public override int Execute(LogicLevel level)
        {
            LogicGameObject gameObject = level.GetGameObjectManager().GetGameObjectByID(this.m_gameObjectId);

            if (gameObject != null && gameObject.GetGameObjectType() == LogicGameObjectType.BUILDING)
            {
                LogicBuilding          building          = (LogicBuilding)gameObject;
                LogicHeroBaseComponent heroBaseComponent = building.GetHeroBaseComponent();

                if (heroBaseComponent != null && (uint)this.m_mode <= 1)
                {
                    return(heroBaseComponent.SetHeroMode(this.m_mode) ? 0 : -2);
                }
            }

            return(-1);
        }
Пример #2
0
        public override int Execute(LogicLevel level)
        {
            LogicGameObject gameObject = level.GetGameObjectManager().GetGameObjectByID(this.m_gameObjectId);

            if (gameObject != null && gameObject.GetGameObjectType() == LogicGameObjectType.BUILDING)
            {
                LogicBuilding          building          = (LogicBuilding)gameObject;
                LogicHeroBaseComponent heroBaseComponent = building.GetHeroBaseComponent();

                if (heroBaseComponent != null)
                {
                    heroBaseComponent.CancelUpgrade();
                    return(0);
                }
            }

            return(-1);
        }
Пример #3
0
        public override int Execute(LogicLevel level)
        {
            LogicGameObject gameObject = this.m_villageType <= 1 && level.GetGameObjectManagerAt(this.m_villageType) != null
                ? level.GetGameObjectManagerAt(this.m_villageType).GetGameObjectByID(this.m_gameObjectId)
                : level.GetGameObjectManager().GetGameObjectByID(this.m_gameObjectId);

            if (gameObject != null && gameObject.GetGameObjectType() == LogicGameObjectType.BUILDING)
            {
                LogicBuilding          building          = (LogicBuilding)gameObject;
                LogicHeroBaseComponent heroBaseComponent = building.GetHeroBaseComponent();

                if (heroBaseComponent != null)
                {
                    return(heroBaseComponent.SpeedUp() ? 0 : -2);
                }
            }

            return(-1);
        }
        public override int Execute(LogicLevel level)
        {
            LogicBuilding building = (LogicBuilding)level.GetGameObjectManager().GetGameObjectByID(this.m_gameObjectId);

            if (!building.IsLocked())
            {
                if (building.GetBuildingData().GetVillageType() == level.GetVillageType())
                {
                    LogicHeroBaseComponent heroBaseComponent = building.GetHeroBaseComponent();

                    if (heroBaseComponent != null && heroBaseComponent.CanStartUpgrading(true))
                    {
                        LogicClientAvatar playerAvatar = level.GetPlayerAvatar();
                        LogicHeroData     heroData     = building.GetBuildingData().GetHeroData();
                        int upgLevel    = playerAvatar.GetUnitUpgradeLevel(heroData);
                        int upgradeCost = heroData.GetUpgradeCost(upgLevel);
                        LogicResourceData upgradeResourceData = heroData.GetUpgradeResource(upgLevel);

                        if (playerAvatar.HasEnoughResources(upgradeResourceData, upgradeCost, true, this, false))
                        {
                            if (level.HasFreeWorkers(this, -1))
                            {
                                playerAvatar.CommodityCountChangeHelper(0, upgradeResourceData, -upgradeCost);
                                heroBaseComponent.StartUpgrading();

                                return(0);
                            }
                        }
                    }

                    return(-1);
                }

                return(-32);
            }

            return(-23);
        }
Пример #5
0
        public override int Execute(LogicLevel level)
        {
            LogicGameObject gameObject = level.GetGameObjectManager().GetGameObjectByID(this.m_gameObjectId);

            if (gameObject != null && gameObject.GetGameObjectType() == LogicGameObjectType.BUILDING)
            {
                LogicBuilding          building          = (LogicBuilding)gameObject;
                LogicHeroBaseComponent heroBaseComponent = building.GetHeroBaseComponent();

                if (heroBaseComponent != null)
                {
                    if (!heroBaseComponent.GetHeroData().HasNoDefence())
                    {
                        return(heroBaseComponent.SetSleep(this.m_enabled) ? 0 : -2);
                    }

                    return(-3);
                }

                return(-4);
            }

            return(-1);
        }
Пример #6
0
        /// <summary>
        ///     Gets the shortest task.
        /// </summary>
        public LogicGameObject GetShortestTaskGO()
        {
            LogicGameObject gameObject = null;

            for (int i = 0, minRemaining = -1, tmpRemaining = 0; i < this._constructions.Count; i++, tmpRemaining = 0)
            {
                LogicGameObject tmp = this._constructions[i];

                switch (this._constructions[i].GetGameObjectType())
                {
                case 0:
                    LogicBuilding building = (LogicBuilding)tmp;

                    if (building.IsConstructing())
                    {
                        tmpRemaining = building.GetRemainingConstructionTime();
                    }
                    else
                    {
                        LogicHeroBaseComponent heroBaseComponent = building.GetHeroBaseComponent();

                        if (heroBaseComponent == null)
                        {
                            Debugger.Warning("LogicWorkerManager - Worker allocated to altar/herobase without hero upgrading");
                        }
                        else
                        {
                            if (heroBaseComponent.IsUpgrading())
                            {
                                tmpRemaining = heroBaseComponent.GetRemainingUpgradeSeconds();
                            }
                            else
                            {
                                Debugger.Warning("LogicWorkerManager - Worker allocated to building with remaining construction time 0");
                            }
                        }
                    }

                    break;

                case 3:
                    LogicObstacle obstacle = (LogicObstacle)tmp;

                    if (obstacle.IsClearingOnGoing())
                    {
                        tmpRemaining = obstacle.GetRemainingClearingTime();
                    }
                    else
                    {
                        Debugger.Warning("LogicWorkerManager - Worker allocated to obstacle with remaining clearing time 0");
                    }

                    break;

                case 4:
                    LogicTrap trap = (LogicTrap)tmp;

                    if (trap.IsConstructing())
                    {
                        tmpRemaining = trap.GetRemainingConstructionTime();
                    }
                    else
                    {
                        Debugger.Warning("LogicWorkerManager - Worker allocated to trap with remaining construction time 0");
                    }
                    break;

                case 8:

                    break;
                }

                if (gameObject == null || minRemaining > tmpRemaining)
                {
                    gameObject   = tmp;
                    minRemaining = tmpRemaining;
                }
            }

            return(gameObject);
        }