merge
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@@ -133,81 +133,73 @@ namespace ReallifeGamemode.Server.Gangwar
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private void update()
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{
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#region Ticket system
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/*
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try
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NAPI.Task.Run(() =>
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{
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Player[] owners = NAPI.Pools.GetAllPlayers().Where(c => c.GetUser().Faction.Name == this.Owner).ToArray();
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Player[] attackers = NAPI.Pools.GetAllPlayers().Where(c => c.GetUser().Faction.Name == this.Attacker).ToArray();
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}catch(NullReferenceException ex)
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{
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int i = 0;
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foreach(var c in playerInGangwar)
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foreach (Player gangwarPlayer in this.playerInGangwar)
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{
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if (!NAPI.Entity.DoesEntityExist(c.Handle))
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if (!gangwarPlayer.IsLoggedIn())
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{
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this.playerInside = this.playerInside.Where(gp => gp != c).ToArray();
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continue;
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}
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i++;
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gangwarPlayer.TriggerEvent("GangwarScore", this.Attacker, this.Owner, this.Att_Score, this.Def_Score, 900 - timerCount);
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}
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}
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if (owners.Length > attackers.Length)
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this.Att_Score -= owners.Length - attackers.Length;
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if(owners.Length < attackers.Length)
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this.Def_Score -= attackers.Length - owners.Length;
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*/
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#endregion Ticket system
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foreach (Player gangwarPlayer in this.playerInGangwar)
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{
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gangwarPlayer.TriggerEvent("GangwarScore", this.Attacker, this.Owner, this.Att_Score, this.Def_Score, 900 - timerCount);
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}
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/*if (this.Att_Score >= 200)
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{
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this.takeOver(this.Attacker);
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}
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else if (this.Def_Score >= 200)
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{
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this.takeOver(this.Owner);
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}*/
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timerCount += 1;
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if (timerCount >= 10) //change to 900 (seconds) before release for testing reasons change to whatever you like
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{
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if (this.Att_Score > this.Def_Score)
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/*if (this.Att_Score >= 200)
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{
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foreach (Player gangwarPlayer in this.playerInGangwar)
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{
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gangwarPlayer.TriggerEvent("GangwarScore", this.Attacker, this.Owner, 0, 0, 0);
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}
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this.takeOver(this.Attacker);
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this.Def_Score = 0;
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return;
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}
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else if (this.Att_Score < this.Def_Score)
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else if (this.Def_Score >= 200)
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{
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foreach (Player gangwarPlayer in this.playerInGangwar)
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{
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gangwarPlayer.TriggerEvent("GangwarScore", this.Attacker, this.Owner, 0, 0, 0);
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}
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this.takeOver(this.Owner);
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this.Att_Score = 0;
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return;
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}
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else if (this.Def_Score == this.Att_Score)
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}*/
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timerCount += 1;
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if (timerCount >= 900) //change to 900 (seconds) before release for testing reasons change to whatever you like
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{
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foreach (Player gangwarPlayer in this.playerInGangwar)
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if (this.Att_Score > this.Def_Score)
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{
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gangwarPlayer.TriggerEvent("GangwarScore", this.Attacker, this.Owner, 0, 0, 0);
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foreach (Player gangwarPlayer in this.playerInGangwar)
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{
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if (!gangwarPlayer.IsLoggedIn())
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{
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continue;
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}
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gangwarPlayer.TriggerEvent("GangwarScore", this.Attacker, this.Owner, 0, 0, 0);
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}
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this.takeOver(this.Attacker);
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this.Def_Score = 0;
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return;
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}
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else if (this.Att_Score < this.Def_Score)
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{
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foreach (Player gangwarPlayer in this.playerInGangwar)
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{
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gangwarPlayer.TriggerEvent("GangwarScore", this.Attacker, this.Owner, 0, 0, 0);
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}
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this.takeOver(this.Owner);
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this.Att_Score = 0;
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return;
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}
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else if (this.Def_Score == this.Att_Score)
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{
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foreach (Player gangwarPlayer in this.playerInGangwar)
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{
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if (!gangwarPlayer.IsLoggedIn())
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{
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continue;
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}
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gangwarPlayer.TriggerEvent("GangwarScore", this.Attacker, this.Owner, 0, 0, 0);
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}
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this.takeOver(this.Owner);
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this.Def_Score = 0;
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return;
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}
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this.takeOver(this.Owner);
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this.Def_Score = 0;
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return;
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}
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}
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});
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}
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public void enter(Player client)
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{
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User user = client.GetUser();
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@@ -215,7 +207,7 @@ namespace ReallifeGamemode.Server.Gangwar
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{
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if (user.Faction.Name != getOwner() && user.Faction.Name != getAttacker())
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return;
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Player gPlayer = playerInGangwar.Where(c => c != null && !c.Handle.IsNull && c.IsLoggedIn() && c.GetUser().Id == user.Id).FirstOrDefault();
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Player gPlayer = playerInGangwar.Where(c => c != null && !c.Handle.IsNull && c.IsLoggedIn() && c.GetUser()?.Id == user.Id).FirstOrDefault();
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if (gPlayer == null)
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{
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using (var dbContext = new DatabaseContext())
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@@ -257,13 +249,11 @@ namespace ReallifeGamemode.Server.Gangwar
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Player[] attackers = NAPI.Pools.GetAllPlayers().Where(c => c.IsLoggedIn() && c.GetUser().Faction.Name == this.Attacker).ToArray();
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foreach (var o in owners)
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{
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if (o != null)
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o.TriggerEvent("CLIENT:win");
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o.TriggerEvent("CLIENT:win");
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}
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foreach (var a in attackers)
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{
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if (a != null)
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a.TriggerEvent("CLIENT:loose");
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a.TriggerEvent("CLIENT:loose");
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}
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ChatService.BroadcastFaction("~y~[GANGWAR] ~w~Deine Fraktion hat erfolgreich das Gebiet ~g~" + getName() + "~w~ verteidigt.", dbContext.Factions.Where(f => f.Name == getOwner()).FirstOrDefault());
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ChatService.BroadcastFaction("~y~[GANGWAR] ~w~Deine Fraktion hat den Angrif auf das Gebiet ~r~" + getName() + "~w~ verloren.", dbContext.Factions.Where(f => f.Name == getAttacker()).FirstOrDefault());
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@@ -272,15 +262,8 @@ namespace ReallifeGamemode.Server.Gangwar
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else if (getOwner() != FactionName)
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{
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ChatService.BroadcastFaction("~y~[GANGWAR] ~w~Deine Fraktion konnte das Gebiet ~r~" + getName() + "~w~ nicht verteidigen.", dbContext.Factions.Where(f => f.Name == getOwner()).FirstOrDefault());
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Console.WriteLine("[DEBUG:GANGWAR] getting owners...");
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Player[] owners = NAPI.Pools.GetAllPlayers().Where(c => c.IsLoggedIn() && c.GetUser().Faction.Name == this.Owner).ToArray();
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Console.WriteLine($"[DEBUG:GANGWAR] got owners {owners}.");
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Console.WriteLine($"[DEBUG:GANGWAR] got owners {owners.ToString()}.");
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Console.WriteLine("[DEBUG:GANGWAR] getting attackers...");
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Player[] attackers = NAPI.Pools.GetAllPlayers().Where(c => c.IsLoggedIn() && c.GetUser().Faction.Name == this.Attacker).ToArray();
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Console.WriteLine($"[DEBUG:GANGWAR] got attackers {attackers}.");
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Console.WriteLine($"[DEBUG:GANGWAR] got attackers {attackers.ToString()}.");
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foreach (var o in owners)
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{
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if (o != null)
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@@ -303,6 +286,11 @@ namespace ReallifeGamemode.Server.Gangwar
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this.Attacker = null;
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foreach (var c in playerInGangwar)
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{
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if (!c.IsLoggedIn())
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{
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continue;
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}
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c.TriggerEvent("CLIENT:setAttackBlip", false, TurfID);
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c.ResetData("inGangWar");
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c.ResetData("GotInsideOfTurf");
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