public static void DeInit() { if (LogicDataTables.m_tables != null) { for (int i = 0; i < LogicDataTables.m_tables.Length; i++) { if (LogicDataTables.m_tables[i] != null) { LogicDataTables.m_tables[i].Destruct(); LogicDataTables.m_tables[i] = null; } } LogicDataTables.m_skeletonData = null; LogicDataTables.m_balloonSkeletonData = null; LogicDataTables.m_diamondsData = null; LogicDataTables.m_goldData = null; LogicDataTables.m_elixirData = null; LogicDataTables.m_darkElixirData = null; LogicDataTables.m_gold2Data = null; LogicDataTables.m_elixir2Data = null; LogicDataTables.m_warGoldData = null; LogicDataTables.m_warElixirData = null; LogicDataTables.m_warDarkElixirData = null; LogicDataTables.m_townHallData = null; LogicDataTables.m_townHallVillage2Data = null; LogicDataTables.m_allianceCastleData = null; LogicDataTables.m_bowData = null; LogicDataTables.m_darkTowerData = null; LogicDataTables.m_ancientArtilleryData = null; LogicDataTables.m_workerData = null; LogicDataTables.m_laboratoryVillage2Data = null; } }
public LogicData CreateItem(CSVRow row) { LogicData data = null; switch (this.m_tableIndex) { case LogicDataType.BUILDING: { data = new LogicBuildingData(row, this); break; } case LogicDataType.LOCALE: { data = new LogicLocaleData(row, this); break; } case LogicDataType.RESOURCE: { data = new LogicResourceData(row, this); break; } case LogicDataType.CHARACTER: { data = new LogicCharacterData(row, this); break; } case LogicDataType.ANIMATION: { data = new LogicAnimationData(row, this); break; } case LogicDataType.PROJECTILE: { data = new LogicProjectileData(row, this); break; } case LogicDataType.BUILDING_CLASS: { data = new LogicBuildingClassData(row, this); break; } case LogicDataType.OBSTACLE: { data = new LogicObstacleData(row, this); break; } case LogicDataType.EFFECT: { data = new LogicEffectData(row, this); break; } case LogicDataType.PARTICLE_EMITTER: { data = new LogicParticleEmitterData(row, this); break; } case LogicDataType.EXPERIENCE_LEVEL: { data = new LogicExperienceLevelData(row, this); break; } case LogicDataType.TRAP: { data = new LogicTrapData(row, this); break; } case LogicDataType.ALLIANCE_BADGE: { data = new LogicAllianceBadgeData(row, this); break; } case LogicDataType.GLOBAL: case LogicDataType.CLIENT_GLOBAL: { data = new LogicGlobalData(row, this); break; } case LogicDataType.TOWNHALL_LEVEL: { data = new LogicTownhallLevelData(row, this); break; } case LogicDataType.ALLIANCE_PORTAL: { data = new LogicAlliancePortalData(row, this); break; } case LogicDataType.NPC: { data = new LogicNpcData(row, this); break; } case LogicDataType.DECO: { data = new LogicDecoData(row, this); break; } case LogicDataType.RESOURCE_PACK: { data = new LogicResourcePackData(row, this); break; } case LogicDataType.SHIELD: { data = new LogicShieldData(row, this); break; } case LogicDataType.MISSION: { data = new LogicMissionData(row, this); break; } case LogicDataType.BILLING_PACKAGE: { data = new LogicBillingPackageData(row, this); break; } case LogicDataType.ACHIEVEMENT: { data = new LogicAchievementData(row, this); break; } case LogicDataType.SPELL: { data = new LogicSpellData(row, this); break; } case LogicDataType.HINT: { data = new LogicHintData(row, this); break; } case LogicDataType.HERO: { data = new LogicHeroData(row, this); break; } case LogicDataType.LEAGUE: { data = new LogicLeagueData(row, this); break; } case LogicDataType.NEWS: { data = new LogicNewsData(row, this); break; } case LogicDataType.WAR: { data = new LogicWarData(row, this); break; } case LogicDataType.REGION: { data = new LogicRegionData(row, this); break; } case LogicDataType.ALLIANCE_BADGE_LAYER: { data = new LogicAllianceBadgeLayerData(row, this); break; } case LogicDataType.ALLIANCE_LEVEL: { data = new LogicAllianceLevelData(row, this); break; } case LogicDataType.HELPSHIFT: { data = new LogicHelpshiftData(row, this); break; } case LogicDataType.CREDIT: case LogicDataType.FAQ: case LogicDataType.VARIABLE: { data = new LogicData(row, this); break; } case LogicDataType.GEM_BUNDLE: { data = new LogicGemBundleData(row, this); break; } case LogicDataType.VILLAGE_OBJECT: { data = new LogicVillageObjectData(row, this); break; } case LogicDataType.CALENDAR_EVENT_FUNCTION: { data = new LogicCalendarEventFunctionData(row, this); break; } case LogicDataType.BOOMBOX: { data = new LogicBoomboxData(row, this); break; } case LogicDataType.EVENT_ENTRY: { data = new LogicEventEntryData(row, this); break; } case LogicDataType.DEEPLINK: { data = new LogicDeeplinkData(row, this); break; } case LogicDataType.LEAGUE_VILLAGE2: { data = new LogicLeagueVillage2Data(row, this); break; } default: { Debugger.Error("Invalid data table id: " + this.m_tableIndex); break; } } return(data); }
public static void CreateReferences() { LogicDataTables.m_tables[(int)LogicDataType.PARTICLE_EMITTER].CreateReferences(); for (int i = 0; i < LogicDataTables.m_tables.Length; i++) { if ((LogicDataType)i != LogicDataType.PARTICLE_EMITTER) { if (LogicDataTables.m_tables[i] != null) { LogicDataTables.m_tables[i].CreateReferences(); } } } for (int i = 0; i < LogicDataTables.m_tables.Length; i++) { if (LogicDataTables.m_tables[i] != null) { LogicDataTables.m_tables[i].CreateReferences2(); } } // LogicDataTables.m_animationTable.CreateReferences(); LogicDataTable buildingDataTable = LogicDataTables.m_tables[(int)LogicDataType.BUILDING]; for (int i = 0; i < buildingDataTable.GetItemCount(); i++) { LogicBuildingData buildingData = (LogicBuildingData)buildingDataTable.GetItemAt(i); if (buildingData.IsAllianceCastle()) { LogicDataTables.m_allianceCastleData = buildingData; } if (buildingData.IsTownHall() && LogicDataTables.m_townHallData == null) { LogicDataTables.m_townHallData = buildingData; } if (buildingData.IsTownHallVillage2() && LogicDataTables.m_townHallVillage2Data == null) { LogicDataTables.m_townHallVillage2Data = buildingData; } } LogicDataTables.m_bowData = LogicDataTables.GetBuildingByName("Bow", null); LogicDataTables.m_darkTowerData = LogicDataTables.GetBuildingByName("Dark Tower", null); LogicDataTables.m_ancientArtilleryData = LogicDataTables.GetBuildingByName("Ancient Artillery", null); LogicDataTables.m_workerData = LogicDataTables.GetBuildingByName("Worker Building", null); LogicDataTables.m_laboratoryVillage2Data = LogicDataTables.GetBuildingByName("Laboratory2", null); LogicDataTables.m_diamondsData = LogicDataTables.GetResourceByName("Diamonds", null); LogicDataTables.m_goldData = LogicDataTables.GetResourceByName("Gold", null); LogicDataTables.m_elixirData = LogicDataTables.GetResourceByName("Elixir", null); LogicDataTables.m_darkElixirData = LogicDataTables.GetResourceByName("DarkElixir", null); LogicDataTables.m_gold2Data = LogicDataTables.GetResourceByName("Gold2", null); LogicDataTables.m_elixir2Data = LogicDataTables.GetResourceByName("Elixir2", null); LogicDataTables.m_warGoldData = LogicDataTables.GetResourceByName("WarGold", null); LogicDataTables.m_warElixirData = LogicDataTables.GetResourceByName("WarElixir", null); LogicDataTables.m_warDarkElixirData = LogicDataTables.GetResourceByName("WarDarkElixir", null); LogicDataTables.m_skeletonData = LogicDataTables.GetCharacterByName("Skeleton", null); LogicDataTables.m_balloonSkeletonData = LogicDataTables.GetCharacterByName("Balloon Skeleton", null); }
public override void CreateReferences() { base.CreateReferences(); this.m_villageType = this.GetIntegerValue("UIGroup", 0); this.m_diamondReward = this.GetIntegerValue("DiamondReward", 0); this.m_expReward = this.GetIntegerValue("ExpReward", 0); this.m_actionCount = this.GetIntegerValue("ActionCount", 0); this.m_actionDataLevel = this.GetIntegerValue("ActionDataLevel", 0); this.m_level = this.GetIntegerValue("Level", 0); this.m_levelCount = this.GetIntegerValue("LevelCount", 0); this.m_uiPriority = this.GetIntegerValue("UIPriority", 0); this.m_completedTID = this.GetValue("CompletedTID", 0); this.m_showValue = this.GetBooleanValue("ShowValue", 0); this.m_androidId = this.GetValue("AndroidID", 0); if (this.m_actionCount == 0) { Debugger.Error("Achievement has invalid ActionCount 0"); } string action = this.GetValue("Action", 0); switch (action) { case "npc_stars": this.m_actionType = LogicAchievementData.ACTION_TYPE_NPC_STARS; break; case "upgrade": this.m_actionType = LogicAchievementData.ACTION_TYPE_UPGRADE; this.m_buildingData = LogicDataTables.GetBuildingByName(this.GetValue("ActionData", 0), this); if (this.m_buildingData == null) { Debugger.Error("LogicAchievementData - Building data is NULL for upgrade achievement"); } break; case "victory_points": this.m_actionType = LogicAchievementData.ACTION_TYPE_VICTORY_POINTS; break; case "unit_unlock": this.m_actionType = LogicAchievementData.ACTION_TYPE_UNIT_UNLOCK; this.m_characterData = LogicDataTables.GetCharacterByName(this.GetValue("ActionData", 0), this); if (this.m_characterData == null) { Debugger.Error("LogicCharacterData - Character data is NULL for unit_unlock achievement"); } break; case "clear_obstacles": this.m_actionType = LogicAchievementData.ACTION_TYPE_CLEAR_OBSTACLES; break; case "donate_units": this.m_actionType = LogicAchievementData.ACTION_TYPE_DONATE_UNITS; break; case "loot": this.m_actionType = LogicAchievementData.ACTION_TYPE_LOOT; this.m_resourceData = LogicDataTables.GetResourceByName(this.GetValue("ActionData", 0), this); if (this.m_resourceData == null) { Debugger.Error("LogicAchievementData - Resource data is NULL for loot achievement"); } break; case "destroy": this.m_actionType = LogicAchievementData.ACTION_TYPE_DESTROY; this.m_buildingData = LogicDataTables.GetBuildingByName(this.GetValue("ActionData", 0), this); if (this.m_buildingData == null) { Debugger.Error("LogicAchievementData - Building data is NULL for destroy achievement"); } break; case "win_pvp_attack": this.m_actionType = LogicAchievementData.ACTION_TYPE_WIN_PVP_ATTACK; break; case "win_pvp_defense": this.m_actionType = LogicAchievementData.ACTION_TYPE_WIN_PVP_DEFENSE; break; case "league": this.m_actionType = LogicAchievementData.ACTION_TYPE_LEAGUE; break; case "war_stars": this.m_actionType = LogicAchievementData.ACTION_TYPE_WAR_STARS; break; case "war_loot": this.m_actionType = LogicAchievementData.ACTION_TYPE_WAR_LOOT; break; case "donate_spells": this.m_actionType = LogicAchievementData.ACTION_TYPE_DONATE_SPELLS; break; case "account_bound": this.m_actionType = LogicAchievementData.ACTION_TYPE_ACCOUNT_BOUND; break; case "vs_battle_trophies": this.m_actionType = LogicAchievementData.ACTION_TYPE_VERSUS_BATTLE_TROPHIES; break; case "gear_up": this.m_actionType = LogicAchievementData.ACTION_TYPE_GEAR_UP; break; case "repair_building": this.m_actionType = LogicAchievementData.ACTION_TYPE_REPAIR_BUILDING; this.m_buildingData = LogicDataTables.GetBuildingByName(this.GetValue("ActionData", 0), this); if (this.m_buildingData == null) { Debugger.Error("LogicAchievementData - Building data is NULL for repair_building achievement"); } break; case "clan_games_points": this.m_actionType = LogicAchievementData.ACTION_TYPE_CLAN_GAMES_POINTS; break; case "dragon_slayer": this.m_actionType = LogicAchievementData.ACTION_TYPE_DRAGON_SLAYER; break; case "league_war_stars": this.m_actionType = LogicAchievementData.ACTION_TYPE_LEAGUE_WAR_STARS; break; case "scid_bound": this.m_actionType = LogicAchievementData.ACTION_TYPE_SUPERCELLID_BOUND; break; case "season_challenge_points": this.m_actionType = LogicAchievementData.ACTION_TYPE_SEASON_CHALLENGE_POINTS; break; case "activate_super_licence": this.m_actionType = LogicAchievementData.ACTION_TYPE_ACTIVATE_SUPER_LICENCE; break; case "donate_sieges": this.m_actionType = LogicAchievementData.ACTION_TYPE_DONATE_SIEGES; break; default: Debugger.Error(string.Format("Unknown Action in achievements {0}", action)); break; } this.m_achievementLevel = new LogicArrayList <LogicAchievementData>(); string achievementName = this.GetName().Substring(0, this.GetName().Length - 1); LogicDataTable table = LogicDataTables.GetTable(LogicDataType.ACHIEVEMENT); 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.m_achievementLevel.Add(achievementData); } } } Debugger.DoAssert(this.m_achievementLevel.Size() == this.m_levelCount, string.Format( "Expected same amount of achievements named {0}X to be same as LevelCount={1} for {2}.", achievementName, this.m_levelCount, this.GetName())); }
public override void CreateReferences() { base.CreateReferences(); for (int i = 0; i < this.GetArraySize("Dependencies"); i++) { LogicMissionData dependency = LogicDataTables.GetMissionByName(this.GetValue("Dependencies", i), this); if (dependency != null) { this.m_missionDependencies.Add(dependency); } } this.m_action = this.GetValue("Action", 0); this.m_deprecated = this.GetBooleanValue("Deprecated", 0); this.m_missionCategory = this.GetIntegerValue("MissionCategory", 0); this.m_fixVillageObjectData = LogicDataTables.GetVillageObjectByName(this.GetValue("FixVillageObject", 0), this); if (this.m_fixVillageObjectData != null) { this.m_buildBuildingLevel = this.GetIntegerValue("BuildBuildingLevel", 0); this.m_missionType = 13; } if (string.Equals(this.m_action, "travel")) { this.m_missionType = 14; } else if (string.Equals(this.m_action, "upgrade2")) { this.m_characterData = LogicDataTables.GetCharacterByName(this.GetValue("Character", 0), this); this.m_missionType = 17; } else if (string.Equals(this.m_action, "duel")) { this.m_attackNpcData = LogicDataTables.GetNpcByName(this.GetValue("AttackNPC", 0), this); this.m_missionType = 18; } else if (string.Equals(this.m_action, "duel_end")) { this.m_attackNpcData = LogicDataTables.GetNpcByName(this.GetValue("AttackNPC", 0), this); this.m_missionType = 19; } else if (string.Equals(this.m_action, "duel_end2")) { this.m_missionType = 20; } else if (string.Equals(this.m_action, "show_builder_menu")) { this.m_missionType = 21; } this.m_buildBuildingData = LogicDataTables.GetBuildingByName(this.GetValue("BuildBuilding", 0), this); if (this.m_buildBuildingData != null) { this.m_buildBuildingCount = this.GetIntegerValue("BuildBuildingCount", 0); this.m_buildBuildingLevel = this.GetIntegerValue("BuildBuildingLevel", 0) - 1; this.m_missionType = string.Equals(this.m_action, "unlock") ? 15 : 5; if (this.m_buildBuildingCount < 0) { Debugger.Error("missions.csv: BuildBuildingCount is invalid!"); } } else { if (this.m_missionType == -1) { this.m_openAchievements = this.GetBooleanValue("OpenAchievements", 0); if (this.m_openAchievements) { this.m_missionType = 7; } else { this.m_defendNpcData = LogicDataTables.GetNpcByName(this.GetValue("DefendNPC", 0), this); if (this.m_defendNpcData != null) { this.m_missionType = 1; } else { this.m_attackNpcData = LogicDataTables.GetNpcByName(this.GetValue("AttackNPC", 0), this); if (this.m_attackNpcData != null) { this.m_missionType = 2; this.m_showMap = this.GetBooleanValue("ShowMap", 0); } else { this.m_changeName = this.GetBooleanValue("ChangeName", 0); if (this.m_changeName) { this.m_missionType = 6; } else { this.m_trainTroopCount = this.GetIntegerValue("TrainTroops", 0); if (this.m_trainTroopCount > 0) { this.m_missionType = 4; } else { this.m_switchSides = this.GetBooleanValue("SwitchSides", 0); if (this.m_switchSides) { this.m_missionType = 8; } else { this.m_showWarBase = this.GetBooleanValue("ShowWarBase", 0); if (this.m_showWarBase) { this.m_missionType = 9; } else { this.m_openInfo = this.GetBooleanValue("OpenInfo", 0); if (this.m_openInfo) { this.m_missionType = 11; } else { this.m_showDonate = this.GetBooleanValue("ShowDonate", 0); if (this.m_showDonate) { this.m_missionType = 10; } else { this.m_showStates = this.GetBooleanValue("WarStates", 0); if (this.m_showStates) { this.m_missionType = 12; } } } } } } } } } } } } this.m_villagers = this.GetIntegerValue("Villagers", 0); if (this.m_villagers > 0) { this.m_missionType = 16; } this.m_forceCamera = this.GetBooleanValue("ForceCamera", 0); if (this.m_missionType == -1) { Debugger.Error(string.Format("missions.csv: invalid mission ({0})", this.GetName())); } this.m_rewardResourceData = LogicDataTables.GetResourceByName(this.GetValue("RewardResource", 0), this); this.m_rewardResourceCount = this.GetIntegerValue("RewardResourceCount", 0); if (this.m_rewardResourceData != null) { if (this.m_rewardResourceCount != 0) { if (this.m_rewardResourceCount < 0) { Debugger.Error("missions.csv: RewardResourceCount is negative!"); this.m_rewardResourceData = null; this.m_rewardResourceCount = 0; } } else { this.m_rewardResourceData = null; } } else if (this.m_rewardResourceCount != 0) { Debugger.Warning("missions.csv: RewardResourceCount defined but RewardResource is not!"); this.m_rewardResourceCount = 0; } this.m_customData = this.GetIntegerValue("CustomData", 0); this.m_rewardXp = this.GetIntegerValue("RewardXP", 0); if (this.m_rewardXp < 0) { Debugger.Warning("missions.csv: RewardXP is negative!"); this.m_rewardXp = 0; } this.m_rewardCharacterData = LogicDataTables.GetCharacterByName(this.GetValue("RewardTroop", 0), this); this.m_rewardCharacterCount = this.GetIntegerValue("RewardTroopCount", 0); if (this.m_rewardCharacterData != null) { if (this.m_rewardCharacterCount != 0) { if (this.m_rewardCharacterCount < 0) { Debugger.Error("missions.csv: RewardTroopCount is negative!"); this.m_rewardCharacterData = null; this.m_rewardCharacterCount = 0; } } else { this.m_rewardCharacterData = null; } } else if (this.m_rewardCharacterCount != 0) { Debugger.Warning("missions.csv: RewardTroopCount defined but RewardTroop is not!"); this.m_rewardCharacterCount = 0; } this.m_delay = this.GetIntegerValue("Delay", 0); this.m_villageType = this.GetIntegerValue("VillageType", 0); this.m_firstStep = this.GetBooleanValue("FirstStep", 0); this.m_tutorialText = this.GetValue("TutorialText", 0); if (this.m_tutorialText.Length > 0) { // BLABLABLA } }
public int GetUnlockedBuildingGearupCount(LogicBuildingData data) { return(this.m_buildingGearupCaps[data.GetInstanceID()]); }
public void CalculateHousingSpaceCap() { this.m_maxHousingSpace = 0; if (this.GetInstanceID() > 0) { this.m_table.GetItemAt(this.GetInstanceID() - 1); // Thx supercell for the crappy code. } LogicDataTable buildingTable = LogicDataTables.GetTable(LogicDataType.BUILDING); int dataTableCount = this.m_table.GetItemCount(); if (dataTableCount > 0) { int unitHousingCostMultiplierForTotal = LogicDataTables.GetGlobals().GetUnitHousingCostMultiplierForTotal(); int spellHousingCostMultiplierForTotal = LogicDataTables.GetGlobals().GetSpellHousingCostMultiplierForTotal(); int heroHousingCostMultiplierForTotal = LogicDataTables.GetGlobals().GetHeroHousingCostMultiplierForTotal(); int allianceUnitHousingCostMultiplierForTotal = LogicDataTables.GetGlobals().GetAllianceUnitHousingCostMultiplierForTotal(); int idx = 0; do { LogicBuildingData buildingData = (LogicBuildingData)buildingTable.GetItemAt(idx); int count = this.m_buildingCaps[idx]; if (count > 0) { int multiplier = unitHousingCostMultiplierForTotal; int maxUpgLevel = buildingData.GetMaxUpgradeLevelForTownHallLevel(this.GetInstanceID()); if (maxUpgLevel >= 0) { int housingSpace = buildingData.GetUnitStorageCapacity(maxUpgLevel); if (!buildingData.IsAllianceCastle()) { if (buildingData.IsForgesMiniSpells() || buildingData.IsForgesSpells()) { multiplier = spellHousingCostMultiplierForTotal; } else if (buildingData.IsHeroBarrack()) { housingSpace = buildingData.GetHeroData().GetHousingSpace(); multiplier = heroHousingCostMultiplierForTotal; } } else { multiplier = allianceUnitHousingCostMultiplierForTotal; } if (housingSpace > 0) { this.m_maxHousingSpace += multiplier * count * housingSpace / 100; } } } } while (++idx != dataTableCount); } }
public override void CreateReferences() { base.CreateReferences(); this.m_upgradeLevelCount = this.m_row.GetBiggestArraySize(); this.m_buildingClass = LogicDataTables.GetBuildingClassByName(this.GetValue("BuildingClass", 0), this); if (this.m_buildingClass == null) { Debugger.Error("Building class is not defined for " + this.GetName()); } this.m_secondaryTargetingClass = LogicDataTables.GetBuildingClassByName(this.GetValue("SecondaryTargetingClass", 0), this); this.m_shopBuildingClass = LogicDataTables.GetBuildingClassByName(this.GetValue("ShopBuildingClass", 0), this); if (this.m_shopBuildingClass == null) { this.m_shopBuildingClass = this.m_buildingClass; } this.m_exportNameNpc = this.GetValue("ExportNameNpc", 0); this.m_exportNameConstruction = this.GetValue("ExportNameConstruction", 0); this.m_exportNameLocked = this.GetValue("ExportNameLocked", 0); this.m_width = this.GetIntegerValue("Width", 0); this.m_height = this.GetIntegerValue("Height", 0); this.m_lootOnDestruction = this.GetBooleanValue("LootOnDestruction", 0); this.m_bunker = this.GetBooleanValue("Bunker", 0); this.m_village2Housing = this.GetIntegerValue("Village2Housing", 0); this.m_upgradesUnits = this.GetBooleanValue("UpgradesUnits", 0); this.m_producesUnitsOfType = this.GetIntegerValue("ProducesUnitsOfType", 0); this.m_freeBoost = this.GetBooleanValue("FreeBoost", 0); this.m_randomHitPosition = this.GetBooleanValue("RandomHitPosition", 0); this.m_chainAttackDistance = this.GetIntegerValue("ChainAttackDistance", 0); this.m_buildingW = this.GetIntegerValue("BuildingW", 0); this.m_buildingH = this.GetIntegerValue("BuildingH", 0); if (this.m_buildingW == 0) { this.m_buildingW = this.m_width; } if (this.m_buildingH == 0) { this.m_buildingH = this.m_height; } this.m_baseGfx = this.GetIntegerValue("BaseGfx", 0); this.m_loadAmmoEffect = LogicDataTables.GetEffectByName(this.GetValue("LoadAmmoEffect", 0), this); this.m_noAmmoEffect = LogicDataTables.GetEffectByName(this.GetValue("NoAmmoEffect", 0), this); this.m_toggleAttackModeEffect = LogicDataTables.GetEffectByName(this.GetValue("ToggleAttackModeEffect", 0), this); this.m_pickUpEffect = LogicDataTables.GetEffectByName(this.GetValue("PickUpEffect", 0), this); this.m_placingEffect = LogicDataTables.GetEffectByName(this.GetValue("PlacingEffect", 0), this); this.m_canNotSellLast = this.GetBooleanValue("CanNotSellLast", 0); this.m_locked = this.GetBooleanValue("Locked", 0); this.m_startingHomeCount = this.GetIntegerValue("StartingHomeCount", 0); this.m_hidden = this.GetBooleanValue("Hidden", 0); this.m_triggerRadius = (this.GetIntegerValue("TriggerRadius", 0) << 9) / 100; this.m_appearEffect = LogicDataTables.GetEffectByName(this.GetValue("AppearEffect", 0), this); this.m_forgesSpells = this.GetBooleanValue("ForgesSpells", 0); this.m_forgesMiniSpells = this.GetBooleanValue("ForgesMiniSpells", 0); this.m_isHeroBarrack = this.GetBooleanValue("IsHeroBarrack", 0); this.m_aimRotateStep = this.GetIntegerValue("AimRotateStep", 0); this.m_turnSpeed = this.GetIntegerValue("TurnSpeed", 0); if (this.m_turnSpeed == 0) { this.m_turnSpeed = 500; } this.m_needsAim = this.GetBooleanValue("NeedsAim", 0); this.m_exportNameBeamStart = this.GetValue("ExportNameBeamStart", 0); this.m_exportNameBeamEnd = this.GetValue("ExportNameBeamEnd", 0); this.m_shareHeroCombatData = this.GetBooleanValue("ShareHeroCombatData", 0); this.m_dieDamageRadius = (this.GetIntegerValue("DieDamageRadius", 0) << 9) / 100; this.m_dieDamageEffect = LogicDataTables.GetEffectByName(this.GetValue("DieDamageEffect", 0), this); this.m_dieDamageDelay = this.GetIntegerValue("DieDamageDelay", 0); if (this.m_dieDamageDelay > 4000) { Debugger.Warning("m_dieDamageDelay too big"); this.m_dieDamageDelay = 4000; } this.m_isRed = this.GetBooleanValue("IsRed", 0); this.m_redMul = this.GetIntegerValue("RedMul", 0); this.m_greenMul = this.GetIntegerValue("GreenMul", 0); this.m_blueMul = this.GetIntegerValue("BlueMul", 0); this.m_redAdd = this.GetIntegerValue("RedAdd", 0); this.m_greenAdd = this.GetIntegerValue("GreenAdd", 0); this.m_blueAdd = this.GetIntegerValue("BlueAdd", 0); this.m_selfAsAoeCenter = this.GetBooleanValue("SelfAsAoeCenter", 0); this.m_newTargetAttackDelay = this.GetIntegerValue("NewTargetAttackDelay", 0); this.m_gearUpLevelRequirement = this.GetIntegerValue("GearUpLevelRequirement", 0); this.m_bunker = this.GetBooleanValue("Bunker", 0); int longestArraySize = this.m_row.GetBiggestArraySize(); this.m_buildResourceData = new LogicResourceData[longestArraySize]; this.m_altBuildResourceData = new LogicResourceData[longestArraySize]; this.m_storedResourceCounts = new LogicArrayList <int> [longestArraySize]; this.m_percentageStoredResourceCounts = new LogicArrayList <int> [longestArraySize]; this.m_ammoResourceData = new LogicResourceData[longestArraySize]; this.m_attackItemData = new LogicArrayList <LogicAttackerItemData>(longestArraySize); this.m_defenceTroopCharacter = new LogicCharacterData[longestArraySize]; this.m_defenceTroopCharacter2 = new LogicCharacterData[longestArraySize]; this.m_buildCost = new int[longestArraySize]; this.m_ammoCost = new int[longestArraySize]; this.m_townHallLevel = new int[longestArraySize]; this.m_townHallVillage2Level = new int[longestArraySize]; this.m_constructionTimes = new int[longestArraySize]; this.m_gearUpTime = new int[longestArraySize]; this.m_gearUpCost = new int[longestArraySize]; this.m_boostCost = new int[longestArraySize]; this.m_housingSpace = new int[longestArraySize]; this.m_housingSpaceAlt = new int[longestArraySize]; this.m_resourcePer100Hours = new int[longestArraySize]; this.m_resourceMax = new int[longestArraySize]; this.m_resourceIconLimit = new int[longestArraySize]; this.m_hitpoints = new int[longestArraySize]; this.m_regenTime = new int[longestArraySize]; this.m_amountCanBeUpgraded = new int[longestArraySize]; this.m_unitProduction = new int[longestArraySize]; this.m_strengthWeight = new int[longestArraySize]; this.m_destructionXP = new int[longestArraySize]; this.m_defenceTroopCount = new int[longestArraySize]; this.m_defenceTroopLevel = new int[longestArraySize]; this.m_dieDamage = new int[longestArraySize]; this.m_wallBlockX = new int[0]; this.m_wallBlockY = new int[0]; for (int i = 0; i < longestArraySize; i++) { LogicAttackerItemData itemData = new LogicAttackerItemData(); itemData.CreateReferences(this.m_row, this, i); this.m_attackItemData.Add(itemData); this.m_dieDamage[i] = this.GetClampedIntegerValue("DieDamage", i); this.m_buildCost[i] = this.GetClampedIntegerValue("BuildCost", i); this.m_housingSpace[i] = this.GetClampedIntegerValue("HousingSpace", i); this.m_housingSpaceAlt[i] = this.GetClampedIntegerValue("HousingSpaceAlt", i); this.m_unitProduction[i] = this.GetClampedIntegerValue("UnitProduction", i); this.m_gearUpCost[i] = this.GetClampedIntegerValue("GearUpCost", i); this.m_boostCost[i] = this.GetClampedIntegerValue("BoostCost", i); this.m_resourcePer100Hours[i] = this.GetClampedIntegerValue("ResourcePer100Hours", i); this.m_resourceMax[i] = this.GetClampedIntegerValue("ResourceMax", i); this.m_resourceIconLimit[i] = this.GetClampedIntegerValue("ResourceIconLimit", i); this.m_hitpoints[i] = this.GetClampedIntegerValue("Hitpoints", i); this.m_regenTime[i] = this.GetClampedIntegerValue("RegenTime", i); this.m_amountCanBeUpgraded[i] = this.GetClampedIntegerValue("AmountCanBeUpgraded", i); this.m_buildResourceData[i] = LogicDataTables.GetResourceByName(this.GetClampedValue("BuildResource", i), this); this.m_altBuildResourceData[i] = LogicDataTables.GetResourceByName(this.GetClampedValue("AltBuildResource", i), this); this.m_townHallLevel[i] = LogicMath.Max(this.GetClampedIntegerValue("TownHallLevel", i) - 1, 0); this.m_townHallVillage2Level[i] = LogicMath.Max(this.GetClampedIntegerValue("TownHallLevel2", i) - 1, 0); this.m_storedResourceCounts[i] = new LogicArrayList <int>(); this.m_percentageStoredResourceCounts[i] = new LogicArrayList <int>(); LogicDataTable table = LogicDataTables.GetTable(LogicDataType.RESOURCE); for (int j = 0; j < table.GetItemCount(); j++) { this.m_storedResourceCounts[i].Add(this.GetClampedIntegerValue("MaxStored" + table.GetItemAt(j).GetName(), i)); this.m_percentageStoredResourceCounts[i].Add(this.GetClampedIntegerValue("PercentageStored" + table.GetItemAt(j).GetName(), i)); } this.m_gearUpTime[i] = 60 * this.GetClampedIntegerValue("GearUpTime", i); this.m_constructionTimes[i] = 86400 * this.GetClampedIntegerValue("BuildTimeD", i) + 3600 * this.GetClampedIntegerValue("BuildTimeH", i) + 60 * this.GetClampedIntegerValue("BuildTimeM", i) + this.GetIntegerValue("BuildTimeS", i); this.m_destructionXP[i] = this.GetClampedIntegerValue("DestructionXP", i); this.m_ammoResourceData[i] = LogicDataTables.GetResourceByName(this.GetClampedValue("AmmoResource", i), this); this.m_ammoCost[i] = this.GetClampedIntegerValue("AmmoCost", i); this.m_strengthWeight[i] = this.GetClampedIntegerValue("StrengthWeight", i); string defenceTroopCharacter = this.GetClampedValue("DefenceTroopCharacter", i); if (defenceTroopCharacter.Length > 0) { this.m_defenceTroopCharacter[i] = LogicDataTables.GetCharacterByName(defenceTroopCharacter, this); } string defenceTroopCharacter2 = this.GetClampedValue("DefenceTroopCharacter2", i); if (defenceTroopCharacter2.Length > 0) { this.m_defenceTroopCharacter2[i] = LogicDataTables.GetCharacterByName(defenceTroopCharacter2, this); } this.m_defenceTroopCount[i] = this.GetIntegerValue("DefenceTroopCount", i); this.m_defenceTroopLevel[i] = this.GetIntegerValue("DefenceTroopLevel", i); if (i > 0 && this.m_housingSpace[i] < this.m_housingSpace[i - 1]) { Debugger.Error("Building " + this.GetName() + " unit storage space decreases by upgrade level!"); } if (this.m_gearUpCost[i] > 0 && this.m_gearUpTime[i] <= 0 || this.m_gearUpCost[i] <= 0 && this.m_gearUpTime[i] > 0) { Debugger.Error("invalid gear up settings. gear up time and cost must be set for levels where available"); } } this.m_areaOfEffectSpellData = LogicDataTables.GetSpellByName(this.GetValue("AOESpell", 0), this); this.m_alternativeAreaOfEffectSpellData = LogicDataTables.GetSpellByName(this.GetValue("AOESpellAlternate", 0), this); this.m_produceResourceData = LogicDataTables.GetResourceByName(this.GetValue("ProducesResource", 0), this); this.m_gearUpResourceData = LogicDataTables.GetResourceByName(this.GetValue("GearUpResource", 0), this); string heroType = this.GetValue("HeroType", 0); if (!string.IsNullOrEmpty(heroType)) { this.m_heroData = LogicDataTables.GetHeroByName(heroType, this); } string wallBlockX = this.GetValue("WallBlockX", 0); if (wallBlockX.Length > 0) { this.LoadWallBlock(wallBlockX, out this.m_wallBlockX); this.LoadWallBlock(this.GetValue("WallBlockY", 0), out this.m_wallBlockY); if (this.m_wallBlockX.Length != this.m_wallBlockY.Length) { Debugger.Error("LogicBuildingData: Error parsing wall offsets"); } if (this.m_wallBlockX.Length > 10) { Debugger.Error("LogicBuildingData: Too many wall blocks"); } } string gearUpBuilding = this.GetValue("GearUpBuilding", 0); if (gearUpBuilding.Length > 0) { this.m_gearUpBuildingData = LogicDataTables.GetBuildingByName(gearUpBuilding, this); } this.m_isClockTower = this.GetName().Equals("Clock Tower"); this.m_isFlamer = this.GetName().Equals("Flamer"); this.m_isBarrackVillage2 = this.GetName().Equals("Barrack2"); }