/// <summary> /// Gets the troop housing build time village 2. /// </summary> public int GetTroopHousingBuildTimeVillage2(LogicLevel level, int ignoreBuildingCnt) { LogicBuildingData data = LogicDataTables.GetBuildingByName("Troop Housing2"); if (data != null) { return(this._village2TroopHousingBuildTimeSecs[LogicMath.Clamp(level.GetGameObjectManagerAt(1).GetGameObjectCountByData(data) - ignoreBuildingCnt, 0, this._village2TroopHousingBuildTimeSecs.Length - 1)]); } else { Debugger.Error("Could not find Troop Housing2 data"); } return(0); }
/// <summary> /// Initializes this instance. /// </summary> public static void Initialize() { LogicDataTables._dataTables = new LogicDataTable[44]; LogicDataTables.Load("logic/buildings.csv", 0); LogicDataTables.Load("logic/locales.csv", 1); LogicDataTables.Load("logic/resources.csv", 2); LogicDataTables.Load("logic/characters.csv", 3); // LogicDataTables.Load("csv/animations.csv", 4); LogicDataTables.Load("logic/projectiles.csv", 5); LogicDataTables.Load("logic/building_classes.csv", 6); LogicDataTables.Load("logic/obstacles.csv", 7); LogicDataTables.Load("logic/effects.csv", 8); LogicDataTables.Load("csv/particle_emitters.csv", 9); LogicDataTables.Load("logic/experience_levels.csv", 10); LogicDataTables.Load("logic/traps.csv", 11); LogicDataTables.Load("logic/alliance_badges.csv", 12); LogicDataTables.Load("logic/globals.csv", 13); LogicDataTables.Load("logic/townhall_levels.csv", 14); LogicDataTables.Load("logic/alliance_portal.csv", 15); LogicDataTables.Load("logic/npcs.csv", 16); LogicDataTables.Load("logic/decos.csv", 17); LogicDataTables.Load("csv/resource_packs.csv", 18); LogicDataTables.Load("logic/shields.csv", 19); LogicDataTables.Load("logic/missions.csv", 20); LogicDataTables.Load("csv/billing_packages.csv", 21); LogicDataTables.Load("logic/achievements.csv", 22); // LogicDataTables.Load("csv/credits.csv", 23); // LogicDataTables.Load("csv/faq.csv", 24); LogicDataTables.Load("logic/spells.csv", 25); LogicDataTables.Load("csv/hints.csv", 26); LogicDataTables.Load("logic/heroes.csv", 27); LogicDataTables.Load("logic/leagues.csv", 28); LogicDataTables.Load("csv/news.csv", 29); LogicDataTables.Load("logic/war.csv", 30); LogicDataTables.Load("logic/regions.csv", 31); LogicDataTables.Load("csv/client_globals.csv", 32); LogicDataTables.Load("logic/alliance_badge_layers.csv", 33); LogicDataTables.Load("logic/alliance_levels.csv", 34); // LogicDataTables.Load("csv/helpshift.csv", 35); LogicDataTables.Load("logic/variables.csv", 36); LogicDataTables.Load("logic/gem_bundles.csv", 37); LogicDataTables.Load("logic/village_objects.csv", 38); LogicDataTables.Load("logic/calendar_event_functions.csv", 39); LogicDataTables.Load("csv/boombox.csv", 40); LogicDataTables.Load("csv/event_entries.csv", 41); LogicDataTables.Load("csv/deeplinks.csv", 42); LogicDataTables.Load("logic/leagues2.csv", 43); LogicDataTables._globals = new LogicGlobals(); LogicDataTables._clientGlobals = new LogicClientGlobals(); for (int i = 0; i < LogicDataTables._dataTables.Length; i++) { if (LogicDataTables._dataTables[i] != null) { LogicDataTables._dataTables[i].CreateReferences(); } } LogicDataTable buildingDataTable = LogicDataTables._dataTables[0]; for (int i = 0; i < buildingDataTable.GetItemCount(); i++) { LogicBuildingData buildingData = (LogicBuildingData)buildingDataTable.GetItemAt(i); if (buildingData.IsAllianceCastle()) { LogicDataTables._allianceCastleData = buildingData; } if (buildingData.IsTownHall() && LogicDataTables._townHallData == null) { LogicDataTables._townHallData = buildingData; } if (buildingData.IsTownHallVillage2() && LogicDataTables._townHallVillage2Data == null) { LogicDataTables._townHallVillage2Data = buildingData; } } LogicDataTables._bowData = LogicDataTables.GetBuildingByName("Bow"); LogicDataTables._darkTowerData = LogicDataTables.GetBuildingByName("Dark Tower"); LogicDataTables._ancientArtilleryData = LogicDataTables.GetBuildingByName("Ancient Artillery"); LogicDataTables._workerData = LogicDataTables.GetBuildingByName("Worker Building"); LogicDataTables._laboratoryVillage2Data = LogicDataTables.GetBuildingByName("Laboratory2"); LogicDataTables._diamondsData = LogicDataTables.GetResourceByName("Diamonds"); LogicDataTables._goldData = LogicDataTables.GetResourceByName("Gold"); LogicDataTables._elixirData = LogicDataTables.GetResourceByName("Elixir"); LogicDataTables._darkElixirData = LogicDataTables.GetResourceByName("DarkElixir"); LogicDataTables._gold2Data = LogicDataTables.GetResourceByName("Gold2"); LogicDataTables._elixir2Data = LogicDataTables.GetResourceByName("Elixir2"); LogicDataTables._warGoldData = LogicDataTables.GetResourceByName("WarGold"); LogicDataTables._warElixirData = LogicDataTables.GetResourceByName("WarElixir"); LogicDataTables._warDarkElixirData = LogicDataTables.GetResourceByName("WarDarkElixir"); LogicDataTables._skeletonData = LogicDataTables.GetCharacterByName("Skeleton"); LogicDataTables._ballonSkeletonData = LogicDataTables.GetCharacterByName("Balloon Skeleton"); LogicDataTables._globals.CreateReferences(); LogicDataTables._clientGlobals.CreateReferences(); }
/// <summary> /// Called when all instances has been loaded for initialized members in instance. /// </summary> public override void CreateReferences() { base.CreateVillageReferences(); for (int i = 0; i < this.GetArraySize("Dependencies"); i++) { LogicMissionData dependency = LogicDataTables.GetMissionByName(this.GetValue("Dependencies", i)); if (dependency != null) { this._missionDependencies.Add(dependency); } } this._action = this.GetValue("Action", 0); this._deprecated = this.GetBooleanValue("Deprecated", 0); this._missionCategory = this.GetIntegerValue("MissionCategory", 0); this._fixVillageObjectData = LogicDataTables.GetVillageObjectByName(this.GetValue("FixVillageObject", 0)); if (this._fixVillageObjectData != null) { this._buildBuildingLevel = this.GetIntegerValue("BuildBuildingLevel", 0); this._missionType = 13; } if (string.Equals(this._action, "travel")) { this._missionType = 14; } else if (string.Equals(this._action, "upgrade2")) { this._characterData = LogicDataTables.GetCharacterByName(this.GetValue("Character", 0)); this._missionType = 17; } else if (string.Equals(this._action, "duel")) { this._attackNpcData = LogicDataTables.GetNpcByName(this.GetValue("AttackNPC", 0)); this._missionType = 18; } else if (string.Equals(this._action, "duel_end")) { this._attackNpcData = LogicDataTables.GetNpcByName(this.GetValue("AttackNPC", 0)); this._missionType = 19; } else if (string.Equals(this._action, "duel_end2")) { this._missionType = 20; } else if (string.Equals(this._action, "show_builder_menu")) { this._missionType = 21; } this._buildBuildingData = LogicDataTables.GetBuildingByName(this.GetValue("BuildBuilding", 0)); if (this._buildBuildingData != null) { this._buildBuildingCount = this.GetIntegerValue("BuildBuildingCount", 0); this._buildBuildingLevel = this.GetIntegerValue("BuildBuildingLevel", 0) - 1; this._missionType = string.Equals(this._action, "unlock") ? 15 : 5; if (this._buildBuildingCount < 0) { Debugger.Error("missions.csv: BuildBuildingCount is invalid!"); } } else { if (this._missionType == -1) { this._openAchievements = this.GetBooleanValue("OpenAchievements", 0); if (this._openAchievements) { this._missionType = 7; } else { this._defendNpcData = LogicDataTables.GetNpcByName(this.GetValue("DefendNPC", 0)); if (this._defendNpcData != null) { this._missionType = 1; } else { this._attackNpcData = LogicDataTables.GetNpcByName(this.GetValue("AttackNPC", 0)); if (this._attackNpcData != null) { this._missionType = 2; this._showMap = this.GetBooleanValue("ShowMap", 0); } else { this._changeName = this.GetBooleanValue("ChangeName", 0); if (this._changeName) { this._missionType = 6; } else { this._trainTroopCount = this.GetIntegerValue("TrainTroops", 0); if (this._trainTroopCount > 0) { this._missionType = 4; } else { this._switchSides = this.GetBooleanValue("SwitchSides", 0); if (this._switchSides) { this._missionType = 8; } else { this._showWarBase = this.GetBooleanValue("ShowWarBase", 0); if (this._showWarBase) { this._missionType = 9; } else { this._openInfo = this.GetBooleanValue("OpenInfo", 0); if (this._openInfo) { this._missionType = 11; } else { this._showDonate = this.GetBooleanValue("ShowDonate", 0); if (this._showDonate) { this._missionType = 10; } else { this._showStates = this.GetBooleanValue("WarStates", 0); if (this._showStates) { this._missionType = 12; } } } } } } } } } } } } this._villagers = this.GetIntegerValue("Villagers", 0); if (this._villagers > 0) { this._missionType = 16; } this._forceCamera = this.GetBooleanValue("ForceCamera", 0); if (this._missionType == -1) { Debugger.Error(string.Format("missions.csv: invalid mission ({0})", this.GetName())); } this._rewardResourceData = LogicDataTables.GetResourceByName(this.GetValue("RewardResource", 0)); this._rewardResourceCount = this.GetIntegerValue("RewardResourceCount", 0); if (this._rewardResourceData != null) { if (this._rewardResourceCount != 0) { if (this._rewardResourceCount < 0) { Debugger.Error("missions.csv: RewardResourceCount is negative!"); this._rewardResourceData = null; this._rewardResourceCount = 0; } } else { this._rewardResourceData = null; } } else if (this._rewardResourceCount != 0) { Debugger.Warning("missions.csv: RewardResourceCount defined but RewardResource is not!"); this._rewardResourceCount = 0; } this._customData = this.GetIntegerValue("CustomData", 0); this._rewardXp = this.GetIntegerValue("RewardXP", 0); if (this._rewardXp < 0) { Debugger.Warning("missions.csv: RewardXP is negative!"); this._rewardXp = 0; } this._rewardCharacterData = LogicDataTables.GetCharacterByName(this.GetValue("RewardTroop", 0)); this._rewardCharacterCount = this.GetIntegerValue("RewardTroopCount", 0); if (this._rewardCharacterData != null) { if (this._rewardCharacterCount != 0) { if (this._rewardCharacterCount < 0) { Debugger.Error("missions.csv: RewardTroopCount is negative!"); this._rewardCharacterData = null; this._rewardCharacterCount = 0; } } else { this._rewardCharacterData = null; } } else if (this._rewardCharacterCount != 0) { Debugger.Warning("missions.csv: RewardTroopCount defined but RewardTroop is not!"); this._rewardCharacterCount = 0; } this._delay = this.GetIntegerValue("Delay", 0); this._villageType = this.GetIntegerValue("VillageType", 0); this._firstStep = this.GetBooleanValue("FirstStep", 0); this._tutorialText = this.GetValue("TutorialText", 0); if (this._tutorialText.Length > 0) { // BLABLABLA } }
/// <summary> /// Gets the unlocked building gearup count. /// </summary> public int GetUnlockedBuildingGearupCount(LogicBuildingData data) { return(this._buildingGearupCaps[data.GetInstanceID()]); }
/// <summary> /// Called when all instances has been loaded for initialized members in instance. /// </summary> public override void CreateReferences() { this._villageType = this.GetIntegerValue("UIGroup", 0); this._diamondReward = this.GetIntegerValue("DiamondReward", 0); this._expReward = this.GetIntegerValue("ExpReward", 0); this._actionCount = this.GetIntegerValue("ActionCount", 0); this._level = this.GetIntegerValue("Level", 0); this._levelCount = this.GetIntegerValue("LevelCount", 0); this._completedTID = this.GetValue("CompetedTID", 0); this._showValue = this.GetBooleanValue("ShowValue", 0); this._androidId = this.GetValue("AndroidID", 0); if (this._actionCount == 0) { Debugger.Error("Achievement has invalid ActionCount 0"); } string action = this.GetValue("Action", 0); switch (action) { case "npc_stars": this._actionType = 0; break; case "upgrade": this._actionType = 1; this._buildingData = LogicDataTables.GetBuildingByName(this.GetValue("ActionData", 0)); if (this._buildingData == null) { Debugger.Error("LogicAchievementData - Building data is NULL for upgrade achievement"); } break; case "victory_points": this._actionType = 2; break; case "unit_unlock": this._actionType = 3; this._characterData = LogicDataTables.GetCharacterByName(this.GetValue("ActionData", 0)); if (this._characterData == null) { Debugger.Error("LogicCharacterData - Character data is NULL for unit_unlock achievement"); } break; case "clear_obstacles": this._actionType = 4; break; case "donate_units": this._actionType = 5; break; case "loot": this._actionType = 6; this._resourceData = LogicDataTables.GetResourceByName(this.GetValue("ActionData", 0)); if (this._resourceData == null) { Debugger.Error("LogicAchievementData - Resource data is NULL for loot achievement"); } break; case "destroy": this._actionType = 9; this._buildingData = LogicDataTables.GetBuildingByName(this.GetValue("ActionData", 0)); if (this._buildingData == null) { Debugger.Error("LogicAchievementData - Building data is NULL for destroy achievement"); } break; case "win_pvp_attack": this._actionType = 10; break; case "win_pvp_defense": this._actionType = 11; break; case "league": this._actionType = 12; break; case "war_stars": this._actionType = 13; break; case "war_loot": this._actionType = 14; break; case "donate_spells": this._actionType = 15; break; case "account_bound": this._actionType = 16; break; case "vs_battle_trophies": this._actionType = 17; break; case "gear_up": this._actionType = 18; break; case "repair_building": this._actionType = 19; this._buildingData = LogicDataTables.GetBuildingByName(this.GetValue("ActionData", 0)); if (this._buildingData == null) { Debugger.Error("LogicAchievementData - Building data is NULL for repair_building achievement"); } break; default: Debugger.Error(string.Format("Unknown Action in achievements {0}", action)); break; } this._achievementLevel = new LogicArrayList <LogicAchievementData>(); String achievementName = this.GetName().Substring(0, this.GetName().Length - 1); LogicDataTable table = LogicDataTables.GetTable(22); for (int i = 0; i < table.GetItemCount(); i++) { LogicAchievementData achievementData = (LogicAchievementData)table.GetItemAt(i); if (achievementData.GetName().Contains(achievementName)) { if (achievementData.GetName().Substring(0, achievementData.GetName().Length - 1).Equals(achievementName)) { this._achievementLevel.Add(achievementData); } } } Debugger.DoAssert(this._achievementLevel.Count == this._levelCount, string.Format("Expected same amount of achievements named {0}X to be same as LevelCount={1} for {2}.", achievementName, this._levelCount, this.GetName())); }
/// <summary> /// Creates a new data item. /// </summary> public LogicData CreateItem(CSVRow row) { LogicData data = null; switch (this._tableIndex) { case 0: { data = new LogicBuildingData(row, this); break; } case 1: { data = new LogicLocaleData(row, this); break; } case 2: { data = new LogicResourceData(row, this); break; } case 3: { data = new LogicCharacterData(row, this); break; } case 5: { data = new LogicProjectileData(row, this); break; } case 6: { data = new LogicBuildingClassData(row, this); break; } case 7: { data = new LogicObstacleData(row, this); break; } case 8: { data = new LogicEffectData(row, this); break; } case 9: { data = new LogicParticleEmitterData(row, this); break; } case 10: { data = new LogicExperienceLevelData(row, this); break; } case 11: { data = new LogicTrapData(row, this); break; } case 12: { data = new LogicAllianceBadgeData(row, this); break; } case 13: { data = new LogicGlobalData(row, this); break; } case 14: { data = new LogicTownhallLevelData(row, this); break; } case 15: { data = new LogicAlliancePortalData(row, this); break; } case 16: { data = new LogicNpcData(row, this); break; } case 17: { data = new LogicDecoData(row, this); break; } case 18: { data = new LogicResourcePackData(row, this); break; } case 19: { data = new LogicShieldData(row, this); break; } case 20: { data = new LogicMissionData(row, this); break; } case 21: { data = new LogicBillingPackageData(row, this); break; } case 22: { data = new LogicAchievementData(row, this); break; } case 23: { data = new LogicFaqData(row, this); break; } case 25: { data = new LogicSpellData(row, this); break; } case 26: { data = new LogicHintData(row, this); break; } case 27: { data = new LogicHeroData(row, this); break; } case 28: { data = new LogicLeagueData(row, this); break; } case 29: { data = new LogicNewsData(row, this); break; } case 30: { data = new LogicWarData(row, this); break; } case 31: { data = new LogicRegionData(row, this); break; } case 32: { data = new LogicGlobalData(row, this); break; } case 33: { data = new LogicAllianceBadgeLayerData(row, this); break; } case 34: { data = new LogicAllianceLevelData(row, this); break; } case 36: { data = new LogicVariableData(row, this); break; } case 37: { data = new LogicGemBundleData(row, this); break; } case 38: { data = new LogicVillageObjectData(row, this); break; } case 39: { data = new LogicCalendarEventFunctionData(row, this); break; } case 40: { data = new LogicBoomboxData(row, this); break; } case 41: { data = new LogicEventEntryData(row, this); break; } case 42: { data = new LogicDeeplinkData(row, this); break; } case 43: { data = new LogicLeague2Data(row, this); break; } default: { Debugger.Error("Invalid data table id: " + this._tableIndex); break; } } return(data); }