Пример #1
0
        public int ChangeVillage(LogicLevel level, bool force)
        {
            if (this.m_villageType != 0 && !force)
            {
                LogicVillageObject ship = level.GetGameObjectManagerAt(0).GetShipyard();

                if (ship == null || ship.GetUpgradeLevel() <= 0)
                {
                    return(-23);
                }
            }

            if (level.GetGameObjectManagerAt(1).GetTownHall() != null)
            {
                level.SetVillageType(this.m_villageType);

                if (level.GetState() == 1)
                {
                    level.GetPlayerAvatar().SetVariableByName("VillageToGoTo", this.m_villageType);
                }

                level.GetGameObjectManager().RespawnObstacles();
            }

            return(0);
        }
Пример #2
0
        public bool IsOpenTutorialMission()
        {
            if (this.m_data.GetVillageType() == this.m_level.GetVillageType())
            {
                if (this.m_data.GetMissionCategory() == 2)
                {
                    LogicAvatar homeOwnerAvatar = this.m_level.GetHomeOwnerAvatar();

                    if (homeOwnerAvatar == null || !homeOwnerAvatar.IsNpcAvatar() || this.m_level.GetVillageType() != 1)
                    {
                        LogicGameObjectManager gameObjectManager = this.m_level.GetGameObjectManagerAt(0);
                        LogicVillageObject     shipyard          = gameObjectManager.GetShipyard();

                        if (shipyard == null || shipyard.GetUpgradeLevel() != 0)
                        {
                            int missionType = this.m_data.GetMissionType();

                            if ((missionType == 16 || missionType == 14) && this.m_level.GetState() == 1 && this.m_level.GetVillageType() == 0)
                            {
                                if (gameObjectManager.GetShipyard().IsConstructing())
                                {
                                    return(false);
                                }
                            }

                            return(this.m_data.GetMissionCategory() != 1);
                        }

                        return(false);
                    }

                    return(true);
                }

                return(this.m_data.GetMissionCategory() != 1);
            }

            return(false);
        }
Пример #3
0
        /// <summary>
        ///     Refreshes the mission progress.
        /// </summary>
        public void RefreshProgress()
        {
            LogicGameObjectManager gameObjectManager = this._level.GetGameObjectManager();

            switch (this._data.GetMissionType())
            {
            case 0:
            case 5:
                this._progress = 0;

                if (this._level.GetState() == 1)
                {
                    LogicArrayList <LogicGameObject> gameObjects = gameObjectManager.GetGameObjects(0);

                    for (int i = 0; i < gameObjects.Count; i++)
                    {
                        LogicBuilding building = (LogicBuilding)gameObjects[i];

                        if (building.GetBuildingData() == this._data.GetBuildBuildingData())
                        {
                            if (!building.IsConstructing() || building.IsUpgrading())
                            {
                                if (building.GetUpgradeLevel() >= this._data.GetBuildBuildingLevel())
                                {
                                    ++this._progress;
                                }
                            }
                        }
                    }
                }

                break;

            case 4:
                this._progress = this._level.GetPlayerAvatar().GetUnitsTotalCapacity();
                break;

            case 6:
                this._progress = this._level.GetPlayerAvatar().GetNameSetByUser() ? 1 : 0;
                break;

            case 13:
                this._progress = 0;

                if (this._level.GetState() == 1)
                {
                    LogicArrayList <LogicGameObject> gameObjects = gameObjectManager.GetGameObjects(8);

                    for (int i = 0; i < gameObjects.Count; i++)
                    {
                        LogicVillageObject villageObject = (LogicVillageObject)gameObjects[i];

                        if (villageObject.GetVillageObjectData() == this._data.GetFixVillageObjectData() &&
                            villageObject.GetUpgradeLevel() >= this._data.GetBuildBuildingLevel())
                        {
                            ++this._progress;
                        }
                    }
                }

                break;

            case 14:
                this._progress = 0;

                if (this._level.GetState() == 1 && this._level.GetVillageType() == 1)
                {
                    ++this._progress;
                }

                break;

            case 15:
                this._progress = 0;

                if (this._level.GetState() == 1)
                {
                    LogicArrayList <LogicGameObject> gameObjects = gameObjectManager.GetGameObjects(0);

                    for (int i = 0; i < gameObjects.Count; i++)
                    {
                        LogicBuilding building = (LogicBuilding)gameObjects[i];

                        if (building.GetBuildingData() == this._data.GetBuildBuildingData())
                        {
                            if (!building.IsLocked())
                            {
                                ++this._progress;
                            }
                        }
                    }
                }

                break;

            case 17:
                this._progress = 0;

                if (this._level.GetState() == 1 && this._level.GetVillageType() == 1)
                {
                    if (this._level.GetPlayerAvatar().GetUnitUpgradeLevel(this._data.GetCharacterData()) > 0)
                    {
                        ++this._progress;
                    }
                }

                break;
            }

            if (this._progress >= this._requireProgress)
            {
                this._progress = this._requireProgress;
                this.Finished();
            }
        }
Пример #4
0
        public override int Execute(LogicLevel level)
        {
            LogicGameObject gameObject = level.GetGameObjectManager().GetGameObjectByID(this.m_gameObjectId);

            if (gameObject != null)
            {
                if (gameObject.GetGameObjectType() == LogicGameObjectType.BUILDING)
                {
                    LogicBuilding     building     = (LogicBuilding)gameObject;
                    LogicBuildingData buildingData = building.GetBuildingData();

                    if (buildingData.IsTownHallVillage2())
                    {
                        if (!LogicUpgradeBuildingCommand.CanUpgradeTHV2(level))
                        {
                            return(-76);
                        }
                    }

                    if (buildingData.GetVillageType() == level.GetVillageType())
                    {
                        if (level.GetGameObjectManager().GetAvailableBuildingUpgradeCount(building) <= 0)
                        {
                            return(-34);
                        }

                        if (building.GetWallIndex() == 0)
                        {
                            if (building.CanUpgrade(true))
                            {
                                int nextUpgradeLevel = building.GetUpgradeLevel() + 1;
                                int buildCost        = buildingData.GetBuildCost(nextUpgradeLevel, level);

                                LogicResourceData buildResourceData = this.m_useAltResource
                                    ? buildingData.GetAltBuildResource(nextUpgradeLevel)
                                    : buildingData.GetBuildResource(nextUpgradeLevel);

                                if (buildResourceData != null)
                                {
                                    LogicClientAvatar playerAvatar = level.GetPlayerAvatar();

                                    if (playerAvatar.HasEnoughResources(buildResourceData, buildCost, true, this, false))
                                    {
                                        if (buildingData.GetConstructionTime(nextUpgradeLevel, level, 0) != 0 || LogicDataTables.GetGlobals().WorkerForZeroBuilTime())
                                        {
                                            if (!level.HasFreeWorkers(this, -1))
                                            {
                                                return(-1);
                                            }
                                        }

                                        playerAvatar.CommodityCountChangeHelper(0, buildResourceData, -buildCost);
                                        building.StartUpgrading(true, false);

                                        return(0);
                                    }
                                }
                            }

                            return(-1);
                        }

                        return(-35);
                    }

                    return(-32);
                }

                if (gameObject.GetGameObjectType() == LogicGameObjectType.TRAP)
                {
                    LogicTrap trap = (LogicTrap)gameObject;

                    if (trap.CanUpgrade(true))
                    {
                        LogicTrapData     data = trap.GetTrapData();
                        LogicResourceData buildResourceData = data.GetBuildResource();
                        LogicClientAvatar playerAvatar      = level.GetPlayerAvatar();

                        int buildCost = data.GetBuildCost(trap.GetUpgradeLevel() + 1);

                        if (playerAvatar.HasEnoughResources(buildResourceData, buildCost, true, this, false))
                        {
                            if (data.GetBuildTime(trap.GetUpgradeLevel() + 1) != 0 || LogicDataTables.GetGlobals().WorkerForZeroBuilTime())
                            {
                                if (!level.HasFreeWorkers(this, -1))
                                {
                                    return(-1);
                                }
                            }

                            playerAvatar.CommodityCountChangeHelper(0, buildResourceData, -buildCost);
                            trap.StartUpgrading();

                            return(0);
                        }
                    }
                }
                else if (gameObject.GetGameObjectType() == LogicGameObjectType.VILLAGE_OBJECT)
                {
                    if (!this.m_useAltResource)
                    {
                        LogicVillageObject villageObject = (LogicVillageObject)gameObject;

                        if (villageObject.CanUpgrade(true))
                        {
                            LogicVillageObjectData data = villageObject.GetVillageObjectData();
                            LogicResourceData      buildResourceData = data.GetBuildResource();

                            int buildCost = data.GetBuildCost(villageObject.GetUpgradeLevel() + 1);

                            if (buildResourceData != null)
                            {
                                LogicClientAvatar playerAvatar = level.GetPlayerAvatar();

                                if (playerAvatar.HasEnoughResources(buildResourceData, buildCost, true, this, false))
                                {
                                    if (data.GetBuildTime(villageObject.GetUpgradeLevel() + 1) != 0 || LogicDataTables.GetGlobals().WorkerForZeroBuilTime())
                                    {
                                        if (!level.HasFreeWorkers(this, -1))
                                        {
                                            return(-1);
                                        }
                                    }

                                    playerAvatar.CommodityCountChangeHelper(0, buildResourceData, -buildCost);
                                    villageObject.StartUpgrading(true);

                                    return(0);
                                }
                            }
                        }

                        return(-1);
                    }

                    return(-31);
                }
            }

            return(-1);
        }