コード例 #1
0
        public void IncreaseWarGoldResourceLoot(int count)
        {
            LogicDataTable    table        = LogicDataTables.GetTable(LogicDataType.ACHIEVEMENT);
            LogicClientAvatar playerAvatar = this.m_level.GetPlayerAvatar();

            for (int i = 0; i < table.GetItemCount(); i++)
            {
                LogicAchievementData data = (LogicAchievementData)table.GetItemAt(i);

                if (data.GetActionType() == LogicAchievementData.ACTION_TYPE_WAR_LOOT)
                {
                    this.RefreshAchievementProgress(playerAvatar, data, playerAvatar.GetAchievementProgress(data) + count);
                }
            }
        }
コード例 #2
0
        public void BuildingDestroyedInPvP(LogicBuildingData buildingData)
        {
            LogicDataTable    table        = LogicDataTables.GetTable(LogicDataType.ACHIEVEMENT);
            LogicClientAvatar playerAvatar = this.m_level.GetPlayerAvatar();

            for (int i = 0; i < table.GetItemCount(); i++)
            {
                LogicAchievementData data = (LogicAchievementData)table.GetItemAt(i);

                if (data.GetActionType() == LogicAchievementData.ACTION_TYPE_DESTROY && data.GetBuildingData() == buildingData)
                {
                    this.RefreshAchievementProgress(playerAvatar, data, playerAvatar.GetAchievementProgress(data) + 1);
                }
            }
        }
コード例 #3
0
        public void PvpAttackWon()
        {
            LogicDataTable    table        = LogicDataTables.GetTable(LogicDataType.ACHIEVEMENT);
            LogicClientAvatar playerAvatar = this.m_level.GetPlayerAvatar();

            for (int i = 0; i < table.GetItemCount(); i++)
            {
                LogicAchievementData data = (LogicAchievementData)table.GetItemAt(i);

                if (data.GetActionType() == LogicAchievementData.ACTION_TYPE_WIN_PVP_ATTACK)
                {
                    this.RefreshAchievementProgress(playerAvatar, data, playerAvatar.GetAchievementProgress(data) + 1);
                }
            }
        }
コード例 #4
0
        public void PvpDefenseWon()
        {
            if (this.m_level.GetHomeOwnerAvatar().IsClientAvatar())
            {
                LogicDataTable    table           = LogicDataTables.GetTable(LogicDataType.ACHIEVEMENT);
                LogicClientAvatar homeOwnerAvatar = (LogicClientAvatar)this.m_level.GetHomeOwnerAvatar();

                for (int i = 0; i < table.GetItemCount(); i++)
                {
                    LogicAchievementData data = (LogicAchievementData)table.GetItemAt(i);

                    if (data.GetActionType() == LogicAchievementData.ACTION_TYPE_WIN_PVP_DEFENSE)
                    {
                        this.RefreshAchievementProgress(homeOwnerAvatar, data, homeOwnerAvatar.GetAchievementProgress(data) + 1);
                    }
                }
            }
        }
コード例 #5
0
        public void AlianceSpellDonated(LogicSpellData data)
        {
            if (data != null)
            {
                LogicClientAvatar playerAvatar = this.m_level.GetPlayerAvatar();
                LogicDataTable    dataTable    = LogicDataTables.GetTable(LogicDataType.ACHIEVEMENT);

                for (int i = 0; i < dataTable.GetItemCount(); i++)
                {
                    LogicAchievementData achievementData = (LogicAchievementData)dataTable.GetItemAt(i);

                    if (achievementData.GetActionType() == LogicAchievementData.ACTION_TYPE_DONATE_SPELLS)
                    {
                        this.RefreshAchievementProgress(playerAvatar, achievementData, playerAvatar.GetAchievementProgress(achievementData) + data.GetHousingSpace());
                    }
                }
            }
        }
コード例 #6
0
        public void ObstacleCleared()
        {
            LogicAvatar    homeOwnerAvatar = this.m_level.GetHomeOwnerAvatar();
            LogicDataTable dataTable       = LogicDataTables.GetTable(LogicDataType.ACHIEVEMENT);

            if (homeOwnerAvatar != null)
            {
                if (homeOwnerAvatar.IsClientAvatar())
                {
                    LogicClientAvatar clientAvatar = (LogicClientAvatar)homeOwnerAvatar;

                    for (int i = 0; i < dataTable.GetItemCount(); i++)
                    {
                        LogicAchievementData achievementData = (LogicAchievementData)dataTable.GetItemAt(i);

                        if (achievementData.GetActionType() == LogicAchievementData.ACTION_TYPE_CLEAR_OBSTACLES)
                        {
                            this.RefreshAchievementProgress(clientAvatar, achievementData, clientAvatar.GetAchievementProgress(achievementData) + 1);
                        }
                    }
                }
            }
        }
コード例 #7
0
        public void RefreshStatus()
        {
            if (this.m_level.GetState() == 1)
            {
                LogicClientAvatar playerAvatar = this.m_level.GetPlayerAvatar();
                LogicDataTable    dataTable    = LogicDataTables.GetTable(LogicDataType.ACHIEVEMENT);

                for (int i = 0, progress = 0; i < dataTable.GetItemCount(); i++, progress = 0)
                {
                    LogicAchievementData achievementData = (LogicAchievementData)dataTable.GetItemAt(i);

                    switch (achievementData.GetActionType())
                    {
                    case LogicAchievementData.ACTION_TYPE_NPC_STARS:
                        progress = playerAvatar.GetTotalNpcStars();
                        break;

                    case LogicAchievementData.ACTION_TYPE_UPGRADE:
                        progress = this.m_level.GetGameObjectManager().GetHighestBuildingLevel(achievementData.GetBuildingData()) + 1;
                        break;

                    case LogicAchievementData.ACTION_TYPE_VICTORY_POINTS:
                        progress = playerAvatar.GetScore();
                        break;

                    case LogicAchievementData.ACTION_TYPE_UNIT_UNLOCK:
                        progress = achievementData.GetCharacterData()
                                   .IsUnlockedForBarrackLevel(
                            LogicMath.Max(this.m_level.GetComponentManagerAt(achievementData.GetVillageType()).GetMaxBarrackLevel(), 0))
                                ? 1
                                : 0;
                        break;

                    case LogicAchievementData.ACTION_TYPE_LEAGUE:
                        progress = playerAvatar.GetLeagueType();
                        break;

                    case LogicAchievementData.ACTION_TYPE_ACCOUNT_BOUND:
                        progress = playerAvatar.IsAccountBound() ? 1 : 0;
                        break;

                    case LogicAchievementData.ACTION_TYPE_VERSUS_BATTLE_TROPHIES:
                        progress = playerAvatar.GetDuelScore();
                        break;

                    case LogicAchievementData.ACTION_TYPE_GEAR_UP:
                        progress = this.m_level.GetGameObjectManager().GetGearUpBuildingCount();
                        break;

                    case LogicAchievementData.ACTION_TYPE_REPAIR_BUILDING:
                        LogicArrayList <LogicAchievementData> achievementLevels = achievementData.GetAchievementLevels();

                        if (achievementLevels.Size() > 0)
                        {
                            for (int j = 0; j < achievementLevels.Size(); j++)
                            {
                                if (!this.IsBuildingUnlocked(achievementLevels[j].GetBuildingData()))
                                {
                                    break;
                                }

                                if (achievementLevels[j] == achievementData)
                                {
                                    progress = 1;
                                    break;
                                }
                            }
                        }

                        break;
                    }

                    this.RefreshAchievementProgress(playerAvatar, achievementData, progress);
                }
            }
        }
コード例 #8
0
        /// <summary>
        ///     Refreshes status of all achievements.
        /// </summary>
        public void RefreshStatus()
        {
            if (this._level.GetState() == 1)
            {
                LogicClientAvatar playerAvatar = this._level.GetPlayerAvatar();
                LogicDataTable    dataTable    = LogicDataTables.GetTable(22);

                for (int i = 0, progress = 0; i < dataTable.GetItemCount(); i++, progress = 0)
                {
                    LogicAchievementData achievementData = (LogicAchievementData)dataTable.GetItemAt(i);

                    switch (achievementData.GetActionType())
                    {
                    case 0:
                        progress = playerAvatar.GetTotalNpcStars();
                        break;

                    case 1:
                        progress = this._level.GetGameObjectManager().GetHighestBuildingLevel(achievementData.GetBuildingData()) + 1;
                        break;

                    case 2:
                        progress = playerAvatar.GetScore();
                        break;

                    case 3:
                        progress = achievementData.GetCharacterData().IsUnlockedForBarrackLevel(LogicMath.Max(this._level.GetComponentManagerAt(achievementData.GetVillageType()).GetMaxBarrackLevel(), 0)) ? 1 : 0;
                        break;

                    case 12:
                        progress = playerAvatar.GetLeagueType();
                        break;

                    case 16:
                        progress = playerAvatar.IsAccountBound() ? 1 : 0;
                        break;

                    case 17:
                        progress = playerAvatar.GetDuelScore();
                        break;

                    case 18:
                        progress = this._level.GetGameObjectManager().GetGearUpBuildingCount();
                        break;

                    case 19:
                        LogicArrayList <LogicAchievementData> achievementLevels = achievementData.GetAchievementLevels();

                        if (achievementLevels.Count <= 0)
                        {
                            break;
                        }

                        for (int j = 0; j < achievementLevels.Count; j++)
                        {
                            if (!this._level.IsBuildingUnlocked(achievementLevels[j].GetBuildingData()))
                            {
                                goto refresh;
                            }
                        }

                        progress = 1;

                        break;
                    }

refresh:
                    this.RefreshAchievementProgress(playerAvatar, achievementData, progress);
                }
            }
        }