1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
|
using System;
using System.Collections.Generic;
namespace XMainClient
{
internal class Farm
{
public Dictionary<uint, Farmland> HomeFarmlandDic
{
get
{
return this.m_homeFarmlandDic;
}
}
public Dictionary<uint, Farmland> GuildFarmlandDic
{
get
{
return this.m_guildFarmlandDic;
}
}
public readonly int m_m_homeFarmlandNum = 6;
public readonly int m_guildFarmlandNum = 9;
private Dictionary<uint, Farmland> m_homeFarmlandDic;
private Dictionary<uint, Farmland> m_guildFarmlandDic;
public Farm()
{
this.m_homeFarmlandDic = new Dictionary<uint, Farmland>();
uint num = 1u;
while ((ulong)num <= (ulong)((long)this.m_m_homeFarmlandNum))
{
this.m_homeFarmlandDic.Add(num, new HomeFarmland(num));
num += 1u;
}
this.m_guildFarmlandDic = new Dictionary<uint, Farmland>();
uint num2 = 1u;
while ((ulong)num2 <= (ulong)((long)this.m_guildFarmlandNum))
{
this.m_guildFarmlandDic.Add(num2, new GuildFarmland(num2));
num2 += 1u;
}
}
public Farmland GetHomeFarmland(uint farmlandId)
{
Farmland farmland;
bool flag = this.m_homeFarmlandDic.TryGetValue(farmlandId, out farmland);
Farmland result;
if (flag)
{
result = farmland;
}
else
{
result = null;
}
return result;
}
public Farmland GetGuildFarmland(uint farmlandId)
{
Farmland farmland;
bool flag = this.m_guildFarmlandDic.TryGetValue(farmlandId, out farmland);
Farmland result;
if (flag)
{
result = farmland;
}
else
{
result = null;
}
return result;
}
public void ResetHomeFarmland()
{
foreach (KeyValuePair<uint, Farmland> keyValuePair in this.m_homeFarmlandDic)
{
bool flag = keyValuePair.Value != null;
if (flag)
{
keyValuePair.Value.SetFarmlandFree();
keyValuePair.Value.Destroy();
}
}
}
public void ResetGuildFarmland()
{
foreach (KeyValuePair<uint, Farmland> keyValuePair in this.m_guildFarmlandDic)
{
bool flag = keyValuePair.Value != null;
if (flag)
{
keyValuePair.Value.SetFarmlandFree();
keyValuePair.Value.Destroy();
}
}
}
public uint GetHomeFarmlandIdByNpcId(uint npcId)
{
foreach (KeyValuePair<uint, Farmland> keyValuePair in this.m_homeFarmlandDic)
{
bool flag = keyValuePair.Value != null;
if (flag)
{
bool flag2 = keyValuePair.Value.NpcId == npcId;
if (flag2)
{
return keyValuePair.Value.FarmlandID;
}
}
}
return 0u;
}
public uint GetGuildFarmlandIdByNpcId(uint npcId)
{
foreach (KeyValuePair<uint, Farmland> keyValuePair in this.m_guildFarmlandDic)
{
bool flag = keyValuePair.Value != null;
if (flag)
{
bool flag2 = keyValuePair.Value.NpcId == npcId;
if (flag2)
{
return keyValuePair.Value.FarmlandID;
}
}
}
return 0u;
}
public int GetBreakHomeFarmlandNum()
{
int num = 0;
foreach (KeyValuePair<uint, Farmland> keyValuePair in this.m_homeFarmlandDic)
{
bool flag = keyValuePair.Value != null;
if (flag)
{
bool flag2 = !keyValuePair.Value.IsNeedBreak;
if (flag2)
{
num++;
}
}
}
return num;
}
public int GetBreakGuildFarmlandNum()
{
int num = 0;
foreach (KeyValuePair<uint, Farmland> keyValuePair in this.m_guildFarmlandDic)
{
bool flag = keyValuePair.Value != null;
if (flag)
{
bool flag2 = !keyValuePair.Value.IsNeedBreak;
if (flag2)
{
num++;
}
}
}
return num;
}
public void SetHomeFarmlandFxEffect()
{
foreach (KeyValuePair<uint, Farmland> keyValuePair in this.m_homeFarmlandDic)
{
bool flag = keyValuePair.Value != null;
if (flag)
{
keyValuePair.Value.SetFxEffect();
}
}
}
public void SetGuildFarmlandFxEffect()
{
foreach (KeyValuePair<uint, Farmland> keyValuePair in this.m_guildFarmlandDic)
{
bool flag = keyValuePair.Value != null;
if (flag)
{
keyValuePair.Value.SetFxEffect();
}
}
}
public void SetHomeFarmlandLock()
{
foreach (KeyValuePair<uint, Farmland> keyValuePair in this.m_homeFarmlandDic)
{
bool flag = keyValuePair.Value != null;
if (flag)
{
keyValuePair.Value.SetLockStatus(true);
}
}
}
public void SetGuildFarmlandLock()
{
foreach (KeyValuePair<uint, Farmland> keyValuePair in this.m_guildFarmlandDic)
{
bool flag = keyValuePair.Value != null;
if (flag)
{
keyValuePair.Value.SetLockStatus(true);
}
}
}
public void GetHomeNpcIds(ref List<uint> lst)
{
foreach (KeyValuePair<uint, Farmland> keyValuePair in this.m_homeFarmlandDic)
{
bool flag = keyValuePair.Value != null;
if (flag)
{
lst.Add(keyValuePair.Value.NpcId);
}
}
}
public void GetGuildNpcIds(ref List<uint> lst)
{
foreach (KeyValuePair<uint, Farmland> keyValuePair in this.m_guildFarmlandDic)
{
bool flag = keyValuePair.Value != null;
if (flag)
{
lst.Add(keyValuePair.Value.NpcId);
}
}
}
}
}
|