(splitLine[0]);
+ if (dic.ContainsKey(splitLine[0]))
+ {
+ Debug.LogError("Duplicated good found for " + splitLine[0]);
+ }
+ else if (tItem == null)
+ {
+ Debug.LogError("Fail to find item template : " + splitLine[0]);
+ }
+ else
+ {
+ string code = splitLine[0];
+ int isNew = Int32.Parse(splitLine[1]);
+ int isHot = Int32.Parse(splitLine[2]);
+ int isVisible = Int32.Parse(splitLine[3]);
+ int isSpecialOffer = Int32.Parse(splitLine[5]);
+ int isOfferOnce = Int32.Parse(splitLine[6]);
+ int isGiftable = Int32.Parse(splitLine[7]);
+ int isPromo = Int32.Parse(splitLine[8]);
+ int rebuyInvisible = Int32.Parse(splitLine[9]);
+ sbyte minLevelFp = (sbyte)Int32.Parse(splitLine[10]);
+ sbyte minLevelTk = (sbyte)Int32.Parse(splitLine[11]);
+ tItem._StarRate = Int32.Parse(splitLine[4]);
+ dic.Add(splitLine[0], new Good(code, tItem, isNew == 1, isHot == 1, isVisible == 1, isSpecialOffer == 1,
+ isOfferOnce == 1, isGiftable == 1, isPromo == 1, rebuyInvisible == 1, (sbyte)Int32.Parse(splitLine[10]), (sbyte)Int32.Parse(splitLine[11])));
+ }
+ }
+ resourceName = "_Emulator.DATA.shop.txt";
+ stream = assembly.GetManifestResourceStream(resourceName);
+ streamReader = new StreamReader(stream);
+ streamReader.ReadLine();
+ while (!streamReader.EndOfStream)
+ {
+ string line = streamReader.ReadLine();
+ string[] splitLine = line.Split(',');
+ int option = Int32.Parse(splitLine[1]);
+ int pointPrice = Int32.Parse(splitLine[2]);
+ int brickPrice = Int32.Parse(splitLine[3]);
+ int cashPrice = Int32.Parse(splitLine[4]);
+ int cashBack = Int32.Parse(splitLine[5]);
+ splitLine[0] = splitLine[0].ToLower();
+ if (!dic.ContainsKey(splitLine[0]))
+ {
+ Debug.Log("Fail to find good : %d" + splitLine[0]);
+ }
+ else
+ {
+ dic[splitLine[0]].AddPrice(option, pointPrice, brickPrice, cashPrice, cashBack, 0, 1, 0, 0, 0, 0, 314816281);
+ }
+ }
+ ShopManager.Instance.dic = dic;
+ }
+ }
+}
diff --git a/Assembly-CSharp/_Emulator/Utils/CRC32.cs b/Assembly-CSharp/_Emulator/Utils/CRC32.cs
new file mode 100644
index 0000000..160443c
--- /dev/null
+++ b/Assembly-CSharp/_Emulator/Utils/CRC32.cs
@@ -0,0 +1,98 @@
+using System;
+using System.Collections.Generic;
+using System.Text;
+
+namespace _Emulator
+{
+ public static class CRC32
+ {
+ private static readonly UInt32[] crctab = {
+ 0x00000000, 0x77073096, 0xee0e612c, 0x990951ba, 0x076dc419,
+ 0x706af48f, 0xe963a535, 0x9e6495a3, 0x0edb8832, 0x79dcb8a4,
+ 0xe0d5e91e, 0x97d2d988, 0x09b64c2b, 0x7eb17cbd, 0xe7b82d07,
+ 0x90bf1d91, 0x1db71064, 0x6ab020f2, 0xf3b97148, 0x84be41de,
+ 0x1adad47d, 0x6ddde4eb, 0xf4d4b551, 0x83d385c7, 0x136c9856,
+ 0x646ba8c0, 0xfd62f97a, 0x8a65c9ec, 0x14015c4f, 0x63066cd9,
+ 0xfa0f3d63, 0x8d080df5, 0x3b6e20c8, 0x4c69105e, 0xd56041e4,
+ 0xa2677172, 0x3c03e4d1, 0x4b04d447, 0xd20d85fd, 0xa50ab56b,
+ 0x35b5a8fa, 0x42b2986c, 0xdbbbc9d6, 0xacbcf940, 0x32d86ce3,
+ 0x45df5c75, 0xdcd60dcf, 0xabd13d59, 0x26d930ac, 0x51de003a,
+ 0xc8d75180, 0xbfd06116, 0x21b4f4b5, 0x56b3c423, 0xcfba9599,
+ 0xb8bda50f, 0x2802b89e, 0x5f058808, 0xc60cd9b2, 0xb10be924,
+ 0x2f6f7c87, 0x58684c11, 0xc1611dab, 0xb6662d3d, 0x76dc4190,
+ 0x01db7106, 0x98d220bc, 0xefd5102a, 0x71b18589, 0x06b6b51f,
+ 0x9fbfe4a5, 0xe8b8d433, 0x7807c9a2, 0x0f00f934, 0x9609a88e,
+ 0xe10e9818, 0x7f6a0dbb, 0x086d3d2d, 0x91646c97, 0xe6635c01,
+ 0x6b6b51f4, 0x1c6c6162, 0x856530d8, 0xf262004e, 0x6c0695ed,
+ 0x1b01a57b, 0x8208f4c1, 0xf50fc457, 0x65b0d9c6, 0x12b7e950,
+ 0x8bbeb8ea, 0xfcb9887c, 0x62dd1ddf, 0x15da2d49, 0x8cd37cf3,
+ 0xfbd44c65, 0x4db26158, 0x3ab551ce, 0xa3bc0074, 0xd4bb30e2,
+ 0x4adfa541, 0x3dd895d7, 0xa4d1c46d, 0xd3d6f4fb, 0x4369e96a,
+ 0x346ed9fc, 0xad678846, 0xda60b8d0, 0x44042d73, 0x33031de5,
+ 0xaa0a4c5f, 0xdd0d7cc9, 0x5005713c, 0x270241aa, 0xbe0b1010,
+ 0xc90c2086, 0x5768b525, 0x206f85b3, 0xb966d409, 0xce61e49f,
+ 0x5edef90e, 0x29d9c998, 0xb0d09822, 0xc7d7a8b4, 0x59b33d17,
+ 0x2eb40d81, 0xb7bd5c3b, 0xc0ba6cad, 0xedb88320, 0x9abfb3b6,
+ 0x03b6e20c, 0x74b1d29a, 0xead54739, 0x9dd277af, 0x04db2615,
+ 0x73dc1683, 0xe3630b12, 0x94643b84, 0x0d6d6a3e, 0x7a6a5aa8,
+ 0xe40ecf0b, 0x9309ff9d, 0x0a00ae27, 0x7d079eb1, 0xf00f9344,
+ 0x8708a3d2, 0x1e01f268, 0x6906c2fe, 0xf762575d, 0x806567cb,
+ 0x196c3671, 0x6e6b06e7, 0xfed41b76, 0x89d32be0, 0x10da7a5a,
+ 0x67dd4acc, 0xf9b9df6f, 0x8ebeeff9, 0x17b7be43, 0x60b08ed5,
+ 0xd6d6a3e8, 0xa1d1937e, 0x38d8c2c4, 0x4fdff252, 0xd1bb67f1,
+ 0xa6bc5767, 0x3fb506dd, 0x48b2364b, 0xd80d2bda, 0xaf0a1b4c,
+ 0x36034af6, 0x41047a60, 0xdf60efc3, 0xa867df55, 0x316e8eef,
+ 0x4669be79, 0xcb61b38c, 0xbc66831a, 0x256fd2a0, 0x5268e236,
+ 0xcc0c7795, 0xbb0b4703, 0x220216b9, 0x5505262f, 0xc5ba3bbe,
+ 0xb2bd0b28, 0x2bb45a92, 0x5cb36a04, 0xc2d7ffa7, 0xb5d0cf31,
+ 0x2cd99e8b, 0x5bdeae1d, 0x9b64c2b0, 0xec63f226, 0x756aa39c,
+ 0x026d930a, 0x9c0906a9, 0xeb0e363f, 0x72076785, 0x05005713,
+ 0x95bf4a82, 0xe2b87a14, 0x7bb12bae, 0x0cb61b38, 0x92d28e9b,
+ 0xe5d5be0d, 0x7cdcefb7, 0x0bdbdf21, 0x86d3d2d4, 0xf1d4e242,
+ 0x68ddb3f8, 0x1fda836e, 0x81be16cd, 0xf6b9265b, 0x6fb077e1,
+ 0x18b74777, 0x88085ae6, 0xff0f6a70, 0x66063bca, 0x11010b5c,
+ 0x8f659eff, 0xf862ae69, 0x616bffd3, 0x166ccf45, 0xa00ae278,
+ 0xd70dd2ee, 0x4e048354, 0x3903b3c2, 0xa7672661, 0xd06016f7,
+ 0x4969474d, 0x3e6e77db, 0xaed16a4a, 0xd9d65adc, 0x40df0b66,
+ 0x37d83bf0, 0xa9bcae53, 0xdebb9ec5, 0x47b2cf7f, 0x30b5ffe9,
+ 0xbdbdf21c, 0xcabac28a, 0x53b39330, 0x24b4a3a6, 0xbad03605,
+ 0xcdd70693, 0x54de5729, 0x23d967bf, 0xb3667a2e, 0xc4614ab8,
+ 0x5d681b02, 0x2a6f2b94, 0xb40bbe37, 0xc30c8ea1, 0x5a05df1b,
+ 0x2d02ef8d
+ };
+
+ public static int compute(byte[] data)
+ {
+ UInt32 crc = 0xffffffff;
+ for (int i = 0; i < data.Length; i++)
+ crc = (crc >> 8) ^ crctab[(crc & 0xff) ^ data[i]];
+ crc ^= 0xffffffff;
+ byte[] output = new byte[4];
+
+ output[0] = (byte)(crc >> 24);
+ output[1] = (byte)(crc >> 16);
+ output[2] = (byte)(crc >> 8);
+ output[3] = (byte)(crc);
+
+ int abs = Math.Abs(BitConverter.ToInt32(output, 0));
+
+ return abs;
+ }
+
+ public static uint computeUnsigned(byte[] data)
+ {
+ UInt32 crc = 0xffffffff;
+ for (int i = 0; i < data.Length; i++)
+ crc = (crc >> 8) ^ crctab[(crc & 0xff) ^ data[i]];
+ crc ^= 0xffffffff;
+ byte[] output = new byte[4];
+
+ output[0] = (byte)(crc >> 24);
+ output[1] = (byte)(crc >> 16);
+ output[2] = (byte)(crc >> 8);
+ output[3] = (byte)(crc);
+
+ return BitConverter.ToUInt32(output, 0);
+ }
+ }
+}
diff --git a/Assembly-CSharp/_Emulator/Utils/Zip.cs b/Assembly-CSharp/_Emulator/Utils/Zip.cs
new file mode 100644
index 0000000..22826b5
--- /dev/null
+++ b/Assembly-CSharp/_Emulator/Utils/Zip.cs
@@ -0,0 +1,54 @@
+using ICSharpCode.SharpZipLib.GZip;
+using ICSharpCode.SharpZipLib.Zip.Compression;
+using System;
+using System.Collections.Generic;
+using System.IO;
+using System.IO.Compression;
+using System.Text;
+
+namespace _Emulator
+{
+ class Zip
+ {
+ public static byte[] Compress(byte[] input)
+ {
+ // Create the compressor with highest level of compression
+ Deflater compressor = new Deflater();
+ compressor.SetLevel(Deflater.BEST_COMPRESSION);
+
+ // Give the compressor the data to compress
+ compressor.SetInput(input);
+ compressor.Finish();
+
+ /*
+ * Create an expandable byte array to hold the compressed data.
+ * You cannot use an array that's the same size as the orginal because
+ * there is no guarantee that the compressed data will be smaller than
+ * the uncompressed data.
+ */
+ MemoryStream bos = new MemoryStream(input.Length);
+
+ // Compress the data
+ byte[] buf = new byte[1024];
+ while (!compressor.IsFinished)
+ {
+ int count = compressor.Deflate(buf);
+ bos.Write(buf, 0, count);
+ }
+
+ // Get the compressed data
+ return bos.ToArray();
+ }
+
+ /*public static byte[] Decompress(byte[] data)
+ {
+ MemoryStream input = new MemoryStream(data);
+ MemoryStream output = new MemoryStream();
+ using (DeflateStream dstream = new DeflateStream(input, CompressionMode.Decompress))
+ {
+ dstream.Read(output, )
+ }
+ return output.ToArray();
+ }*/
+ }
+}
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deleted file mode 100644
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deleted file mode 100644
index 373a4a3..0000000
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deleted file mode 100644
index 825cd66..0000000
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diff --git a/Assembly-CSharp/bin/Release/Boo.Lang.dll b/Assembly-CSharp/bin/Release/Boo.Lang.dll
deleted file mode 100644
index d25d57a..0000000
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diff --git a/Assembly-CSharp/bin/Release/System.Core.dll b/Assembly-CSharp/bin/Release/System.Core.dll
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diff --git a/Assembly-CSharp/bin/Release/System.dll b/Assembly-CSharp/bin/Release/System.dll
deleted file mode 100644
index eca328b..0000000
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diff --git a/Assembly-CSharp/bin/Release/UnityEngine.dll b/Assembly-CSharp/bin/Release/UnityEngine.dll
deleted file mode 100644
index 146090c..0000000
Binary files a/Assembly-CSharp/bin/Release/UnityEngine.dll and /dev/null differ
diff --git a/Assembly-CSharp/bin/Release/UnityScript.Lang.dll b/Assembly-CSharp/bin/Release/UnityScript.Lang.dll
deleted file mode 100644
index 8f14509..0000000
Binary files a/Assembly-CSharp/bin/Release/UnityScript.Lang.dll and /dev/null differ
diff --git a/Assembly-CSharp/obj/Debug/Assembly-CSharp.csproj.AssemblyReference.cache b/Assembly-CSharp/obj/Debug/Assembly-CSharp.csproj.AssemblyReference.cache
new file mode 100644
index 0000000..2909716
Binary files /dev/null and b/Assembly-CSharp/obj/Debug/Assembly-CSharp.csproj.AssemblyReference.cache differ
diff --git a/Assembly-CSharp/obj/Debug/Assembly-CSharp.csproj.CoreCompileInputs.cache b/Assembly-CSharp/obj/Debug/Assembly-CSharp.csproj.CoreCompileInputs.cache
new file mode 100644
index 0000000..7c519a1
--- /dev/null
+++ b/Assembly-CSharp/obj/Debug/Assembly-CSharp.csproj.CoreCompileInputs.cache
@@ -0,0 +1 @@
+f7000ddb8ffb53a7af6306c86881bd4d278920b63c5abe36abd0ce6d8d4194a6
diff --git a/Assembly-CSharp/obj/Debug/Assembly-CSharp.csproj.FileListAbsolute.txt b/Assembly-CSharp/obj/Debug/Assembly-CSharp.csproj.FileListAbsolute.txt
new file mode 100644
index 0000000..600df05
--- /dev/null
+++ b/Assembly-CSharp/obj/Debug/Assembly-CSharp.csproj.FileListAbsolute.txt
@@ -0,0 +1,6 @@
+C:\Users\Jan\Documents\GitHub\Brick-Force\Assembly-CSharp\obj\Debug\Assembly-CSharp.csproj.CoreCompileInputs.cache
+C:\Users\Jan\Documents\GitHub\BfLauncher\BrickForce_Data\Managed\Assembly-CSharp.pdb
+C:\Users\Jan\Documents\GitHub\Brick-Force\Assembly-CSharp\obj\Debug\Assembly-CSharp.dll
+C:\Users\Jan\Documents\GitHub\Brick-Force\Assembly-CSharp\obj\Debug\Assembly-CSharp.pdb
+C:\Users\Jan\Documents\GitHub\Brick-Force\Assembly-CSharp\obj\Debug\Assembly-CSharp.csproj.AssemblyReference.cache
+C:\Users\Jan\Documents\GitHub\Brick-Force\Assembly-CSharp\obj\Debug\Assembly.44154EF1.Up2Date
diff --git a/Assembly-CSharp/obj/Debug/Assembly-CSharp.dll b/Assembly-CSharp/obj/Debug/Assembly-CSharp.dll
new file mode 100644
index 0000000..586fa64
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diff --git a/Assembly-CSharp/obj/Debug/Assembly-CSharp.pdb b/Assembly-CSharp/obj/Debug/Assembly-CSharp.pdb
new file mode 100644
index 0000000..7917e1e
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diff --git a/Assembly-CSharp/obj/Debug/Assembly.44154EF1.Up2Date b/Assembly-CSharp/obj/Debug/Assembly.44154EF1.Up2Date
new file mode 100644
index 0000000..e69de29
diff --git a/Assembly-CSharp/obj/Debug/DesignTimeResolveAssemblyReferences.cache b/Assembly-CSharp/obj/Debug/DesignTimeResolveAssemblyReferences.cache
new file mode 100644
index 0000000..43cfbcf
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new file mode 100644
index 0000000..0b00fef
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diff --git a/Assembly-CSharp/obj/Debug/TempPE/_Emulator.Network.DataSet1.Designer.cs.dll b/Assembly-CSharp/obj/Debug/TempPE/_Emulator.Network.DataSet1.Designer.cs.dll
new file mode 100644
index 0000000..9aa842d
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diff --git a/Assembly-CSharp.sln b/Brick-Force.sln
similarity index 100%
rename from Assembly-CSharp.sln
rename to Brick-Force.sln
diff --git a/Changelog.txt b/Changelog.txt
index 35dbdd0..0489b55 100644
--- a/Changelog.txt
+++ b/Changelog.txt
@@ -19,4 +19,38 @@ Changelog v1.1.0:
Other Changes
+Added string lookup for CSV loader
- +Refactored match ending
\ No newline at end of file
+ +Refactored match ending
+
+Changelog v1.2.0:
+ Game Features:
+ +Added Ingame Shop
+
+Changelog v1.3.0:
+ Game Features:
+ +Added Build and Destroy Mode
+
+Changelog v1.3.1:
+ Game Features:
+ +Added Capture the Flag Mode
+
+ Bugfixes:
+ -Fixed BnD Bugs
+
+Changelog v1.4.0:
+ Game Features:
+ +Added Zombie Mode
+ +Added Build Mode
+
+ Bugfixes:
+ -Fixed Shop and Inventory System
+ -Migrated Config File to JSON
+ -Fixed Build Mode Load and Save
+ -Fixed Brick-Gun Equip
+
+ Other:
+ -Merged to Main Repo
+ -Update available in the Brick-Force Launcher
+
+ Known Issues:
+ -Maps get out of sync when Players disconnect from host (To fix, manually serve the .regmap and .geometry files)
+ -Build Room does not get terminated if host leaves (when another user leaves after the host, the room persists)
\ No newline at end of file
diff --git a/README.md b/README.md
index 816038c..ba62ba6 100644
--- a/README.md
+++ b/README.md
@@ -1,11 +1,12 @@

-[Join The Discord
](https://discord.gg/qktjAYsKwH)
-[Latest Release
](https://github.com/Brick-Force-Aurora/Brick-Force/releases/latest)
-
-[Gameplay Video
](https://www.youtube.com/watch?v=mslPRyCIKgo)
-
-[Tutorial by Amorph (German)
](https://www.youtube.com/watch?v=OuJ-qxDsTrA)
+
Full rewrite of the original server emulator project with more features and better stability, now available for everyone!
@@ -39,15 +40,6 @@

-## Inventory Editor
-
-
-- Click on items in the left list to add them to the inventory.
-- Click on items in the inventory to remove them.
-- Hold CTRL while clicking in the inventory to equip items.
-- Click Update Inventory to apply changes to your ingame inventory.
-- Click Save Inventory to update and save the current inventory to Inventory.csv.
-
## Host Menu

@@ -69,14 +61,32 @@
- F8: Debug Console
## Limitations
-- Only TDM & Deathmtach are fully implemented currently, other modes should load but might not fully work.
-- Future support for Build Mode is planned.
-- Only one room per host to simplify server.
+- There are still a lot of bugs, if you encounter any, open an Issue or head to our Discord
+- Freefall, Defense and Defusion don't work
+- No ingame progression
+- No Missions
+- No Pick'n'Win
+- No Clans or Friends
+- Map Manager does not work
+- Weapon Upgrading does not work
+- Performance needs improvement
+- Temporary Shop prices
+- No user information persists apart from Inventory and Config
+- Action Panel untested
+- Build Mode: No Swappie or Streamliner
- Item stats are mostly backup values loaded from disk and are different from Infernum servers.
-- Most rare weapons and max up variants have empty stats and are therefore useless in game.
+- ~Most rare weapons and max up variants have empty stats and are therefore useless in game.~
- Game languages need to be english, otherwise you will get stuck in the loading screen.
- Can be changed under registry path HKEY_CURRENT_USER\SOFTWARE\EXE Games\BrickForce (set BfVoice & BfLanguage to 1 for english).
+## How to develop
+- Install Visual Studio
+- Open the solution file Brick-Force.sln
+- Install the Launcher and the Game into the same folder where the Brick-Force Repository Folder is to resolve all Dependencies
+- Change Build Output Path to Brick-Force_Data/Managed in project properties to match original game folder
+- If necessary reimport ICSharpCode.SharpZipLib.dll as reference
+- To Debug select the Brick-Force.exe as the external Program
+
## Notes
- This is a non-commercial fan project and not associated with any of the companies originally involved in the development and publishing of the game.
- Code in _Emulator folder is newly added to the game.