Пример #1
0
        private void BuildingProgressBarClick(UIComponent progressBar, UIMouseEventParameter eventParam)
        {
            ushort buildingID        = this.getSelectedBuildingID();
            Level  buildingLockLevel = Buildings.getLockLevel(buildingID);
            Level  progressBarLevel  = this.getProgressBarLevel(progressBar);

            if (buildingLockLevel == Level.None)
            {
                Buildings.add(buildingID, progressBarLevel);
                this.updateBuildingView(buildingID, progressBarLevel);
                #if DEBUG
                Logger.Info("building lock level (" + buildingID + "): " + progressBarLevel);
                #endif
            }
            else
            {
                if (buildingLockLevel == progressBarLevel)
                {
                    Buildings.remove(buildingID);
                    this.updateBuildingView(buildingID, Level.None);
                    #if DEBUG
                    Logger.Info("building lock level (" + buildingID + "): none");
                    #endif
                }
                else
                {
                    Buildings.update(buildingID, progressBarLevel);
                    this.updateBuildingView(buildingID, progressBarLevel);
                    #if DEBUG
                    Logger.Info("building lock level (" + buildingID + "): " + progressBarLevel);
                    #endif
                }
            }
        }
Пример #2
0
        private void updateBuildingView()
        {
            ushort buildingID        = this.getSelectedBuildingID();
            Level  buildingLockLevel = Buildings.getLockLevel(buildingID);

            this.updateBuildingView(buildingID, buildingLockLevel);
        }
        public void OnSaveData()
        {
            #if DEBUG
            Logger.Info("Try to save mod data");
            #endif

            try {
                if (this.sd != null)
                {
                    byte[] building_data = Buildings.toByteArray();
                    if (building_data != null)
                    {
                        this.sd.SaveData(BUILDINGS_DATA_ID, building_data);
                    }

                    byte[] district_data = Districts.toByteArray();
                    if (district_data != null)
                    {
                        this.sd.SaveData(DISTRICT_DATA_ID, district_data);
                    }

                    #if DEBUG
                    Logger.Info("Saving was successful");
                    #endif
                }
                else
                {
                    Logger.Warning("Serializer is null, saving mod data not possible");
                }
            } catch (Exception e) {
                Logger.Error("Error during save mod data :" + e.Message);
            }
        }
Пример #4
0
 public static void update(ushort buildingID, Level level)
 {
     lock (lockBuilding) {
         buildings[buildingID] = level;
     }
     Buildings.ForceLevelBuilding(buildingID, level);
 }
        public void OnLoadData()
        {
            #if DEBUG
            Logger.Info("Try to load mod data");
            #endif

            try {
                if (this.sd != null)
                {
                    byte[] building_data = this.sd.LoadData(BUILDINGS_DATA_ID);
                    Buildings.fromByteArray(building_data);
                    byte[] district_data = this.sd.LoadData(DISTRICT_DATA_ID);
                    Districts.fromByteArray(district_data);

                    #if DEBUG
                    Logger.Info("Loading was successful");
                    Buildings.dump();
                    Districts.dump();
                    #endif
                }
                else
                {
                    Logger.Warning("Serializer is null, loading mod data not possible");
                }
            } catch (Exception e) {
                Logger.Error("Error during load mod data :" + e.Message);
            }
        }
Пример #6
0
 public static void add(ushort buildingID, Level level)
 {
     lock (lockBuilding) {
         buildings.Add(buildingID, level);
     }
     Buildings.ForceLevelBuilding(buildingID, level);
 }
        private Level determineLockLevel(ushort buildingID)
        {
            Level buildingLockLevel = Buildings.getLockLevel(buildingID);

            if (buildingLockLevel != Level.None)
            {
                return(buildingLockLevel);
            }
            else
            {
                Byte districtID   = Buildings.getDistrictID(buildingID);
                int  buildingType = Buildings.getBuildingType(buildingID);

                Level districtLockLevel = Districts.getLockLevels(districtID)[buildingType];

                if (districtLockLevel != Level.None)
                {
                    return(districtLockLevel);
                }
                else
                {
                    return(Level.None);
                }
            }
        }
        private void bulldozeBuilding(ushort buildingID)
        {
            try {
                BuildingManager buildingManager = Singleton <BuildingManager> .instance;
                Building        building        = buildingManager.m_buildings.m_buffer[buildingID];
                BuildingInfo    buildingInfo    = building.Info;

                buildingManager.ReleaseBuilding(buildingID);
                Buildings.remove(buildingID);

                /*
                 * EffectInfo effect = buildingManager.m_properties.m_bulldozeEffect;
                 * if (effect != null) {
                 *  InstanceID instance = new InstanceID();
                 *  Vector3 pos = building.m_position;
                 *  float angle = building.m_angle;
                 *  int length = building.Length;
                 *
                 *  EffectInfo.SpawnArea spawnArea = new EffectInfo.SpawnArea(
                 *      Matrix4x4.TRS(Building.CalculateMeshPosition(buildingInfo, pos, angle, length),
                 *      Building.CalculateMeshRotation(angle), Vector3.one), buildingInfo.m_lodMeshData);
                 *
                 *  AudioGroup nullAudioGroup = new AudioGroup(0,
                 *      new SavedFloat("NOTEXISTINGELEMENT", Settings.gameSettingsFile, 0, false));
                 *  Singleton<EffectManager>.instance.DispatchEffect(effect, instance, spawnArea,
                 *      Vector3.zero, 0.0f, 1f, nullAudioGroup);
                 * }
                 */
            } catch (Exception e) {
                Logger.Error("Error during bulldozing building :" + e.Message);
            }
        }
Пример #9
0
        // Method based on UpgradeBuilding from BuildingManager
        public static bool ForceLevelBuilding(ushort buildingID, Level level)
        {
            BuildingManager instance = Singleton <BuildingManager> .instance;

            if (buildingID == 0 || (instance.m_buildings.m_buffer[(int)buildingID].m_flags & Building.Flags.Created) == Building.Flags.None)
            {
                return(false);
            }
            BuildingInfo info = instance.m_buildings.m_buffer[(int)buildingID].Info;

            if (info == null)
            {
                return(false);
            }

            if ((Level)info.m_class.m_level == level)
            {
                return(false);
            }

            BuildingInfo upgradeInfo = Buildings.GetInfoForLevel(buildingID, ref instance.m_buildings.m_buffer[(int)buildingID], (ItemClass.Level)level);

            if (upgradeInfo == null || upgradeInfo == info)
            {
                return(false);
            }
            instance.UpdateBuildingInfo(buildingID, upgradeInfo);
            upgradeInfo.m_buildingAI.BuildingUpgraded(buildingID, ref instance.m_buildings.m_buffer[(int)buildingID]);
            int constructionCost = upgradeInfo.m_buildingAI.GetConstructionCost();

            Singleton <EconomyManager> .instance.FetchResource(EconomyManager.Resource.Construction, constructionCost, upgradeInfo.m_class);

            int num = 0;

            while (buildingID != 0)
            {
                BuildingInfo info2 = instance.m_buildings.m_buffer[(int)buildingID].Info;
                if (info2 != null)
                {
                    Vector3 position = instance.m_buildings.m_buffer[(int)buildingID].m_position;
                    float   angle    = instance.m_buildings.m_buffer[(int)buildingID].m_angle;
                    BuildingTool.DispatchPlacementEffect(info2, 0, position, angle, info2.m_cellWidth, info2.m_cellLength, false, false);
                }
                buildingID = instance.m_buildings.m_buffer[(int)buildingID].m_subBuilding;
                if (++num > 49152)
                {
                    CODebugBase <LogChannel> .Error(LogChannel.Core, "Invalid list detected!\n" + Environment.StackTrace);

                    break;
                }
            }

            return(true);
        }
        private Level controlLevelUp(Level targetLevel, Level currentLevel, ushort buildingID)
        {
            Level lockLevel = this.determineLockLevel(buildingID);

            if (lockLevel != Level.None)
            {
                #if DEBUG
                Logger.Info("OnCalculateResidentialLevelUp: building: " + buildingID +
                            "\n    lock level is:    " + lockLevel +
                            "\n    current level is: " + currentLevel +
                            "\n    target level is:  " + targetLevel);
#endif

                if (lockLevel > targetLevel && Settings.preventLowLandValue && (Singleton <BuildingManager> .instance.m_buildings.m_buffer[(int)buildingID].m_problems & (Notification.Problem.LandValueLow | Notification.Problem.TooFewServices)) != (Notification.Problem) 0)
                {
                    Buildings.LateClearProblemForBuilding(buildingID);
                }

                if (currentLevel > lockLevel)
                {
#if DEBUG
                    Logger.Info("Building level too high: " + buildingID);
#endif

                    if (Settings.allowDowngrade)
                    {
                        Buildings.ForceLevelBuilding(buildingID, lockLevel);
                    }
                    else
                    {
                        this.bulldozeBuilding(buildingID);
                    }
                    //TODO: b.m_flags = Building.Flags.Downgrading; ?
                }

                if (targetLevel > lockLevel && targetLevel > currentLevel)
                {
                    #if DEBUG
                    Logger.Info("Prevent building from leveling up: " + buildingID);
                    #endif

                    return(lockLevel);
                }
            }

            return(targetLevel);
        }
Пример #11
0
        private void updateBuildingView(ushort buildingID, Level buildingLockLevel)
        {
            if (buildingLockLevel != Level.None)
            {
                this.updateProgressPanel(this.panelBuildingProgress, buildingLockLevel, false);
            }
            else
            {
                Byte  districtID        = Buildings.getDistrictID(buildingID);
                int   buildingType      = Buildings.getBuildingType(buildingID);
                Level districtLockLevel = Districts.getLockLevels(districtID)[buildingType];

                if (districtLockLevel != Level.None)
                {
                    this.updateProgressPanel(this.panelBuildingProgress, districtLockLevel, true);
                }
                else
                {
                    this.updateProgressPanel(this.panelBuildingProgress, Level.None, false);
                }
            }
        }
Пример #12
0
 public override void OnAfterSimulationFrame()
 {
     Buildings.ClearProblems();
 }