public static void LoadDebugJSONArray(LogicLevel level, LogicJSONArray jsonArray, LogicGameObjectType gameObjectType, int villageType)
        {
            if (jsonArray != null)
            {
                LogicGameObjectManager           gameObjectManager = level.GetGameObjectManagerAt(villageType);
                LogicArrayList <LogicGameObject> prevGameObjects   = new LogicArrayList <LogicGameObject>();

                prevGameObjects.AddAll(gameObjectManager.GetGameObjects(gameObjectType));

                for (int i = 0; i < prevGameObjects.Size(); i++)
                {
                    gameObjectManager.RemoveGameObject(prevGameObjects[i]);
                }

                for (int i = 0; i < jsonArray.Size(); i++)
                {
                    LogicJSONObject  jsonObject    = jsonArray.GetJSONObject(i);
                    LogicJSONNumber  dataNumber    = jsonObject.GetJSONNumber("data");
                    LogicJSONNumber  lvlNumber     = jsonObject.GetJSONNumber("lvl");
                    LogicJSONBoolean lockedBoolean = jsonObject.GetJSONBoolean("locked");
                    LogicJSONNumber  xNumber       = jsonObject.GetJSONNumber("x");
                    LogicJSONNumber  yNumber       = jsonObject.GetJSONNumber("y");

                    if (dataNumber != null && xNumber != null && yNumber != null)
                    {
                        LogicGameObjectData data = (LogicGameObjectData)LogicDataTables.GetDataById(dataNumber.GetIntValue());

                        if (data != null)
                        {
                            LogicGameObject gameObject = LogicGameObjectFactory.CreateGameObject(data, level, villageType);

                            if (gameObjectType == LogicGameObjectType.BUILDING)
                            {
                                ((LogicBuilding)gameObject).StartConstructing(true);
                            }

                            if (lockedBoolean != null && lockedBoolean.IsTrue())
                            {
                                ((LogicBuilding)gameObject).Lock();
                            }

                            gameObject.Load(jsonObject);
                            gameObjectManager.AddGameObject(gameObject, -1);

                            if (lvlNumber != null)
                            {
                                LogicDebugUtil.SetBuildingUpgradeLevel(level, gameObject.GetGlobalID(), lvlNumber.GetIntValue(), villageType);
                            }
                        }
                    }
                }
            }
        }
Пример #2
0
        public override int Execute(LogicLevel level)
        {
            if (this.m_layoutId != -1)
            {
                if (level.GetTownHallLevel(level.GetVillageType()) >= level.GetRequiredTownHallLevelForLayout(this.m_layoutId, -1))
                {
                    if ((this.m_layoutId & 0xFFFFFFFE) != 6)
                    {
                        if (this.m_layoutType != 0)
                        {
                            if (this.m_layoutId != 1 && this.m_layoutId != 4 && this.m_layoutId != 5)
                            {
                                return(-5);
                            }
                        }
                        else
                        {
                            if (this.m_layoutId != 0 && this.m_layoutId != 2 && this.m_layoutId != 3)
                            {
                                return(-4);
                            }
                        }
                    }

                    LogicGameObjectFilter            filter      = new LogicGameObjectFilter();
                    LogicArrayList <LogicGameObject> gameObjects = new LogicArrayList <LogicGameObject>(500);

                    filter.AddGameObjectType(LogicGameObjectType.BUILDING);
                    filter.AddGameObjectType(LogicGameObjectType.TRAP);
                    filter.AddGameObjectType(LogicGameObjectType.DECO);

                    level.GetGameObjectManager().GetGameObjects(gameObjects, filter);

                    for (int i = 0; i < gameObjects.Size(); i++)
                    {
                        LogicGameObject gameObject = gameObjects[i];
                        LogicVector2    position   = gameObject.GetPositionLayout(this.m_layoutId, false);

                        if ((this.m_layoutId & 0xFFFFFFFE) != 6 && (position.m_x == -1 || position.m_y == -1))
                        {
                            return(-2);
                        }
                    }

                    LogicGameObjectManager           gameObjectManager = level.GetGameObjectManager();
                    LogicArrayList <LogicGameObject> buildings         = gameObjectManager.GetGameObjects(LogicGameObjectType.BUILDING);
                    LogicArrayList <LogicGameObject> obstacles         = gameObjectManager.GetGameObjects(LogicGameObjectType.OBSTACLE);

                    for (int i = 0; i < gameObjects.Size(); i++)
                    {
                        LogicGameObject gameObject = gameObjects[i];
                        LogicVector2    position   = gameObject.GetPositionLayout(this.m_layoutId, false);

                        int minX = position.m_x;
                        int minY = position.m_y;
                        int maxX = minX + gameObject.GetWidthInTiles();
                        int maxY = minY + gameObject.GetHeightInTiles();

                        for (int j = 0; j < obstacles.Size(); j++)
                        {
                            LogicObstacle obstacle = (LogicObstacle)obstacles[j];

                            int minX2 = obstacle.GetTileX();
                            int minY2 = obstacle.GetTileY();
                            int maxX2 = minX2 + obstacle.GetWidthInTiles();
                            int maxY2 = minY2 + obstacle.GetHeightInTiles();

                            if (maxX > minX2 && maxY > minY2 && minX < maxX2 && minY < maxY2)
                            {
                                if ((this.m_layoutId & 0xFFFFFFFE) != 6)
                                {
                                    return(-2);
                                }

                                gameObjectManager.RemoveGameObject(obstacle);
                                j -= 1;
                            }
                        }
                    }

                    for (int i = 0; i < buildings.Size(); i++)
                    {
                        LogicBuilding baseWallBlock = (LogicBuilding)buildings[i];

                        if (baseWallBlock.GetWallIndex() != 0)
                        {
                            int x             = baseWallBlock.GetTileX();
                            int y             = baseWallBlock.GetTileY();
                            int minX          = 0;
                            int minY          = 0;
                            int maxX          = 0;
                            int maxY          = 0;
                            int minWallBlockX = 0;
                            int minWallBlockY = 0;
                            int maxWallBlockX = 0;
                            int maxWallBlockY = 0;
                            int wallBlockCnt  = 0;

                            for (int j = 0; j < buildings.Size(); j++)
                            {
                                LogicBuilding wallBlock = (LogicBuilding)buildings[j];

                                if (wallBlock.GetWallIndex() == baseWallBlock.GetWallIndex())
                                {
                                    int tmp1 = x - wallBlock.GetTileX();
                                    int tmp2 = y - wallBlock.GetTileY();

                                    minX = LogicMath.Min(minX, tmp1);
                                    minY = LogicMath.Min(minY, tmp2);
                                    maxX = LogicMath.Max(maxX, tmp1);
                                    maxY = LogicMath.Max(maxY, tmp2);

                                    int wallBlockX = wallBlock.GetBuildingData().GetWallBlockX(wallBlockCnt);
                                    int wallBlockY = wallBlock.GetBuildingData().GetWallBlockY(wallBlockCnt);

                                    minWallBlockX = LogicMath.Min(minWallBlockX, wallBlockX);
                                    minWallBlockY = LogicMath.Min(minWallBlockY, wallBlockY);
                                    maxWallBlockX = LogicMath.Max(maxWallBlockX, wallBlockX);
                                    maxWallBlockY = LogicMath.Max(maxWallBlockY, wallBlockY);

                                    ++wallBlockCnt;
                                }
                            }

                            if (baseWallBlock.GetBuildingData().GetWallBlockCount() != wallBlockCnt)
                            {
                                return(-24);
                            }

                            int wallBlockSizeX = maxWallBlockX - minWallBlockX;
                            int wallBlockSizeY = maxWallBlockY - minWallBlockY;
                            int lengthX        = maxX - minX;
                            int lengthY        = maxY - minY;

                            if (wallBlockSizeX != lengthX || wallBlockSizeY != lengthY)
                            {
                                if (wallBlockSizeX != lengthX != (wallBlockSizeY != lengthY))
                                {
                                    return(-25);
                                }
                            }
                        }
                    }

                    if (this.m_layoutType != 0)
                    {
                        if (level.IsWarBase())
                        {
                            level.SetWarBase(true);
                        }

                        level.SetActiveWarLayout(this.m_layoutId);
                    }
                    else
                    {
                        level.SetActiveLayout(this.m_layoutId, level.GetVillageType());

                        for (int i = 0; i < gameObjects.Size(); i++)
                        {
                            LogicGameObject gameObject = gameObjects[i];
                            LogicVector2    position   = gameObject.GetPositionLayout(this.m_layoutId, false);

                            gameObject.SetPositionXY(position.m_x << 9, position.m_y << 9);
                        }
                    }

                    return(0);
                }
            }

            return(-10);
        }