public void CreateReferences(CSVRow row, LogicData data, int idx)
        {
            this.m_row   = row;
            this.m_data  = data;
            this.m_index = idx;

            this.m_pushBack      = row.GetClampedIntegerValue("PushBack", idx);
            this.m_airTargets    = row.GetClampedBooleanValue("AirTargets", idx);
            this.m_groundTargets = row.GetClampedBooleanValue("GroundTargets", idx);
            this.m_altAttackMode = row.GetClampedBooleanValue("AltAttackMode", idx);
            this.m_damage        = 100 * row.GetClampedIntegerValue("Damage", idx);

            int dps            = row.GetClampedIntegerValue("DPS", idx);
            int attackSpeed    = row.GetClampedIntegerValue("AttackSpeed", idx);
            int altDps         = row.GetClampedIntegerValue("AltDPS", idx);
            int altAttackSpeed = row.GetClampedIntegerValue("AltAttackSpeed", idx);

            if (this.m_altAttackMode && altAttackSpeed == 0)
            {
                altAttackSpeed = attackSpeed;
            }

            int cooldownOverride = row.GetClampedIntegerValue("CoolDownOverride", idx);

            if (cooldownOverride == 0)
            {
                int tmp = (int)(((dps | this.m_damage) >> 31) & 0xFFFFFAEC) + 1500;

                if (attackSpeed > tmp)
                {
                    cooldownOverride = attackSpeed - tmp;
                }
            }

            this.m_prepareSpeed = row.GetClampedIntegerValue("PrepareSpeed", idx);

            this.m_attackSpeed      = attackSpeed - cooldownOverride;
            this.m_altAttackSpeed   = altAttackSpeed - cooldownOverride;
            this.m_cooldownOverride = cooldownOverride;

            this.m_damageMulti = 100 * row.GetClampedIntegerValue("DamageMulti", idx);
            this.m_damageLvl2  = 100 * row.GetClampedIntegerValue("DamageLv2", idx);
            this.m_damageLvl3  = 100 * row.GetClampedIntegerValue("DamageLv3", idx);

            this.m_altDamage = this.m_damage;

            if (dps != 0)
            {
                if (altDps == 0)
                {
                    altDps = dps;
                }

                this.m_damage      = LogicGamePlayUtil.DPSToSingleHit(dps, this.m_attackSpeed + this.m_cooldownOverride);
                this.m_altDamage   = LogicGamePlayUtil.DPSToSingleHit(altDps, this.m_altAttackSpeed + this.m_cooldownOverride);
                this.m_damageMulti = LogicGamePlayUtil.DPSToSingleHit(row.GetClampedIntegerValue("DPSMulti", idx), this.m_attackSpeed + this.m_cooldownOverride);
                this.m_damageLvl2  = LogicGamePlayUtil.DPSToSingleHit(row.GetClampedIntegerValue("DPSLv2", idx), this.m_attackSpeed + this.m_cooldownOverride);
                this.m_damageLvl3  = LogicGamePlayUtil.DPSToSingleHit(row.GetClampedIntegerValue("DPSLv3", idx), this.m_attackSpeed + this.m_cooldownOverride);
            }

            this.m_hitEffectData       = LogicDataTables.GetEffectByName(row.GetClampedValue("HitEffect", idx), data);
            this.m_hitEffect2Data      = LogicDataTables.GetEffectByName(row.GetClampedValue("HitEffect2", idx), data);
            this.m_hitEffectActiveData = LogicDataTables.GetEffectByName(row.GetClampedValue("HitEffectActive", idx), data);

            this.m_attackRange  = (row.GetClampedIntegerValue("AttackRange", idx) << 9) / 100;
            this.m_damageRadius = (row.GetClampedIntegerValue("DamageRadius", idx) << 9) / 100;

            this.m_attackEffectData        = LogicDataTables.GetEffectByName(row.GetClampedValue("AttackEffect", idx), data);
            this.m_altAttackEffectData     = LogicDataTables.GetEffectByName(row.GetClampedValue("AttackEffectAlt", idx), data);
            this.m_ammoCount               = row.GetClampedIntegerValue("AmmoCount", idx);
            this.m_attackEffect2Data       = LogicDataTables.GetEffectByName(row.GetClampedValue("AttackEffect2", idx), data);
            this.m_attackEffectLv2Data     = LogicDataTables.GetEffectByName(row.GetClampedValue("AttackEffectLv2", idx), data);
            this.m_attackEffectLv3Data     = LogicDataTables.GetEffectByName(row.GetClampedValue("AttackEffectLv3", idx), data);
            this.m_transitionEffectLv2Data = LogicDataTables.GetEffectByName(row.GetClampedValue("TransitionEffectLv2", idx), data);
            this.m_transitionEffectLv3Data = LogicDataTables.GetEffectByName(row.GetClampedValue("TransitionEffectLv3", idx), data);
            this.m_altNumMultiTargets      = row.GetClampedIntegerValue("AltNumMultiTargets", idx);
            this.m_switchTimeLv2           = row.GetClampedIntegerValue("Lv2SwitchTime", idx);
            this.m_switchTimeLv3           = row.GetClampedIntegerValue("Lv3SwitchTime", idx);
            this.m_statusEffectTime        = row.GetClampedIntegerValue("StatusEffectTime", idx);
            this.m_speedMod              = row.GetClampedIntegerValue("SpeedMod", idx);
            this.m_altAttackRange        = (row.GetClampedIntegerValue("AltAttackRange", idx) << 9) / 100;
            this.m_projectileData        = LogicDataTables.GetProjectileByName(row.GetClampedValue("Projectile", idx), data);
            this.m_altProjectileData     = LogicDataTables.GetProjectileByName(row.GetClampedValue("AltProjectile", idx), data);
            this.m_shockwavePushStrength = row.GetClampedIntegerValue("ShockwavePushStrength", idx);
            this.m_hitSpellData          = LogicDataTables.GetSpellByName(row.GetClampedValue("HitSpell", idx), data);
            this.m_hitSpellLevel         = row.GetClampedIntegerValue("HitSpellLevel", idx);
            this.m_damage2             = 100 * row.GetClampedIntegerValue("Damage2", idx);
            this.m_damage2Radius       = (row.GetClampedIntegerValue("Damage2Radius", idx) << 9) / 100;
            this.m_damage2Delay        = row.GetClampedIntegerValue("Damage2Delay", idx);
            this.m_damage2Min          = 100 * row.GetClampedIntegerValue("Damage2Min", idx);
            this.m_damage2FalloffStart = (row.GetClampedIntegerValue("Damage2FalloffStart", idx) << 9) / 100;
            this.m_damage2FalloffEnd   = (row.GetClampedIntegerValue("Damage2FalloffStart", idx) << 9) / 100;

            if (this.m_damage2FalloffEnd < this.m_damage2FalloffStart)
            {
                Debugger.Error("Building " + row.GetName() + " has falloff end less than falloff start!");
            }

            if (this.m_damage2FalloffEnd > this.m_damage2Radius)
            {
                Debugger.Error("Building " + row.GetName() + " has falloff end greater than the damage radius!");
            }

            this.m_preAttackEffectData         = LogicDataTables.GetEffectByName(row.GetClampedValue("PreAttackEffect", idx), data);
            this.m_becomesTargetableEffectData = LogicDataTables.GetEffectByName(row.GetClampedValue("BecomesTargetableEffect", idx), data);
            this.m_increasingDamage            = row.GetClampedBooleanValue("IncreasingDamage", idx);
            this.m_preventsHealing             = row.GetClampedBooleanValue("PreventsHealing", idx);
            this.m_alternatePickNewTargetDelay = row.GetClampedIntegerValue("AlternatePickNewTargetDelay", idx);
            this.m_shockwaveArcLength          = row.GetClampedIntegerValue("ShockwaveArcLength", idx);
            this.m_shockwaveExpandRadius       = row.GetClampedIntegerValue("ShockwaveExpandRadius", idx);
            this.m_targetingConeAngle          = row.GetClampedIntegerValue("TargetingConeAngle", idx);
            this.m_penetratingProjectile       = row.GetClampedBooleanValue("PenetratingProjectile", idx);
            this.m_penetratingRadius           = (row.GetClampedIntegerValue("PenetratingRadius", idx) << 9) / 100;
            this.m_penetratingExtraRange       = (row.GetClampedIntegerValue("PenetratingExtraRange", idx) << 9) / 100;
            this.m_targetGroups               = row.GetClampedBooleanValue("TargetGroups", idx);
            this.m_fightWithGroups            = row.GetClampedBooleanValue("FightWithGroups", idx);
            this.m_targetGroupsRadius         = (row.GetClampedIntegerValue("TargetGroupsRadius", idx) << 9) / 100;
            this.m_targetGroupsRange          = (row.GetClampedIntegerValue("TargetGroupsRange", idx) << 9) / 100;
            this.m_targetGroupsMinWeight      = row.GetClampedIntegerValue("TargetGroupsMinWeight", idx);
            this.m_wakeUpSpace                = row.GetClampedIntegerValue("WakeUpSpace", idx);
            this.m_wakeUpSpeed                = row.GetClampedIntegerValue("WakeUpSpeed", idx);
            this.m_preferredTargetData        = LogicDataTables.GetCharacterByName(row.GetClampedValue("PreferredTarget", idx), data);
            this.m_preferredTargetDamageMod   = row.GetClampedIntegerValue("PreferredTargetDamageMod", idx);
            this.m_preferredTargetNoTargeting = row.GetClampedBooleanValue("PreferredTargetNoTargeting", idx);
            this.m_altAirTargets              = row.GetClampedBooleanValue("AltAirTargets", idx);
            this.m_altGroundTargets           = row.GetClampedBooleanValue("AltGroundTargets", idx);
            this.m_altMultiTargets            = row.GetClampedBooleanValue("AltMultiTargets", idx);
            this.m_minAttackRange             = (row.GetClampedIntegerValue("MinAttackRange", idx) << 9) / 100;

            if (this.m_preferredTargetData == null)
            {
                this.m_preferredTargetData = LogicDataTables.GetBuildingClassByName(row.GetClampedValue("PreferedTargetBuildingClass", idx), data);

                if (this.m_preferredTargetData == null)
                {
                    this.m_preferredTargetData = LogicDataTables.GetBuildingByName(row.GetClampedValue("PreferedTargetBuilding", idx), data);
                }

                this.m_preferredTargetDamageMod = row.GetClampedIntegerValue("PreferedTargetDamageMod", idx);

                if (this.m_preferredTargetDamageMod == 0)
                {
                    this.m_preferredTargetDamageMod = 100;
                }
            }

            this.m_summonTroopCount   = row.GetClampedIntegerValue("SummonTroopCount", idx);
            this.m_summonCooldown     = row.GetClampedIntegerValue("SummonCooldown", idx);
            this.m_summonEffectData   = LogicDataTables.GetEffectByName(row.GetClampedValue("SummonEffect", idx), data);
            this.m_summonLimit        = row.GetClampedIntegerValue("SummonLimit", idx);
            this.m_summonTroopData    = LogicDataTables.GetCharacterByName(row.GetClampedValue("SummonTroop", idx), data);
            this.m_spawnOnAttack      = row.GetClampedBooleanValue("SpawnOnAttack", idx);
            this.m_hideEffectData     = LogicDataTables.GetEffectByName(row.GetClampedValue("HideEffect", idx), data);
            this.m_rageProjectileData = LogicDataTables.GetProjectileByName(row.GetClampedValue("RageProjectile", idx), data);
            this.m_projectileBounces  = row.GetClampedIntegerValue("ProjectileBounces", idx);
            this.m_selfAsAoeCenter    = row.GetClampedBooleanValue("SelfAsAoeCenter", idx);

            if (this.m_damage2Delay > this.m_cooldownOverride + this.m_attackSpeed)
            {
                Debugger.Error(row.GetName() + " has Damage2Delay greater than the attack speed!");
            }

            if (this.m_ammoCount > 0 && (this.m_attackSpeed & 63) != 0)
            {
                Debugger.Error(string.Format("Invalid attack speed {0} (must be multiple of 64)", this.m_attackSpeed));
            }

            this.m_burstCount             = row.GetClampedIntegerValue("BurstCount", idx);
            this.m_burstDelay             = row.GetClampedIntegerValue("BurstDelay", idx);
            this.m_altBurstCount          = row.GetClampedIntegerValue("AltBurstCount", idx);
            this.m_altBurstDelay          = row.GetClampedIntegerValue("AltBurstDelay", idx);
            this.m_dummyProjectileCount   = row.GetClampedIntegerValue("DummyProjectileCount", idx);
            this.m_attackEffectSharedData = LogicDataTables.GetEffectByName(row.GetClampedValue("AttackEffectShared", idx), data);
            this.m_chainAttackDistance    = row.GetClampedIntegerValue("ChainAttackDistance", idx);
            this.m_newTargetAttackDelay   = row.GetClampedIntegerValue("NewTargetAttackDelay", idx);

            if (this.m_newTargetAttackDelay > 0)
            {
                this.m_newTargetAttackDelay = LogicMath.Clamp(attackSpeed - this.m_newTargetAttackDelay, 0, attackSpeed);
            }
        }
        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_exportName              = this.GetValue("ExportName", 0);
            this.m_exportNameBase          = this.GetValue("ExportNameBase", 0);
            this.m_width                   = this.GetIntegerValue("Width", 0);
            this.m_height                  = this.GetIntegerValue("Height", 0);
            this.m_passable                = this.GetBooleanValue("Passable", 0);
            this.m_clearEffect             = LogicDataTables.GetEffectByName(this.GetValue("ClearEffect", 0), this);
            this.m_pickUpEffect            = LogicDataTables.GetEffectByName(this.GetValue("PickUpEffect", 0), this);
            this.m_isTombstone             = this.GetBooleanValue("IsTombstone", 0);
            this.m_tombGroup               = this.GetIntegerValue("TombGroup", 0);
            this.m_appearancePeriodHours   = this.GetIntegerValue("AppearancePeriodHours", 0);
            this.m_minRespawnTimeHours     = this.GetIntegerValue("MinRespawnTimeHours", 0);
            this.m_lootDefensePercentage   = this.GetIntegerValue("LootDefensePercentage", 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_lightsOn                = this.GetBooleanValue("LightsOn", 0);
            this.m_village2RespawnCount    = this.GetIntegerValue("Village2RespawnCount", 0);
            this.m_variationCount          = this.GetIntegerValue("VariationCount", 0);
            this.m_tallGrass               = this.GetBooleanValue("TallGrass", 0);
            this.m_tallGrassSpawnPoint     = this.GetBooleanValue("TallGrassSpawnPoint", 0);
            this.m_lootHighlightPercentage = this.GetIntegerValue("LootHighlightPercentage", 0);
            this.m_highlightExportName     = this.GetValue("HighlightExportName", 0);

            this.m_clearResourceData = LogicDataTables.GetResourceByName(this.GetValue("ClearResource", 0), this);

            if (this.m_clearResourceData == null)
            {
                Debugger.Error("Clear resource is not defined for obstacle: " + this.GetName());
            }

            this.m_clearCost     = this.GetIntegerValue("ClearCost", 0);
            this.m_clearTimeSecs = this.GetIntegerValue("ClearTimeSeconds", 0);
            this.m_respawnWeight = this.GetIntegerValue("RespawnWeight", 0);

            string lootResourceName = this.GetValue("LootResource", 0);

            if (lootResourceName.Length <= 0)
            {
                this.m_respawnWeight = 0;
            }
            else
            {
                this.m_lootResourceData = LogicDataTables.GetResourceByName(lootResourceName, this);
                this.m_lootCount        = this.GetIntegerValue("LootCount", 0);
            }

            this.m_lootMultiplierVersion2 = this.GetIntegerValue("LootMultiplierForVersion2", 0);

            if (this.m_lootMultiplierVersion2 == 0)
            {
                this.m_lootMultiplierVersion2 = 1;
            }

            string spawnObstacle = this.GetValue("SpawnObstacle", 0);

            if (spawnObstacle.Length > 0)
            {
                this.m_spawnObstacle        = LogicDataTables.GetObstacleByName(spawnObstacle, this);
                this.m_spawnRadius          = this.GetIntegerValue("SpawnRadius", 0);
                this.m_spawnIntervalSeconds = this.GetIntegerValue("SpawnIntervalSeconds", 0);
                this.m_spawnCount           = this.GetIntegerValue("SpawnCount", 0);
                this.m_maxSpawned           = this.GetIntegerValue("MaxSpawned", 0);
                this.m_maxLifetimeSpawns    = this.GetIntegerValue("MaxLifetimeSpawns", 0);
            }
        }
        public int GetTrainingTime(int index, LogicLevel level, int additionalBarrackCount)
        {
            int trainingTime = this.m_trainingTime[index];

            if (LogicDataTables.GetGlobals().UseNewTraining() &&
                this.GetVillageType() != 1 &&
                this.GetCombatItemType() == LogicCombatItemData.COMBAT_ITEM_TYPE_CHARACTER)
            {
                if (level != null)
                {
                    LogicGameObjectManager gameObjectManager = level.GetGameObjectManagerAt(0);

                    switch (this.m_unitType)
                    {
                    case 1:
                        int barrackCount    = gameObjectManager.GetBarrackCount();
                        int productionLevel = this.GetRequiredProductionHouseLevel();
                        int barrackFound    = 0;

                        for (int i = 0; i < barrackCount; i++)
                        {
                            LogicBuilding barrack = (LogicBuilding)gameObjectManager.GetBarrack(i);

                            if (barrack != null)
                            {
                                if (barrack.GetBuildingData().GetProducesUnitsOfType() == this.GetUnitOfType())
                                {
                                    if (barrack.GetUpgradeLevel() >= productionLevel)
                                    {
                                        if (!barrack.IsConstructing())
                                        {
                                            barrackFound += 1;
                                        }
                                    }
                                }
                            }
                        }

                        if (barrackFound + additionalBarrackCount <= 0)
                        {
                            return(trainingTime);
                        }

                        int[] barrackDivisor = LogicDataTables.GetGlobals().GetBarrackReduceTrainingDevisor();
                        int   divisor        = barrackDivisor[LogicMath.Min(barrackDivisor.Length - 1, barrackFound + additionalBarrackCount - 1)];

                        if (divisor > 0)
                        {
                            return(trainingTime / divisor);
                        }

                        return(trainingTime);

                    case 2:
                        barrackCount    = gameObjectManager.GetDarkBarrackCount();
                        productionLevel = this.GetRequiredProductionHouseLevel();
                        barrackFound    = 0;

                        for (int i = 0; i < barrackCount; i++)
                        {
                            LogicBuilding barrack = (LogicBuilding)gameObjectManager.GetDarkBarrack(i);

                            if (barrack != null)
                            {
                                if (barrack.GetBuildingData().GetProducesUnitsOfType() == this.GetUnitOfType())
                                {
                                    if (barrack.GetUpgradeLevel() >= productionLevel)
                                    {
                                        if (!barrack.IsConstructing())
                                        {
                                            barrackFound += 1;
                                        }
                                    }
                                }
                            }
                        }

                        if (barrackFound + additionalBarrackCount <= 0)
                        {
                            return(trainingTime);
                        }

                        barrackDivisor = LogicDataTables.GetGlobals().GetDarkBarrackReduceTrainingDevisor();
                        divisor        = barrackDivisor[LogicMath.Min(barrackDivisor.Length - 1, barrackFound + additionalBarrackCount - 1)];

                        if (divisor > 0)
                        {
                            return(trainingTime / divisor);
                        }

                        return(trainingTime);

                    default:
                        Debugger.Error("invalid type for unit");
                        break;
                    }
                }
                else
                {
                    Debugger.Error("level was null in getTrainingTime()");
                }
            }

            return(trainingTime);
        }
 private LogicGlobalData GetGlobalData(string name)
 {
     return(LogicDataTables.GetClientGlobalByName(name, null));
 }
 public int GetMaxStoredDarkElixir(int upgLevel)
 {
     return(this.m_storedResourceCounts[upgLevel][LogicDataTables.GetDarkElixirData().GetInstanceID()]);
 }
        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");
        }