예제 #1
0
        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;
            }
        }
예제 #2
0
        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);
        }
예제 #3
0
        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");
        }