private void heroesGridView_KeyDown(object sender, KeyEventArgs e) { if (e.Control) { switch (e.KeyCode) { case Keys.A: heroes.Add(new unit("AnyHero")); heroesGridView.RowCount = heroes.Count; break; case Keys.D: if (heroesGridView.SelectedRows.Count > 0) { unit hero = heroes[heroesGridView.SelectedRows[0].Index]; heroes.Remove(hero); if (hero.codeID != "AnyHero") { heroNicksCache.Remove(hero.codeID); } hero.destroy(); heroesGridView.RowCount = heroes.Count; } break; } } }
private void removeToolStripMenuItem_Click(object sender, EventArgs e) { for (int i = 0; i < unitsLV.SelectedItems.Count;) { unit u = unitsLV.SelectedItems[i].Tag as unit; unitsLV.Items.Remove(unitsLV.SelectedItems[i]); u.destroy(); } }
private void killCreepB_Click(object sender, EventArgs e) { HabProperties hpsProfile = creepsCmbB.SelectedItem as HabProperties; player p = player.players[12]; for (int i = 0; i < (int)creepsNumUD.Value; i++) { unit u = p.add_unit(hpsProfile.name); u.OnDeath(Current.unit); u.destroy(); } }
private void killHeroB_Click(object sender, EventArgs e) { int streak = streakCmbB.SelectedIndex; if (streak > 0) { streak += 2; } player enemyPlayer = player.players[7]; player alliedPlayer = player.players[2]; for (int i = 0; i < (int)heroesNumUD.Value; i++) { unit enemyHero = new unit(); enemyHero.codeID = "Hero"; // so triggers could work with id enemyHero.ID.Value = "[Enemy Hero to be killed]"; enemyHero.primary = PrimAttrType.Str; // only heroes have primary attributes enemyHero.Level = (int)heroLevelNumUD.Value; enemyHero.set_owningPlayer(enemyPlayer); // generate killing streak for enemy hero // by killing allied heroes for (int j = 0; j < streak; j++) { unit victim = new unit(); victim.codeID = "Prey"; victim.ID.Value = "[Allied Victim]"; victim.primary = PrimAttrType.Str; victim.set_owningPlayer(alliedPlayer); victim.OnDeath(enemyHero); victim.destroy(); } // now our hero kills this enemy hero enemyHero.OnDeath(Current.unit); enemyHero.destroy(); } }
private void killHeroB_Click(object sender, EventArgs e) { int streak = streakCmbB.SelectedIndex; if (streak > 0) streak += 2; player enemyPlayer = player.players[7]; player alliedPlayer = player.players[2]; for (int i = 0; i < (int)heroesNumUD.Value; i++) { unit enemyHero = new unit(); enemyHero.codeID = "Hero"; // so triggers could work with id enemyHero.ID.Value = "[Enemy Hero to be killed]"; enemyHero.primary = PrimAttrType.Str; // only heroes have primary attributes enemyHero.Level = (int)heroLevelNumUD.Value; enemyHero.set_owningPlayer(enemyPlayer); // generate killing streak for enemy hero // by killing allied heroes for (int j = 0; j < streak; j++) { unit victim = new unit(); victim.codeID = "Prey"; victim.ID.Value = "[Allied Victim]"; victim.primary = PrimAttrType.Str; victim.set_owningPlayer(alliedPlayer); victim.OnDeath(enemyHero); victim.destroy(); } // now our hero kills this enemy hero enemyHero.OnDeath(Current.unit); enemyHero.destroy(); } }
private void dieB_Click(object sender, EventArgs e) { if (suicideRB.Checked) { Current.unit.OnDeath(Current.unit); Current.unit.playSound(AnimSounds.Death); } else switch (deathsCmbB.SelectedIndex) { case 0: // enemy hero int streak = streakCmbB.SelectedIndex; if (streak > 0) streak += 2; player enemyPlayer = player.players[7]; player alliedPlayer = player.players[2]; unit enemyHero = new unit(); enemyHero.codeID = "Hero"; // so triggers could work with id enemyHero.ID.Value = "[Enemy Hero that will kill you]"; enemyHero.primary = PrimAttrType.Str; // only heroes have primary attributes enemyHero.Level = (int)heroLevelNumUD.Value; enemyHero.set_owningPlayer(enemyPlayer); // generate killing streak for enemy hero // by killing allied heroes for (int j = 0; j < streak; j++) { unit victim = new unit(); victim.codeID = "Prey"; victim.ID.Value = "[Allied Victim]"; victim.primary = PrimAttrType.Str; victim.set_owningPlayer(alliedPlayer); victim.OnDeath(enemyHero); victim.destroy(); } // enemy hero kills our hero Current.unit.OnDeath(enemyHero); enemyHero.destroy(); break; case 1: // allied hero alliedPlayer = player.players[2]; unit ally = new unit(); ally.codeID = "Ally"; ally.ID.Value = "[Allied Killer]"; ally.primary = PrimAttrType.Str; ally.set_owningPlayer(alliedPlayer); // allied hero kills our hero Current.unit.OnDeath(ally); ally.destroy(); break; case 2: // enemy creep HabProperties hpsProfile = creepsCmbB.SelectedItem as HabProperties; player enemyCreepPlayer = player.players[6]; unit creep = enemyCreepPlayer.add_unit(hpsProfile.name); // creep kills our hero Current.unit.OnDeath(creep); creep.destroy(); break; case 3: // neutral creep hpsProfile = creepsCmbB.SelectedItem as HabProperties; player neutralPlayer = player.players[12]; creep = neutralPlayer.add_unit(hpsProfile.name); // creep kills our hero Current.unit.OnDeath(creep); creep.destroy(); break; case 4: // unknown source Current.unit.OnDeath(null); break; } }
private void dieB_Click(object sender, EventArgs e) { if (suicideRB.Checked) { Current.unit.OnDeath(Current.unit); Current.unit.playSound(AnimSounds.Death); } else { switch (deathsCmbB.SelectedIndex) { case 0: // enemy hero int streak = streakCmbB.SelectedIndex; if (streak > 0) { streak += 2; } player enemyPlayer = player.players[7]; player alliedPlayer = player.players[2]; unit enemyHero = new unit(); enemyHero.codeID = "Hero"; // so triggers could work with id enemyHero.ID.Value = "[Enemy Hero that will kill you]"; enemyHero.primary = PrimAttrType.Str; // only heroes have primary attributes enemyHero.Level = (int)heroLevelNumUD.Value; enemyHero.set_owningPlayer(enemyPlayer); // generate killing streak for enemy hero // by killing allied heroes for (int j = 0; j < streak; j++) { unit victim = new unit(); victim.codeID = "Prey"; victim.ID.Value = "[Allied Victim]"; victim.primary = PrimAttrType.Str; victim.set_owningPlayer(alliedPlayer); victim.OnDeath(enemyHero); victim.destroy(); } // enemy hero kills our hero Current.unit.OnDeath(enemyHero); enemyHero.destroy(); break; case 1: // allied hero alliedPlayer = player.players[2]; unit ally = new unit(); ally.codeID = "Ally"; ally.ID.Value = "[Allied Killer]"; ally.primary = PrimAttrType.Str; ally.set_owningPlayer(alliedPlayer); // allied hero kills our hero Current.unit.OnDeath(ally); ally.destroy(); break; case 2: // enemy creep HabProperties hpsProfile = creepsCmbB.SelectedItem as HabProperties; player enemyCreepPlayer = player.players[6]; unit creep = enemyCreepPlayer.add_unit(hpsProfile.name); // creep kills our hero Current.unit.OnDeath(creep); creep.destroy(); break; case 3: // neutral creep hpsProfile = creepsCmbB.SelectedItem as HabProperties; player neutralPlayer = player.players[12]; creep = neutralPlayer.add_unit(hpsProfile.name); // creep kills our hero Current.unit.OnDeath(creep); creep.destroy(); break; case 4: // unknown source Current.unit.OnDeath(null); break; } } }
public void CollectItemCombiningData() { if (MorphingItems != null) { return; } sameLookingComplexItems = null; Current.player.AcceptMessages = false; Dictionary <string, widget> dcItems = new Dictionary <string, widget>(); foreach (unit shop in DHLOOKUP.shops) { if (DHHELPER.IsNewVersionItemShop(shop)) { foreach (string unitID in shop.sellunits) { if (!dcItems.ContainsKey(unitID)) { unit u = new unit(unitID); u.DoSummon = true; u.set_owningPlayer(Current.player); dcItems.Add(unitID, u); } } } else { foreach (string itemID in shop.sellitems) { if (!dcItems.ContainsKey(itemID)) { dcItems.Add(itemID, new item(itemID)); } } } } unit test_unit = new unit(); test_unit.codeID = "test"; test_unit.Inventory.init(0, 10); test_unit.set_owningPlayer(Current.player); DHJassExecutor.CaughtReferences.Clear(); DHJassExecutor.CatchArrayReference = true; DBINVENTORY inventory = test_unit.Inventory; List <widget> itemList = new List <widget>(dcItems.Values); MorphingItems = new Dictionary <string, string>(itemList.Count); SplashScreen splashScreen = new SplashScreen(); splashScreen.Show(); splashScreen.ShowText("Collecting item combining data..."); for (int i = 0; i < itemList.Count; i++) { widget item = itemList[i]; if (DHHELPER.IsNewVersionItem(item.codeID)) { test_unit.OnSell(item as unit); Thread.Sleep(2); // to pass control to item handling script thread } else { test_unit.OnSellItem(item as item, test_unit); inventory.put_item(item as item); } item result = inventory[0].Item; if (result != null) { if (result.codeID != item.codeID) { MorphingItems.Add(result.codeID, item.codeID); } inventory[0].drop_item(); } splashScreen.ShowProgress((double)i, (double)itemList.Count); } Current.player.remove_unit(test_unit); test_unit.destroy(); List <string> arrays = DHJassExecutor.CaughtReferences; if (arrays.Count == 6) { Dictionary <int, DHJassValue> dcA = (DHJassExecutor.Globals[arrays[0]] as DHJassArray).Array; Dictionary <int, DHJassValue> dcB = (DHJassExecutor.Globals[arrays[1]] as DHJassArray).Array; Dictionary <int, DHJassValue> dcC = (DHJassExecutor.Globals[arrays[2]] as DHJassArray).Array; Dictionary <int, DHJassValue> dcD = (DHJassExecutor.Globals[arrays[3]] as DHJassArray).Array; Dictionary <int, DHJassValue> dcCombined = (DHJassExecutor.Globals[arrays[4]] as DHJassArray).Array; ComplexItems = new Dictionary <string, List <List <string> > >(dcA.Count); int value; foreach (int key in dcA.Keys) { List <string> components = new List <string>(4); value = dcA[key].IntValue; if (value != 0) { components.Add(DHJassInt.int2id(value)); } value = dcB[key].IntValue; if (value != 0) { components.Add(DHJassInt.int2id(value)); } value = dcC[key].IntValue; if (value != 0) { components.Add(DHJassInt.int2id(value)); } value = dcD[key].IntValue; if (value != 0) { components.Add(DHJassInt.int2id(value)); } value = dcCombined[key].IntValue; if (value != 0) { string strValue = DHJassInt.int2id(value); List <List <string> > componentsList; if (!ComplexItems.TryGetValue(strValue, out componentsList)) { componentsList = new List <List <string> >(1); ComplexItems.Add(strValue, componentsList); } componentsList.Add(components); } } } splashScreen.Close(); Current.player.AcceptMessages = true; }