public static SmartEntity FindLeastFullStarport() { float num = 0f; int num2 = 0; SmartEntity smartEntity = null; NodeList <StarportNode> starportNodeList = Service.BuildingLookupController.StarportNodeList; for (StarportNode starportNode = starportNodeList.Head; starportNode != null; starportNode = starportNode.Next) { BuildingComponent buildingComp = starportNode.BuildingComp; SmartEntity smartEntity2 = (SmartEntity)buildingComp.Entity; if (!ContractUtils.IsBuildingConstructing(smartEntity2)) { int starportFillSize = StorageSpreadUtils.GetStarportFillSize(smartEntity2); int storage = buildingComp.BuildingType.Storage; if (smartEntity == null || (float)starportFillSize < num || ((float)starportFillSize == num && storage < num2)) { num = (float)starportFillSize; num2 = storage; smartEntity = smartEntity2; } } } return(smartEntity); }
private void UpdateAllStarportTooltips() { NodeList <StarportNode> starportNodeList = Service.BuildingLookupController.StarportNodeList; for (StarportNode starportNode = starportNodeList.Head; starportNode != null; starportNode = starportNode.Next) { SupportViewComponent supportViewComponent = starportNode.Entity.Get <SupportViewComponent>(); if (supportViewComponent != null) { supportViewComponent.TeardownElements(); this.EnsureBuildingTooltip((SmartEntity)supportViewComponent.Entity); } } }
private void RecalcuateTroopHousingCapacity() { GamePlayer worldOwner = GameUtils.GetWorldOwner(); int num = 0; NodeList <StarportNode> starportNodeList = Service.Get <BuildingLookupController>().StarportNodeList; for (StarportNode starportNode = starportNodeList.Head; starportNode != null; starportNode = starportNode.Next) { BuildingTypeVO buildingType = starportNode.BuildingComp.BuildingType; if (!ContractUtils.IsBuildingConstructing(starportNode.Entity)) { num += buildingType.Storage; } } if (num == 0) { num = GameConstants.NEW_PLAYER_TROOP_CAPACITY; } worldOwner.Inventory.Troop.SetTotalStorageCapacity(num); }
public bool HasConstructedBuilding(BuildingTypeVO reqBuilding) { int lvl = reqBuilding.Lvl; switch (reqBuilding.Type) { case BuildingType.HQ: for (HQNode hQNode = this.HQNodeList.Head; hQNode != null; hQNode = hQNode.Next) { if (GameUtils.GetBuildingEffectiveLevel((SmartEntity)hQNode.BuildingComp.Entity) >= lvl) { return(true); } } return(false); case BuildingType.Barracks: for (BarracksNode barracksNode = this.BarracksNodeList.Head; barracksNode != null; barracksNode = barracksNode.Next) { if (GameUtils.GetBuildingEffectiveLevel((SmartEntity)barracksNode.BuildingComp.Entity) >= lvl) { return(true); } } return(false); case BuildingType.Factory: for (FactoryNode factoryNode = this.FactoryNodeList.Head; factoryNode != null; factoryNode = factoryNode.Next) { if (GameUtils.GetBuildingEffectiveLevel((SmartEntity)factoryNode.BuildingComp.Entity) >= lvl) { return(true); } } return(false); case BuildingType.FleetCommand: for (FleetCommandNode fleetCommandNode = this.FleetCommandNodeList.Head; fleetCommandNode != null; fleetCommandNode = fleetCommandNode.Next) { if (GameUtils.GetBuildingEffectiveLevel((SmartEntity)fleetCommandNode.BuildingComp.Entity) >= lvl) { return(true); } } return(false); case BuildingType.HeroMobilizer: for (TacticalCommandNode tacticalCommandNode = this.TacticalCommandNodeList.Head; tacticalCommandNode != null; tacticalCommandNode = tacticalCommandNode.Next) { if (GameUtils.GetBuildingEffectiveLevel((SmartEntity)tacticalCommandNode.BuildingComp.Entity) >= lvl) { return(true); } } return(false); case BuildingType.ChampionPlatform: for (ChampionPlatformNode championPlatformNode = this.ChampionPlatformNodeList.Head; championPlatformNode != null; championPlatformNode = championPlatformNode.Next) { if (GameUtils.GetBuildingEffectiveLevel((SmartEntity)championPlatformNode.BuildingComp.Entity) >= lvl) { return(true); } } return(false); case BuildingType.Housing: for (HousingNode housingNode = this.HousingNodeList.Head; housingNode != null; housingNode = housingNode.Next) { if (GameUtils.GetBuildingEffectiveLevel((SmartEntity)housingNode.BuildingComp.Entity) >= lvl) { return(true); } } return(false); case BuildingType.Squad: for (SquadBuildingNode squadBuildingNode = this.SquadBuildingNodeList.Head; squadBuildingNode != null; squadBuildingNode = squadBuildingNode.Next) { if (GameUtils.GetBuildingEffectiveLevel((SmartEntity)squadBuildingNode.BuildingComp.Entity) >= lvl) { return(true); } } return(false); case BuildingType.Starport: for (StarportNode starportNode = this.StarportNodeList.Head; starportNode != null; starportNode = starportNode.Next) { if (GameUtils.GetBuildingEffectiveLevel((SmartEntity)starportNode.BuildingComp.Entity) >= lvl) { return(true); } } return(false); case BuildingType.DroidHut: for (DroidHutNode droidHutNode = this.DroidHutNodeList.Head; droidHutNode != null; droidHutNode = droidHutNode.Next) { if (GameUtils.GetBuildingEffectiveLevel((SmartEntity)droidHutNode.BuildingComp.Entity) >= lvl) { return(true); } } return(false); case BuildingType.Wall: for (WallNode wallNode = this.WallNodeList.Head; wallNode != null; wallNode = wallNode.Next) { if (GameUtils.GetBuildingEffectiveLevel((SmartEntity)wallNode.BuildingComp.Entity) >= lvl) { return(true); } } return(false); case BuildingType.Turret: for (TurretBuildingNode turretBuildingNode = this.TurretBuildingNodeList.Head; turretBuildingNode != null; turretBuildingNode = turretBuildingNode.Next) { if (turretBuildingNode.BuildingComp.BuildingType.UpgradeGroup == reqBuilding.UpgradeGroup && GameUtils.GetBuildingEffectiveLevel((SmartEntity)turretBuildingNode.BuildingComp.Entity) >= lvl) { return(true); } } return(false); case BuildingType.TroopResearch: for (OffenseLabNode offenseLabNode = this.OffenseLabNodeList.Head; offenseLabNode != null; offenseLabNode = offenseLabNode.Next) { if (GameUtils.GetBuildingEffectiveLevel((SmartEntity)offenseLabNode.BuildingComp.Entity) >= lvl) { return(true); } } return(false); case BuildingType.DefenseResearch: for (DefenseLabNode defenseLabNode = this.DefenseLabNodeList.Head; defenseLabNode != null; defenseLabNode = defenseLabNode.Next) { if (GameUtils.GetBuildingEffectiveLevel((SmartEntity)defenseLabNode.BuildingComp.Entity) >= lvl) { return(true); } } return(false); case BuildingType.Resource: for (GeneratorNode generatorNode = this.GeneratorNodeList.Head; generatorNode != null; generatorNode = generatorNode.Next) { if (generatorNode.BuildingComp.BuildingType.Currency == reqBuilding.Currency && GameUtils.GetBuildingEffectiveLevel((SmartEntity)generatorNode.BuildingComp.Entity) >= lvl) { return(true); } } return(false); case BuildingType.Storage: for (StorageNode storageNode = this.StorageNodeList.Head; storageNode != null; storageNode = storageNode.Next) { if (storageNode.BuildingComp.BuildingType.Currency == reqBuilding.Currency && GameUtils.GetBuildingEffectiveLevel((SmartEntity)storageNode.BuildingComp.Entity) >= lvl) { return(true); } } return(false); case BuildingType.Trap: for (TrapNode trapNode = this.TrapNodeList.Head; trapNode != null; trapNode = trapNode.Next) { if (GameUtils.GetBuildingEffectiveLevel((SmartEntity)trapNode.BuildingComp.Entity) >= lvl) { return(true); } } return(false); case BuildingType.Cantina: for (CantinaNode cantinaNode = this.CantinaNodeList.Head; cantinaNode != null; cantinaNode = cantinaNode.Next) { if (GameUtils.GetBuildingEffectiveLevel((SmartEntity)cantinaNode.BuildingComp.Entity) >= lvl) { return(true); } } return(false); case BuildingType.NavigationCenter: for (NavigationCenterNode navigationCenterNode = this.NavigationCenterNodeList.Head; navigationCenterNode != null; navigationCenterNode = navigationCenterNode.Next) { if (GameUtils.GetBuildingEffectiveLevel((SmartEntity)navigationCenterNode.BuildingComp.Entity) >= lvl) { return(true); } } return(false); case BuildingType.ScoutTower: for (ScoutTowerNode scoutTowerNode = this.ScoutTowerNodeList.Head; scoutTowerNode != null; scoutTowerNode = scoutTowerNode.Next) { if (GameUtils.GetBuildingEffectiveLevel((SmartEntity)scoutTowerNode.BuildingComp.Entity) >= lvl) { return(true); } } return(false); case BuildingType.Armory: for (ArmoryNode armoryNode = this.ArmoryNodeList.Head; armoryNode != null; armoryNode = armoryNode.Next) { if (GameUtils.GetBuildingEffectiveLevel((SmartEntity)armoryNode.BuildingComp.Entity) >= lvl) { return(true); } } return(false); } Service.Logger.Warn("Unknown reqBuilding type for level: " + reqBuilding.Uid); return(false); }
private void FillBuildingListByType(List <SmartEntity> list, BuildingType type) { switch (type) { case BuildingType.Any: { NodeList <BuildingNode> nodeList = this.entityController.GetNodeList <BuildingNode>(); for (BuildingNode buildingNode = nodeList.Head; buildingNode != null; buildingNode = buildingNode.Next) { list.Add((SmartEntity)buildingNode.Entity); } return; } case BuildingType.HQ: for (HQNode hQNode = this.HQNodeList.Head; hQNode != null; hQNode = hQNode.Next) { list.Add((SmartEntity)hQNode.Entity); } return; case BuildingType.Barracks: for (BarracksNode barracksNode = this.BarracksNodeList.Head; barracksNode != null; barracksNode = barracksNode.Next) { list.Add((SmartEntity)barracksNode.Entity); } return; case BuildingType.Factory: for (FactoryNode factoryNode = this.FactoryNodeList.Head; factoryNode != null; factoryNode = factoryNode.Next) { list.Add((SmartEntity)factoryNode.Entity); } return; case BuildingType.FleetCommand: for (FleetCommandNode fleetCommandNode = this.FleetCommandNodeList.Head; fleetCommandNode != null; fleetCommandNode = fleetCommandNode.Next) { list.Add((SmartEntity)fleetCommandNode.Entity); } return; case BuildingType.HeroMobilizer: for (TacticalCommandNode tacticalCommandNode = this.TacticalCommandNodeList.Head; tacticalCommandNode != null; tacticalCommandNode = tacticalCommandNode.Next) { list.Add((SmartEntity)tacticalCommandNode.Entity); } return; case BuildingType.ChampionPlatform: for (ChampionPlatformNode championPlatformNode = this.ChampionPlatformNodeList.Head; championPlatformNode != null; championPlatformNode = championPlatformNode.Next) { list.Add((SmartEntity)championPlatformNode.Entity); } return; case BuildingType.Housing: for (HousingNode housingNode = this.HousingNodeList.Head; housingNode != null; housingNode = housingNode.Next) { list.Add((SmartEntity)housingNode.Entity); } return; case BuildingType.Squad: for (SquadBuildingNode squadBuildingNode = this.SquadBuildingNodeList.Head; squadBuildingNode != null; squadBuildingNode = squadBuildingNode.Next) { list.Add((SmartEntity)squadBuildingNode.Entity); } return; case BuildingType.Starport: for (StarportNode starportNode = this.StarportNodeList.Head; starportNode != null; starportNode = starportNode.Next) { list.Add((SmartEntity)starportNode.Entity); } return; case BuildingType.DroidHut: for (DroidHutNode droidHutNode = this.DroidHutNodeList.Head; droidHutNode != null; droidHutNode = droidHutNode.Next) { list.Add((SmartEntity)droidHutNode.Entity); } return; case BuildingType.Wall: for (WallNode wallNode = this.WallNodeList.Head; wallNode != null; wallNode = wallNode.Next) { list.Add((SmartEntity)wallNode.Entity); } return; case BuildingType.Turret: for (TurretBuildingNode turretBuildingNode = this.TurretBuildingNodeList.Head; turretBuildingNode != null; turretBuildingNode = turretBuildingNode.Next) { list.Add((SmartEntity)turretBuildingNode.Entity); } return; case BuildingType.TroopResearch: for (OffenseLabNode offenseLabNode = this.OffenseLabNodeList.Head; offenseLabNode != null; offenseLabNode = offenseLabNode.Next) { list.Add((SmartEntity)offenseLabNode.Entity); } return; case BuildingType.DefenseResearch: for (DefenseLabNode defenseLabNode = this.DefenseLabNodeList.Head; defenseLabNode != null; defenseLabNode = defenseLabNode.Next) { list.Add((SmartEntity)defenseLabNode.Entity); } return; case BuildingType.Resource: for (GeneratorNode generatorNode = this.GeneratorNodeList.Head; generatorNode != null; generatorNode = generatorNode.Next) { list.Add((SmartEntity)generatorNode.Entity); } return; case BuildingType.Storage: for (StorageNode storageNode = this.StorageNodeList.Head; storageNode != null; storageNode = storageNode.Next) { list.Add((SmartEntity)storageNode.Entity); } return; case BuildingType.ShieldGenerator: for (ShieldGeneratorNode shieldGeneratorNode = this.ShieldGeneratorNodeList.Head; shieldGeneratorNode != null; shieldGeneratorNode = shieldGeneratorNode.Next) { list.Add((SmartEntity)shieldGeneratorNode.Entity); } return; case BuildingType.Clearable: for (ClearableNode clearableNode = this.ClearableNodeList.Head; clearableNode != null; clearableNode = clearableNode.Next) { list.Add((SmartEntity)clearableNode.Entity); } return; case BuildingType.Trap: for (TrapNode trapNode = this.TrapNodeList.Head; trapNode != null; trapNode = trapNode.Next) { list.Add((SmartEntity)trapNode.Entity); } return; case BuildingType.Cantina: for (CantinaNode cantinaNode = this.CantinaNodeList.Head; cantinaNode != null; cantinaNode = cantinaNode.Next) { list.Add((SmartEntity)cantinaNode.Entity); } return; case BuildingType.NavigationCenter: for (NavigationCenterNode navigationCenterNode = this.NavigationCenterNodeList.Head; navigationCenterNode != null; navigationCenterNode = navigationCenterNode.Next) { list.Add((SmartEntity)navigationCenterNode.Entity); } return; case BuildingType.ScoutTower: for (ScoutTowerNode scoutTowerNode = this.ScoutTowerNodeList.Head; scoutTowerNode != null; scoutTowerNode = scoutTowerNode.Next) { list.Add((SmartEntity)scoutTowerNode.Entity); } return; case BuildingType.Armory: for (ArmoryNode armoryNode = this.ArmoryNodeList.Head; armoryNode != null; armoryNode = armoryNode.Next) { list.Add((SmartEntity)armoryNode.Entity); } return; } Service.Logger.Warn("Unknown building type " + type); }
private static int CompareStarportNode(StarportNode a, StarportNode b) { return(StorageSpreadUtils.CompareEntityStorage(a.BuildingComp, b.BuildingComp)); }
public static void UpdateAllStarportFullnessMeters() { GamePlayer worldOwner = GameUtils.GetWorldOwner(); Dictionary <string, InventoryEntry> internalStorage = worldOwner.Inventory.Troop.GetInternalStorage(); StaticDataController staticDataController = Service.StaticDataController; List <TroopTypeVO> list = new List <TroopTypeVO>(); foreach (string current in internalStorage.Keys) { list.Add(staticDataController.Get <TroopTypeVO>(current)); } List <StarportNode> list2 = new List <StarportNode>(); NodeList <StarportNode> starportNodeList = Service.BuildingLookupController.StarportNodeList; for (StarportNode starportNode = starportNodeList.Head; starportNode != null; starportNode = starportNode.Next) { if (!ContractUtils.IsBuildingConstructing((SmartEntity)starportNode.BuildingComp.Entity)) { list2.Add(starportNode); } } List <TroopTypeVO> arg_DE_0 = list; if (StorageSpreadUtils.< > f__mg$cache1 == null) { StorageSpreadUtils.< > f__mg$cache1 = new Comparison <TroopTypeVO>(StorageSpreadUtils.CompareTroop); } arg_DE_0.Sort(StorageSpreadUtils.< > f__mg$cache1); int count = list.Count; int[] array = new int[count]; for (int i = 0; i < count; i++) { array[i] = internalStorage[list[i].Uid].Amount; } List <StarportNode> arg_147_0 = list2; if (StorageSpreadUtils.< > f__mg$cache2 == null) { StorageSpreadUtils.< > f__mg$cache2 = new Comparison <StarportNode>(StorageSpreadUtils.CompareStarportNode); } arg_147_0.Sort(StorageSpreadUtils.< > f__mg$cache2); int num = 0; int count2 = list2.Count; Int32PriorityList int32PriorityList = new Int32PriorityList(); int[] array2 = new int[count2]; for (int j = 0; j < count2; j++) { int storage = list2[j].BuildingComp.BuildingType.Storage; array2[j] = storage; num += storage; int priority = -j; int32PriorityList.Add(j, priority); } int num2 = 0; while (num2 < count && num > 0) { int size = list[num2].Size; int num3 = array[num2]; while (num3 > 0 && num > 0) { bool flag = false; for (int k = 0; k < count2; k++) { int element = int32PriorityList.GetElement(k); int num4 = array2[element]; if (size <= num4) { array2[element] -= size; num -= size; int num5 = int32PriorityList.GetPriority(k); int32PriorityList.RemoveAt(k); num5 -= size * count2; int32PriorityList.Add(element, num5); flag = true; break; } } if (!flag) { int num6 = size; int num7 = 0; while (num7 < count2 && num6 > 0) { int num8 = array2[num7]; if (num8 > 0) { int num9 = (num6 >= num8) ? num8 : num6; array2[num7] -= num9; num -= num9; num6 -= num9; } num7++; } } num3--; } num2++; } for (int l = 0; l < count2; l++) { BuildingComponent buildingComp = list2[l].BuildingComp; int storage2 = buildingComp.BuildingType.Storage; int num10 = storage2 - array2[l]; SmartEntity starport = (SmartEntity)buildingComp.Entity; StorageSpreadUtils.SetStarportFullnessPercent(starport, (float)num10 / (float)storage2); StorageSpreadUtils.SetStarportFillSize(starport, num10); } }