public static int ModifyClimbTowerBattleTeamSetups_s(IntPtr l)
    {
        int result;

        try
        {
            IConfigDataLoader configDataLoader;
            LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader);
            int floorId;
            LuaObject.checkType(l, 2, out floorId);
            int bonusHeroGroupId;
            LuaObject.checkType(l, 3, out bonusHeroGroupId);
            int battleRuleId;
            LuaObject.checkType(l, 4, out battleRuleId);
            BattleTeamSetup mineTime;
            LuaObject.checkType <BattleTeamSetup>(l, 5, out mineTime);
            BattleTeamSetup opponentTeam;
            LuaObject.checkType <BattleTeamSetup>(l, 6, out opponentTeam);
            BattleUtility.ModifyClimbTowerBattleTeamSetups(configDataLoader, floorId, bonusHeroGroupId, battleRuleId, mineTime, opponentTeam);
            LuaObject.pushValue(l, true);
            result = 1;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
    public static int CreateBattlePlayer_s(IntPtr l)
    {
        int result;

        try
        {
            IConfigDataLoader configDataLoader;
            LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader);
            int playerLevel;
            LuaObject.checkType(l, 2, out playerLevel);
            List <TrainingTech> techs;
            LuaObject.checkType <List <TrainingTech> >(l, 3, out techs);
            ulong sessionId;
            LuaObject.checkType(l, 4, out sessionId);
            BattlePlayer o = BattleUtility.CreateBattlePlayer(configDataLoader, playerLevel, techs, sessionId);
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, o);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
    public static int GetTrainingTechSoldierSkillInfos_s(IntPtr l)
    {
        int result;

        try
        {
            IConfigDataLoader configDataLoader;
            LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader);
            List <TrainingTech> techs;
            LuaObject.checkType <List <TrainingTech> >(l, 2, out techs);
            ConfigDataSoldierInfo soldierInfo;
            LuaObject.checkType <ConfigDataSoldierInfo>(l, 3, out soldierInfo);
            int i;
            List <ConfigDataSkillInfo> trainingTechSoldierSkillInfos = BattleUtility.GetTrainingTechSoldierSkillInfos(configDataLoader, techs, soldierInfo, out i);
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, trainingTechSoldierSkillInfos);
            LuaObject.pushValue(l, i);
            result = 3;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
    public static int CreatePveMyBattleActorSetup_s(IntPtr l)
    {
        int result;

        try
        {
            IConfigDataLoader configDataLoader;
            LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader);
            ConfigDataBattleInfo battleInfo;
            LuaObject.checkType <ConfigDataBattleInfo>(l, 2, out battleInfo);
            int position;
            LuaObject.checkType(l, 3, out position);
            BattleHero hero;
            LuaObject.checkType <BattleHero>(l, 4, out hero);
            BattleActorSetup o = BattleUtility.CreatePveMyBattleActorSetup(configDataLoader, battleInfo, position, hero);
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, o);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
    public static int GetRandomBattleArmyActors_s(IntPtr l)
    {
        int result;

        try
        {
            IConfigDataLoader configDataLoader;
            LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader);
            List <int> randomArmies;
            LuaObject.checkType <List <int> >(l, 2, out randomArmies);
            RandomNumber randomNumber;
            LuaObject.checkType <RandomNumber>(l, 3, out randomNumber);
            List <RandomArmyActor> o;
            int randomBattleArmyActors = BattleUtility.GetRandomBattleArmyActors(configDataLoader, randomArmies, randomNumber, out o);
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, randomBattleArmyActors);
            LuaObject.pushValue(l, o);
            result = 3;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
    public static int GetRandomTalentSkills_s(IntPtr l)
    {
        int result;

        try
        {
            IConfigDataLoader configDataLoader;
            LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader);
            int randomTalentId;
            LuaObject.checkType(l, 2, out randomTalentId);
            List <int> randomTalentProbilities;
            LuaObject.checkType <List <int> >(l, 3, out randomTalentProbilities);
            RandomNumber randomNumber;
            LuaObject.checkType <RandomNumber>(l, 4, out randomNumber);
            List <ConfigDataSkillInfo> o;
            BattleUtility.GetRandomTalentSkills(configDataLoader, randomTalentId, randomTalentProbilities, randomNumber, out o);
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, o);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
    public static int AppendPveOpponentBattleActorSetups_s(IntPtr l)
    {
        int result;

        try
        {
            IConfigDataLoader configDataLoader;
            LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader);
            ConfigDataBattleInfo battleInfo;
            LuaObject.checkType <ConfigDataBattleInfo>(l, 2, out battleInfo);
            int monsterLevel;
            LuaObject.checkType(l, 3, out monsterLevel);
            int randomSeed;
            LuaObject.checkType(l, 4, out randomSeed);
            List <BattleActorSetup> actors;
            LuaObject.checkType <List <BattleActorSetup> >(l, 5, out actors);
            int i = BattleUtility.AppendPveOpponentBattleActorSetups(configDataLoader, battleInfo, monsterLevel, randomSeed, actors);
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, i);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
    public static int CreateBattleActorSetupFromBattleHero_s(IntPtr l)
    {
        int result;

        try
        {
            IConfigDataLoader configDataLoader;
            LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader);
            BattleHero hero;
            LuaObject.checkType <BattleHero>(l, 2, out hero);
            int level;
            LuaObject.checkType(l, 3, out level);
            int behaviorId;
            LuaObject.checkType(l, 4, out behaviorId);
            int groupId;
            LuaObject.checkType(l, 5, out groupId);
            BattleActorSetup o = BattleUtility.CreateBattleActorSetupFromBattleHero(configDataLoader, hero, level, behaviorId, groupId);
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, o);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
    public static int constructor(IntPtr l)
    {
        int result;

        try
        {
            BattleUtility o = new BattleUtility();
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, o);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
Exemplo n.º 10
0
 public IObservable <Unit> OnGiveDamage(BattleSystem battleSystem, BattleCharacter attacker, BattleCharacter target)
 {
     return(Observable.Defer(() =>
     {
         var battleCharacter = BattleUtility.GetBattleCharacter(attacker, target, targetType);
         var rate = BattleCalcurator.GetAbnormalStateAddRate(abnormalStateType, Level);
         if (battleCharacter.AbnormalStateController.Lottery(abnormalStateType, rate) && battleCharacter.AbnormalStateController.Add(abnormalStateType))
         {
             battleSystem.AddLog(ScriptLocalization.UI.Sentence_AddedAbnormalState.Format(battleCharacter.CurrentSpec.Name, abnormalStateType));
             return Observable.Timer(TimeSpan.FromSeconds(1.0f)).AsUnitObservable();
         }
         else
         {
             return Observable.ReturnUnit();
         }
     }));
 }
    public static int CreateDefaultConfigBattleHero_s(IntPtr l)
    {
        int result;

        try
        {
            ConfigDataHeroInfo heroInfo;
            LuaObject.checkType <ConfigDataHeroInfo>(l, 1, out heroInfo);
            BattleHero o = BattleUtility.CreateDefaultConfigBattleHero(heroInfo);
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, o);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
    public static int GetHeroCharImageSkinResourceInfo_s(IntPtr l)
    {
        int result;

        try
        {
            IConfigDataLoader configDataLoader;
            LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader);
            int charSkinId;
            LuaObject.checkType(l, 2, out charSkinId);
            ConfigDataCharImageSkinResourceInfo heroCharImageSkinResourceInfo = BattleUtility.GetHeroCharImageSkinResourceInfo(configDataLoader, charSkinId);
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, heroCharImageSkinResourceInfo);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
    public static int GetEquipmentResonanceSkillInfos_s(IntPtr l)
    {
        int result;

        try
        {
            IConfigDataLoader configDataLoader;
            LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader);
            List <BattleHeroEquipment> equipments;
            LuaObject.checkType <List <BattleHeroEquipment> >(l, 2, out equipments);
            List <ConfigDataSkillInfo> equipmentResonanceSkillInfos = BattleUtility.GetEquipmentResonanceSkillInfos(configDataLoader, equipments);
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, equipmentResonanceSkillInfos);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
    public static int GetSoldierModelSkinResourceInfo_s(IntPtr l)
    {
        int result;

        try
        {
            IConfigDataLoader configDataLoader;
            LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader);
            int soldierSkinId;
            LuaObject.checkType(l, 2, out soldierSkinId);
            int soldierId;
            LuaObject.checkType(l, 3, out soldierId);
            ConfigDataModelSkinResourceInfo soldierModelSkinResourceInfo = BattleUtility.GetSoldierModelSkinResourceInfo(configDataLoader, soldierSkinId, soldierId);
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, soldierModelSkinResourceInfo);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
    public static int GetHeroModelSkinResourceInfo_s(IntPtr l)
    {
        int result;

        try
        {
            IConfigDataLoader configDataLoader;
            LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader);
            int heroSkinId;
            LuaObject.checkType(l, 2, out heroSkinId);
            int activeJobRelatedId;
            LuaObject.checkType(l, 3, out activeJobRelatedId);
            ConfigDataModelSkinResourceInfo heroModelSkinResourceInfo = BattleUtility.GetHeroModelSkinResourceInfo(configDataLoader, heroSkinId, activeJobRelatedId);
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, heroModelSkinResourceInfo);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
    public static int GetRandomTalentSkillId_s(IntPtr l)
    {
        int result;

        try
        {
            IConfigDataLoader configDataLoader;
            LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader);
            RandomNumber randomNumber;
            LuaObject.checkType <RandomNumber>(l, 2, out randomNumber);
            int randomTalentId;
            LuaObject.checkType(l, 3, out randomTalentId);
            int randomTalentSkillId = BattleUtility.GetRandomTalentSkillId(configDataLoader, randomNumber, randomTalentId);
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, randomTalentSkillId);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
    public static int GetTrainingTechSummonSkills_s(IntPtr l)
    {
        int result;

        try
        {
            IConfigDataLoader configDataLoader;
            LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader);
            List <TrainingTech> techs;
            LuaObject.checkType <List <TrainingTech> >(l, 2, out techs);
            ConfigDataHeroInfo heroInfo;
            LuaObject.checkType <ConfigDataHeroInfo>(l, 3, out heroInfo);
            List <ConfigDataSkillInfo> trainingTechSummonSkills = BattleUtility.GetTrainingTechSummonSkills(configDataLoader, techs, heroInfo);
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, trainingTechSummonSkills);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
        // Token: 0x0600D7A1 RID: 55201 RVA: 0x003AADC4 File Offset: 0x003A8FC4
        public void InitSoldierDesc(ConfigDataSoldierInfo soldierInfo, Hero hero)
        {
            if (!BJLuaObjHelper.IsSkipLuaHotfix && this.TryInitHotFix("") && this.m_InitSoldierDescConfigDataSoldierInfoHero_hotfix != null)
            {
                this.m_InitSoldierDescConfigDataSoldierInfoHero_hotfix.call(new object[]
                {
                    this,
                    soldierInfo,
                    hero
                });
                return;
            }
            BJLuaObjHelper.IsSkipLuaHotfix = false;
            if (soldierInfo == null || hero == null)
            {
                return;
            }
            IConfigDataLoader    configDataLoader     = GameManager.Instance.ConfigDataLoader as IConfigDataLoader;
            HeroPropertyComputer heroPropertyComputer = new HeroPropertyComputer();

            heroPropertyComputer.Init(configDataLoader);
            heroPropertyComputer.ComputeSoldierCommandProperties(hero, soldierInfo);
            this.ShowPanel();
            string text = string.Empty;
            ConfigDataModelSkinResourceInfo soldierModelSkinResourceInfo = BattleUtility.GetSoldierModelSkinResourceInfo(configDataLoader, hero.GetSoldierSkinId(hero.SelectedSoldierId), hero.SelectedSoldierId);

            if (soldierModelSkinResourceInfo != null)
            {
                text = soldierModelSkinResourceInfo.Model;
            }
            if (string.IsNullOrEmpty(text))
            {
                text = soldierInfo.Model;
            }
            this.SetSoldierDetailPanel(soldierInfo, heroPropertyComputer, text);
        }
    public static int ModifyGuildMassiveCombatBattleTeamSetups_s(IntPtr l)
    {
        int result;

        try
        {
            IConfigDataLoader configDataLoader;
            LuaObject.checkType <IConfigDataLoader>(l, 1, out configDataLoader);
            int strongholdId;
            LuaObject.checkType(l, 2, out strongholdId);
            List <int> preferredHeroTagIds;
            LuaObject.checkType <List <int> >(l, 3, out preferredHeroTagIds);
            BattleTeamSetup mineTime;
            LuaObject.checkType <BattleTeamSetup>(l, 4, out mineTime);
            BattleUtility.ModifyGuildMassiveCombatBattleTeamSetups(configDataLoader, strongholdId, preferredHeroTagIds, mineTime);
            LuaObject.pushValue(l, true);
            result = 1;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
Exemplo n.º 20
0
        public static void GameMeny()
        {
            ItemFactory     shopData = new ItemFactory();
            List <BaseItem> shopList = shopData.GetItems();
            Shop            aShop    = new Shop();

            bool keepGoing = true;

            GameHeader();

            Console.Write("Enter your name: ");
            String playerName = Console.ReadLine();

            Player player = new Player(playerName, 1, 0, 200, 10, 5, 0);

            if (playerName == "god")
            {
                player = new Player("god", 1, 0, 200, 500, 500, 500);
                Console.WriteLine("GOD MODE ACTIVATED");
            }

            MonsterFactory         data        = new MonsterFactory();
            List <SpecificMonster> monsterList = data.GetMonsters();
            SpecificMonster        monster;

            while (keepGoing)
            {
                Console.WriteLine("1. Go Adventuring");
                Console.WriteLine("2. Show details about your character");
                Console.WriteLine("3. Go to shop");
                Console.WriteLine("4. Exit game");
                Console.Write("> ");
                string input = Console.ReadLine();

                switch (input)
                {
                case "1":
                    if (BattleUtility.AdventureChance())
                    {
                        monster = data.RandomMonster();
                        BattleUtility.Battle(player, monster);
                    }
                    break;

                case "2":
                    player.ShowStats();
                    break;

                case "3":
                    aShop.BuyItems(player);
                    break;

                case "4":
                    keepGoing = false;
                    break;

                default:
                    Console.WriteLine("Brush, this dos nothing");
                    break;
                }

                keepGoing = WinOrLoose(player, keepGoing);
            }
        }