Esempio n. 1
0
        public override void CreateReferences()
        {
            base.CreateReferences();

            this.m_width  = this.GetIntegerValue("Width", 0);
            this.m_height = this.GetIntegerValue("Height", 0);

            this.m_upgradeLevelCount = this.m_row.GetBiggestArraySize();

            this.m_buildCost         = new int[this.m_upgradeLevelCount];
            this.m_rearmCost         = new int[this.m_upgradeLevelCount];
            this.m_townHallLevel     = new int[this.m_upgradeLevelCount];
            this.m_strenghtWeight    = new int[this.m_upgradeLevelCount];
            this.m_damage            = new int[this.m_upgradeLevelCount];
            this.m_damageRadius      = new int[this.m_upgradeLevelCount];
            this.m_ejectHousingLimit = new int[this.m_upgradeLevelCount];
            this.m_numSpawns         = new int[this.m_upgradeLevelCount];
            this.m_constructionTimes = new int[this.m_upgradeLevelCount];

            this.m_projectileData = new LogicProjectileData[this.m_upgradeLevelCount];

            for (int i = 0; i < this.m_upgradeLevelCount; i++)
            {
                this.m_buildCost[i]         = this.GetClampedIntegerValue("BuildCost", i);
                this.m_rearmCost[i]         = this.GetClampedIntegerValue("RearmCost", i);
                this.m_townHallLevel[i]     = LogicMath.Max(this.GetClampedIntegerValue("TownHallLevel", i) - 1, 0);
                this.m_strenghtWeight[i]    = this.GetClampedIntegerValue("StrengthWeight", i);
                this.m_damage[i]            = LogicGamePlayUtil.DPSToSingleHit(this.GetClampedIntegerValue("Damage", i), 1000);
                this.m_damageRadius[i]      = (this.GetClampedIntegerValue("DamageRadius", i) << 9) / 100;
                this.m_ejectHousingLimit[i] = this.GetIntegerValue("EjectHousingLimit", i);
                this.m_numSpawns[i]         = this.GetClampedIntegerValue("NumSpawns", i);
                this.m_constructionTimes[i] = 86400 * this.GetClampedIntegerValue("BuildTimeD", i) +
                                              3600 * this.GetClampedIntegerValue("BuildTimeH", i) +
                                              60 * this.GetClampedIntegerValue("BuildTimeM", i) +
                                              this.GetClampedIntegerValue("BuildTimeS", i);
                this.m_projectileData[i] = LogicDataTables.GetProjectileByName(this.GetValue("Projectile", i), this);
            }

            this.m_preferredTargetData      = LogicDataTables.GetCharacterByName(this.GetValue("PreferredTarget", 0), this);
            this.m_preferredTargetDamageMod = this.GetIntegerValue("PreferredTargetDamageMod", 0);

            if (this.m_preferredTargetDamageMod == 0)
            {
                this.m_preferredTargetDamageMod = 100;
            }

            this.m_buildResourceData = LogicDataTables.GetResourceByName(this.GetValue("BuildResource", 0), this);

            if (this.m_buildResourceData == null)
            {
                Debugger.Error("build resource is not defined for trap: " + this.GetName());
            }

            this.m_ejectVictims               = this.GetBooleanValue("EjectVictims", 0);
            this.m_actionFrame                = 1000 * this.GetIntegerValue("ActionFrame", 0) / 24;
            this.m_pushback                   = this.GetIntegerValue("Pushback", 0);
            this.m_doNotScalePushByDamage     = this.GetBooleanValue("DoNotScalePushByDamage", 0);
            this.m_effectData                 = LogicDataTables.GetEffectByName(this.GetValue("Effect", 0), this);
            this.m_effect2Data                = LogicDataTables.GetEffectByName(this.GetValue("Effect2", 0), this);
            this.m_effectBrokenData           = LogicDataTables.GetEffectByName(this.GetValue("EffectBroken", 0), this);
            this.m_damageEffectData           = LogicDataTables.GetEffectByName(this.GetValue("DamageEffect", 0), this);
            this.m_pickUpEffectData           = LogicDataTables.GetEffectByName(this.GetValue("PickUpEffect", 0), this);
            this.m_placingEffectData          = LogicDataTables.GetEffectByName(this.GetValue("PlacingEffect", 0), this);
            this.m_appearEffectData           = LogicDataTables.GetEffectByName(this.GetValue("AppearEffect", 0), this);
            this.m_toggleAttackModeEffectData = LogicDataTables.GetEffectByName(this.GetValue("ToggleAttackModeEffect", 0), this);
            this.m_triggerRadius              = (this.GetIntegerValue("TriggerRadius", 0) << 9) / 100;
            this.m_directionCount             = this.GetIntegerValue("DirectionCount", 0);
            this.m_spell                  = LogicDataTables.GetSpellByName(this.GetValue("Spell", 0), this);
            this.m_airTrigger             = this.GetBooleanValue("AirTrigger", 0);
            this.m_groundTrigger          = this.GetBooleanValue("GroundTrigger", 0);
            this.m_healerTrigger          = this.GetBooleanValue("HealerTrigger", 0);
            this.m_speedMod               = this.GetIntegerValue("SpeedMod", 0);
            this.m_damageMod              = this.GetIntegerValue("DamageMod", 0);
            this.m_durationMS             = this.GetIntegerValue("DurationMS", 0);
            this.m_hitDelayMS             = this.GetIntegerValue("HitDelayMS", 0);
            this.m_hitCount               = this.GetIntegerValue("HitCnt", 0);
            this.m_minTriggerHousingLimit = this.GetIntegerValue("MinTriggerHousingLimit", 0);
            this.m_spawnedCharGroundData  = LogicDataTables.GetCharacterByName(this.GetValue("SpawnedCharGround", 0), this);
            this.m_spawnedCharAirData     = LogicDataTables.GetCharacterByName(this.GetValue("SpawnedCharAir", 0), this);
            this.m_timeBetweenSpawnsMS    = this.GetIntegerValue("TimeBetweenSpawnsMs", 0);
            this.m_spawnInitialDelayMS    = this.GetIntegerValue("SpawnInitialDelayMs", 0);
            this.m_throwDistance          = this.GetIntegerValue("ThrowDistance", 0);
            this.m_hasAltMode             = this.GetBooleanValue("HasAltMode", 0);
            this.m_enableByCalendar       = this.GetBooleanValue("EnabledByCalendar", 0);

            if (this.m_enableByCalendar)
            {
                if (this.m_upgradeLevelCount > 1)
                {
                    Debugger.Error("Temporary traps should not have upgrade levels!");
                }
            }
        }
        public override void CreateReferences()
        {
            base.CreateReferences();

            this.m_damage                     = new int[this.m_upgradeLevelCount];
            this.m_troopDamagePermil          = new int[this.m_upgradeLevelCount];
            this.m_buildingDamagePermil       = new int[this.m_upgradeLevelCount];
            this.m_executeHealthPermil        = new int[this.m_upgradeLevelCount];
            this.m_damagePermilMin            = new int[this.m_upgradeLevelCount];
            this.m_preferredDamagePermilMin   = new int[this.m_upgradeLevelCount];
            this.m_boostTimeMS                = new int[this.m_upgradeLevelCount];
            this.m_speedBoost                 = new int[this.m_upgradeLevelCount];
            this.m_speedBoost2                = new int[this.m_upgradeLevelCount];
            this.m_damageBoostPercent         = new int[this.m_upgradeLevelCount];
            this.m_duplicateLifetime          = new int[this.m_upgradeLevelCount];
            this.m_duplicateHousing           = new int[this.m_upgradeLevelCount];
            this.m_radius                     = new int[this.m_upgradeLevelCount];
            this.m_numberOfHits               = new int[this.m_upgradeLevelCount];
            this.m_randomRadius               = new int[this.m_upgradeLevelCount];
            this.m_timeBetweenHitsMS          = new int[this.m_upgradeLevelCount];
            this.m_jumpBoostMS                = new int[this.m_upgradeLevelCount];
            this.m_jumpHousingLimit           = new int[this.m_upgradeLevelCount];
            this.m_freezeTimeMS               = new int[this.m_upgradeLevelCount];
            this.m_strengthWeight             = new int[this.m_upgradeLevelCount];
            this.m_buildingDamageBoostPercent = new int[this.m_upgradeLevelCount];
            this.m_shieldProjectileSpeed      = new int[this.m_upgradeLevelCount];
            this.m_shieldProjectileDamageMod  = new int[this.m_upgradeLevelCount];
            this.m_extraHealthPermil          = new int[this.m_upgradeLevelCount];
            this.m_extraHealthMin             = new int[this.m_upgradeLevelCount];
            this.m_extraHealthMax             = new int[this.m_upgradeLevelCount];
            this.m_poisonDamage               = new int[this.m_upgradeLevelCount];
            this.m_attackSpeedBoost           = new int[this.m_upgradeLevelCount];
            this.m_invulnerabilityTime        = new int[this.m_upgradeLevelCount];
            this.m_maxUnitsHit                = new int[this.m_upgradeLevelCount];
            this.m_unitsToSpawn               = new int[this.m_upgradeLevelCount];
            this.m_spawnDuration              = new int[this.m_upgradeLevelCount];

            this.m_preDeployEffect   = new LogicEffectData[this.m_upgradeLevelCount];
            this.m_deployEffect      = new LogicEffectData[this.m_upgradeLevelCount];
            this.m_deployEffect2     = new LogicEffectData[this.m_upgradeLevelCount];
            this.m_enemyDeployEffect = new LogicEffectData[this.m_upgradeLevelCount];
            this.m_chargingEffect    = new LogicEffectData[this.m_upgradeLevelCount];
            this.m_hitEffect         = new LogicEffectData[this.m_upgradeLevelCount];

            for (int i = 0; i < this.m_upgradeLevelCount; i++)
            {
                this.m_damage[i]                     = LogicGamePlayUtil.DPSToSingleHit(this.GetClampedIntegerValue("Damage", i), 1000);
                this.m_troopDamagePermil[i]          = this.GetClampedIntegerValue("TroopDamagePermil", i);
                this.m_buildingDamagePermil[i]       = this.GetClampedIntegerValue("BuildingDamagePermil", i);
                this.m_executeHealthPermil[i]        = this.GetClampedIntegerValue("ExecuteHealthPermil", i);
                this.m_damagePermilMin[i]            = this.GetClampedIntegerValue("DamagePermilMin", i);
                this.m_preferredDamagePermilMin[i]   = this.GetClampedIntegerValue("PreferredDamagePermilMin", i);
                this.m_boostTimeMS[i]                = this.GetClampedIntegerValue("BoostTimeMS", i);
                this.m_speedBoost[i]                 = this.GetClampedIntegerValue("SpeedBoost", i);
                this.m_speedBoost2[i]                = this.GetClampedIntegerValue("SpeedBoost2", i);
                this.m_damageBoostPercent[i]         = this.GetClampedIntegerValue("DamageBoostPercent", i);
                this.m_duplicateLifetime[i]          = this.GetClampedIntegerValue("DuplicateLifetime", i);
                this.m_duplicateHousing[i]           = this.GetClampedIntegerValue("DuplicateHousing", i);
                this.m_radius[i]                     = (this.GetClampedIntegerValue("Radius", i) << 9) / 100;
                this.m_numberOfHits[i]               = this.GetClampedIntegerValue("NumberOfHits", i);
                this.m_randomRadius[i]               = (this.GetClampedIntegerValue("RandomRadius", i) << 9) / 100;
                this.m_timeBetweenHitsMS[i]          = this.GetClampedIntegerValue("TimeBetweenHitsMS", i);
                this.m_jumpBoostMS[i]                = this.GetClampedIntegerValue("JumpBoostMS", i);
                this.m_jumpHousingLimit[i]           = this.GetClampedIntegerValue("JumpHousingLimit", i);
                this.m_hitEffect[i]                  = LogicDataTables.GetEffectByName(this.GetClampedValue("HitEffect", i), this);
                this.m_chargingEffect[i]             = LogicDataTables.GetEffectByName(this.GetClampedValue("ChargingEffect", i), this);
                this.m_preDeployEffect[i]            = LogicDataTables.GetEffectByName(this.GetClampedValue("PreDeployEffect", i), this);
                this.m_deployEffect[i]               = LogicDataTables.GetEffectByName(this.GetClampedValue("DeployEffect", i), this);
                this.m_enemyDeployEffect[i]          = LogicDataTables.GetEffectByName(this.GetClampedValue("EnemyDeployEffect", i), this);
                this.m_deployEffect2[i]              = LogicDataTables.GetEffectByName(this.GetClampedValue("DeployEffect2", i), this);
                this.m_freezeTimeMS[i]               = this.GetClampedIntegerValue("FreezeTimeMS", i);
                this.m_strengthWeight[i]             = this.GetClampedIntegerValue("StrengthWeight", i);
                this.m_buildingDamageBoostPercent[i] = this.GetClampedIntegerValue("BuildingDamageBoostPercent", i);
                this.m_shieldProjectileSpeed[i]      = this.GetClampedIntegerValue("ShieldProjectileSpeed", i);
                this.m_shieldProjectileDamageMod[i]  = this.GetClampedIntegerValue("ShieldProjectileDamageMod", i);
                this.m_extraHealthPermil[i]          = this.GetClampedIntegerValue("ExtraHealthPermil", i);
                this.m_extraHealthMin[i]             = this.GetClampedIntegerValue("ExtraHealthMin", i);
                this.m_extraHealthMax[i]             = this.GetClampedIntegerValue("ExtraHealthMax", i);
                this.m_poisonDamage[i]               = LogicGamePlayUtil.DPSToSingleHit(this.GetClampedIntegerValue("PoisonDPS", i), 1000);
                this.m_attackSpeedBoost[i]           = this.GetClampedIntegerValue("AttackSpeedBoost", i);
                this.m_invulnerabilityTime[i]        = this.GetClampedIntegerValue("InvulnerabilityTime", i);
                this.m_maxUnitsHit[i]                = this.GetClampedIntegerValue("MaxUnitsHit", i);
                this.m_unitsToSpawn[i]               = this.GetClampedIntegerValue("UnitsToSpawn", i);
                this.m_spawnDuration[i]              = this.GetClampedIntegerValue("SpawnDuration", i);
            }

            this.m_poisonIncreaseSlowly   = this.GetBooleanValue("PoisonIncreaseSlowly", 0);
            this.m_poisonAffectAir        = this.GetBooleanValue("PoisonAffectAir", 0);
            this.m_spawnFirstGroupSize    = this.GetIntegerValue("SpawnFirstGroupSize", 0);
            this.m_scaleByTownHall        = this.GetBooleanValue("ScaleByTH", 0);
            this.m_pauseCombatComponentMs = this.GetIntegerValue("PauseCombatComponentsMs", 0);
            this.m_damageTHPercent        = this.GetIntegerValue("DamageTHPercent", 0);

            if (this.m_damageTHPercent <= 0)
            {
                this.m_damageTHPercent = 100;
            }

            this.m_shrinkReduceSpeedRatio = this.GetIntegerValue("ShrinkReduceSpeedRatio", 0);
            this.m_shrinkHitpointsRatio   = this.GetIntegerValue("ShrinkHitpointsRatio", 0);
            this.m_deployEffect2Delay     = this.GetIntegerValue("DeployEffect2Delay", 0);
            this.m_hitTimeMS                  = this.GetIntegerValue("HitTimeMS", 0);
            this.m_deployTimeMS               = this.GetIntegerValue("DeployTimeMS", 0);
            this.m_chargingTimeMS             = this.GetIntegerValue("ChargingTimeMS", 0);
            this.m_spellForgeLevel            = this.GetIntegerValue("SpellForgeLevel", 0) - 1;
            this.m_randomRadiusAffectsOnlyGfx = this.GetBooleanValue("RandomRadiusAffectsOnlyGfx", 0);
            this.m_spawnObstacle              = LogicDataTables.GetObstacleByName(this.GetValue("SpawnObstacle", 0), this);
            this.m_numObstacles               = this.GetIntegerValue("NumObstacles", 0);
            this.m_troopsOnly                 = this.GetBooleanValue("TroopsOnly", 0);
            this.m_targetInfoString           = this.GetValue("TargetInfoString", 0);

            string preferredTarget = this.GetValue("PreferredTarget", 0);

            if (preferredTarget.Length != 0)
            {
                this.m_preferredTarget = LogicDataTables.GetBuildingClassByName(preferredTarget, null);

                if (this.m_preferredTarget == null)
                {
                    this.m_preferredTarget = LogicDataTables.GetBuildingByName(preferredTarget, null);

                    if (this.m_preferredTarget == null)
                    {
                        this.m_preferredTarget = LogicDataTables.GetCharacterByName(preferredTarget, null);

                        if (this.m_preferredTarget == null)
                        {
                            Debugger.Warning(string.Format("CSV row ({0}) has an invalid reference ({1})", this.GetName(), preferredTarget));
                        }
                    }
                }
            }

            this.m_preferredTargetDamageMod = this.GetIntegerValue("PreferredTargetDamageMod", 0);

            if (this.m_preferredTargetDamageMod == 0)
            {
                this.m_preferredTargetDamageMod = 100;
            }

            this.m_heroDamageMultiplier = this.GetIntegerValue("HeroDamageMultiplier", 0);

            if (this.m_heroDamageMultiplier == 0)
            {
                this.m_heroDamageMultiplier = 100;
            }

            this.m_snapToGrid          = this.GetBooleanValue("SnapToGrid", 0);
            this.m_boostDefenders      = this.GetBooleanValue("BoostDefenders", 0);
            this.m_boostLinkedToPoison = this.GetBooleanValue("BoostLinkedToPoison", 0);
            this.m_scaleDeployEffects  = this.GetBooleanValue("ScaleDeployEffects", 0);
            this.m_summonTroop         = LogicDataTables.GetCharacterByName(this.GetValue("SummonTroop", 0), null);
        }
Esempio n. 3
0
 public int GetDieDamage(int upgLevel)
 {
     return(LogicGamePlayUtil.DPSToSingleHit(this.m_dieDamage[upgLevel], 1000));
 }
        public void CreateReferences(CSVRow row, LogicData data, int idx)
        {
            this.m_row   = row;
            this.m_data  = data;
            this.m_index = idx;

            this.m_pushBack      = row.GetClampedIntegerValue("PushBack", idx);
            this.m_airTargets    = row.GetClampedBooleanValue("AirTargets", idx);
            this.m_groundTargets = row.GetClampedBooleanValue("GroundTargets", idx);
            this.m_altAttackMode = row.GetClampedBooleanValue("AltAttackMode", idx);
            this.m_damage        = 100 * row.GetClampedIntegerValue("Damage", idx);

            int dps            = row.GetClampedIntegerValue("DPS", idx);
            int attackSpeed    = row.GetClampedIntegerValue("AttackSpeed", idx);
            int altDps         = row.GetClampedIntegerValue("AltDPS", idx);
            int altAttackSpeed = row.GetClampedIntegerValue("AltAttackSpeed", idx);

            if (this.m_altAttackMode && altAttackSpeed == 0)
            {
                altAttackSpeed = attackSpeed;
            }

            int cooldownOverride = row.GetClampedIntegerValue("CoolDownOverride", idx);

            if (cooldownOverride == 0)
            {
                int tmp = (int)(((dps | this.m_damage) >> 31) & 0xFFFFFAEC) + 1500;

                if (attackSpeed > tmp)
                {
                    cooldownOverride = attackSpeed - tmp;
                }
            }

            this.m_prepareSpeed = row.GetClampedIntegerValue("PrepareSpeed", idx);

            this.m_attackSpeed      = attackSpeed - cooldownOverride;
            this.m_altAttackSpeed   = altAttackSpeed - cooldownOverride;
            this.m_cooldownOverride = cooldownOverride;

            this.m_damageMulti = 100 * row.GetClampedIntegerValue("DamageMulti", idx);
            this.m_damageLvl2  = 100 * row.GetClampedIntegerValue("DamageLv2", idx);
            this.m_damageLvl3  = 100 * row.GetClampedIntegerValue("DamageLv3", idx);

            this.m_altDamage = this.m_damage;

            if (dps != 0)
            {
                if (altDps == 0)
                {
                    altDps = dps;
                }

                this.m_damage      = LogicGamePlayUtil.DPSToSingleHit(dps, this.m_attackSpeed + this.m_cooldownOverride);
                this.m_altDamage   = LogicGamePlayUtil.DPSToSingleHit(altDps, this.m_altAttackSpeed + this.m_cooldownOverride);
                this.m_damageMulti = LogicGamePlayUtil.DPSToSingleHit(row.GetClampedIntegerValue("DPSMulti", idx), this.m_attackSpeed + this.m_cooldownOverride);
                this.m_damageLvl2  = LogicGamePlayUtil.DPSToSingleHit(row.GetClampedIntegerValue("DPSLv2", idx), this.m_attackSpeed + this.m_cooldownOverride);
                this.m_damageLvl3  = LogicGamePlayUtil.DPSToSingleHit(row.GetClampedIntegerValue("DPSLv3", idx), this.m_attackSpeed + this.m_cooldownOverride);
            }

            this.m_hitEffectData       = LogicDataTables.GetEffectByName(row.GetClampedValue("HitEffect", idx), data);
            this.m_hitEffect2Data      = LogicDataTables.GetEffectByName(row.GetClampedValue("HitEffect2", idx), data);
            this.m_hitEffectActiveData = LogicDataTables.GetEffectByName(row.GetClampedValue("HitEffectActive", idx), data);

            this.m_attackRange  = (row.GetClampedIntegerValue("AttackRange", idx) << 9) / 100;
            this.m_damageRadius = (row.GetClampedIntegerValue("DamageRadius", idx) << 9) / 100;

            this.m_attackEffectData        = LogicDataTables.GetEffectByName(row.GetClampedValue("AttackEffect", idx), data);
            this.m_altAttackEffectData     = LogicDataTables.GetEffectByName(row.GetClampedValue("AttackEffectAlt", idx), data);
            this.m_ammoCount               = row.GetClampedIntegerValue("AmmoCount", idx);
            this.m_attackEffect2Data       = LogicDataTables.GetEffectByName(row.GetClampedValue("AttackEffect2", idx), data);
            this.m_attackEffectLv2Data     = LogicDataTables.GetEffectByName(row.GetClampedValue("AttackEffectLv2", idx), data);
            this.m_attackEffectLv3Data     = LogicDataTables.GetEffectByName(row.GetClampedValue("AttackEffectLv3", idx), data);
            this.m_transitionEffectLv2Data = LogicDataTables.GetEffectByName(row.GetClampedValue("TransitionEffectLv2", idx), data);
            this.m_transitionEffectLv3Data = LogicDataTables.GetEffectByName(row.GetClampedValue("TransitionEffectLv3", idx), data);
            this.m_altNumMultiTargets      = row.GetClampedIntegerValue("AltNumMultiTargets", idx);
            this.m_switchTimeLv2           = row.GetClampedIntegerValue("Lv2SwitchTime", idx);
            this.m_switchTimeLv3           = row.GetClampedIntegerValue("Lv3SwitchTime", idx);
            this.m_statusEffectTime        = row.GetClampedIntegerValue("StatusEffectTime", idx);
            this.m_speedMod              = row.GetClampedIntegerValue("SpeedMod", idx);
            this.m_altAttackRange        = (row.GetClampedIntegerValue("AltAttackRange", idx) << 9) / 100;
            this.m_projectileData        = LogicDataTables.GetProjectileByName(row.GetClampedValue("Projectile", idx), data);
            this.m_altProjectileData     = LogicDataTables.GetProjectileByName(row.GetClampedValue("AltProjectile", idx), data);
            this.m_shockwavePushStrength = row.GetClampedIntegerValue("ShockwavePushStrength", idx);
            this.m_hitSpellData          = LogicDataTables.GetSpellByName(row.GetClampedValue("HitSpell", idx), data);
            this.m_hitSpellLevel         = row.GetClampedIntegerValue("HitSpellLevel", idx);
            this.m_damage2             = 100 * row.GetClampedIntegerValue("Damage2", idx);
            this.m_damage2Radius       = (row.GetClampedIntegerValue("Damage2Radius", idx) << 9) / 100;
            this.m_damage2Delay        = row.GetClampedIntegerValue("Damage2Delay", idx);
            this.m_damage2Min          = 100 * row.GetClampedIntegerValue("Damage2Min", idx);
            this.m_damage2FalloffStart = (row.GetClampedIntegerValue("Damage2FalloffStart", idx) << 9) / 100;
            this.m_damage2FalloffEnd   = (row.GetClampedIntegerValue("Damage2FalloffStart", idx) << 9) / 100;

            if (this.m_damage2FalloffEnd < this.m_damage2FalloffStart)
            {
                Debugger.Error("Building " + row.GetName() + " has falloff end less than falloff start!");
            }

            if (this.m_damage2FalloffEnd > this.m_damage2Radius)
            {
                Debugger.Error("Building " + row.GetName() + " has falloff end greater than the damage radius!");
            }

            this.m_preAttackEffectData         = LogicDataTables.GetEffectByName(row.GetClampedValue("PreAttackEffect", idx), data);
            this.m_becomesTargetableEffectData = LogicDataTables.GetEffectByName(row.GetClampedValue("BecomesTargetableEffect", idx), data);
            this.m_increasingDamage            = row.GetClampedBooleanValue("IncreasingDamage", idx);
            this.m_preventsHealing             = row.GetClampedBooleanValue("PreventsHealing", idx);
            this.m_alternatePickNewTargetDelay = row.GetClampedIntegerValue("AlternatePickNewTargetDelay", idx);
            this.m_shockwaveArcLength          = row.GetClampedIntegerValue("ShockwaveArcLength", idx);
            this.m_shockwaveExpandRadius       = row.GetClampedIntegerValue("ShockwaveExpandRadius", idx);
            this.m_targetingConeAngle          = row.GetClampedIntegerValue("TargetingConeAngle", idx);
            this.m_penetratingProjectile       = row.GetClampedBooleanValue("PenetratingProjectile", idx);
            this.m_penetratingRadius           = (row.GetClampedIntegerValue("PenetratingRadius", idx) << 9) / 100;
            this.m_penetratingExtraRange       = (row.GetClampedIntegerValue("PenetratingExtraRange", idx) << 9) / 100;
            this.m_targetGroups               = row.GetClampedBooleanValue("TargetGroups", idx);
            this.m_fightWithGroups            = row.GetClampedBooleanValue("FightWithGroups", idx);
            this.m_targetGroupsRadius         = (row.GetClampedIntegerValue("TargetGroupsRadius", idx) << 9) / 100;
            this.m_targetGroupsRange          = (row.GetClampedIntegerValue("TargetGroupsRange", idx) << 9) / 100;
            this.m_targetGroupsMinWeight      = row.GetClampedIntegerValue("TargetGroupsMinWeight", idx);
            this.m_wakeUpSpace                = row.GetClampedIntegerValue("WakeUpSpace", idx);
            this.m_wakeUpSpeed                = row.GetClampedIntegerValue("WakeUpSpeed", idx);
            this.m_preferredTargetData        = LogicDataTables.GetCharacterByName(row.GetClampedValue("PreferredTarget", idx), data);
            this.m_preferredTargetDamageMod   = row.GetClampedIntegerValue("PreferredTargetDamageMod", idx);
            this.m_preferredTargetNoTargeting = row.GetClampedBooleanValue("PreferredTargetNoTargeting", idx);
            this.m_altAirTargets              = row.GetClampedBooleanValue("AltAirTargets", idx);
            this.m_altGroundTargets           = row.GetClampedBooleanValue("AltGroundTargets", idx);
            this.m_altMultiTargets            = row.GetClampedBooleanValue("AltMultiTargets", idx);
            this.m_minAttackRange             = (row.GetClampedIntegerValue("MinAttackRange", idx) << 9) / 100;

            if (this.m_preferredTargetData == null)
            {
                this.m_preferredTargetData = LogicDataTables.GetBuildingClassByName(row.GetClampedValue("PreferedTargetBuildingClass", idx), data);

                if (this.m_preferredTargetData == null)
                {
                    this.m_preferredTargetData = LogicDataTables.GetBuildingByName(row.GetClampedValue("PreferedTargetBuilding", idx), data);
                }

                this.m_preferredTargetDamageMod = row.GetClampedIntegerValue("PreferedTargetDamageMod", idx);

                if (this.m_preferredTargetDamageMod == 0)
                {
                    this.m_preferredTargetDamageMod = 100;
                }
            }

            this.m_summonTroopCount   = row.GetClampedIntegerValue("SummonTroopCount", idx);
            this.m_summonCooldown     = row.GetClampedIntegerValue("SummonCooldown", idx);
            this.m_summonEffectData   = LogicDataTables.GetEffectByName(row.GetClampedValue("SummonEffect", idx), data);
            this.m_summonLimit        = row.GetClampedIntegerValue("SummonLimit", idx);
            this.m_summonTroopData    = LogicDataTables.GetCharacterByName(row.GetClampedValue("SummonTroop", idx), data);
            this.m_spawnOnAttack      = row.GetClampedBooleanValue("SpawnOnAttack", idx);
            this.m_hideEffectData     = LogicDataTables.GetEffectByName(row.GetClampedValue("HideEffect", idx), data);
            this.m_rageProjectileData = LogicDataTables.GetProjectileByName(row.GetClampedValue("RageProjectile", idx), data);
            this.m_projectileBounces  = row.GetClampedIntegerValue("ProjectileBounces", idx);
            this.m_selfAsAoeCenter    = row.GetClampedBooleanValue("SelfAsAoeCenter", idx);

            if (this.m_damage2Delay > this.m_cooldownOverride + this.m_attackSpeed)
            {
                Debugger.Error(row.GetName() + " has Damage2Delay greater than the attack speed!");
            }

            if (this.m_ammoCount > 0 && (this.m_attackSpeed & 63) != 0)
            {
                Debugger.Error(string.Format("Invalid attack speed {0} (must be multiple of 64)", this.m_attackSpeed));
            }

            this.m_burstCount             = row.GetClampedIntegerValue("BurstCount", idx);
            this.m_burstDelay             = row.GetClampedIntegerValue("BurstDelay", idx);
            this.m_altBurstCount          = row.GetClampedIntegerValue("AltBurstCount", idx);
            this.m_altBurstDelay          = row.GetClampedIntegerValue("AltBurstDelay", idx);
            this.m_dummyProjectileCount   = row.GetClampedIntegerValue("DummyProjectileCount", idx);
            this.m_attackEffectSharedData = LogicDataTables.GetEffectByName(row.GetClampedValue("AttackEffectShared", idx), data);
            this.m_chainAttackDistance    = row.GetClampedIntegerValue("ChainAttackDistance", idx);
            this.m_newTargetAttackDelay   = row.GetClampedIntegerValue("NewTargetAttackDelay", idx);

            if (this.m_newTargetAttackDelay > 0)
            {
                this.m_newTargetAttackDelay = LogicMath.Clamp(attackSpeed - this.m_newTargetAttackDelay, 0, attackSpeed);
            }
        }