, Empire index found = {1}", new object[]
         {
             this.TargetEmpireVarName,
             this.Objective.TargetEmpireIndex
         });
     }
 }