Add limitation to start Gangwar @Turf.cs

This commit is contained in:
Siga
2020-03-24 19:45:09 +01:00
parent c4879bb152
commit 17cdc5bd60

View File

@@ -9,6 +9,7 @@ using ReallifeGamemode.Database.Models;
using ReallifeGamemode.Database.Entities; using ReallifeGamemode.Database.Entities;
using ReallifeGamemode.Server.Services; using ReallifeGamemode.Server.Services;
using Newtonsoft.Json; using Newtonsoft.Json;
using Microsoft.EntityFrameworkCore;
namespace ReallifeGamemode.Server.Gangwar namespace ReallifeGamemode.Server.Gangwar
{ {
@@ -81,7 +82,7 @@ namespace ReallifeGamemode.Server.Gangwar
private void Tick(object sender, System.Timers.ElapsedEventArgs e) private void Tick(object sender, System.Timers.ElapsedEventArgs e)
{ {
if(this.status == "attack") if (this.status == "attack")
{ {
update(); update();
} }
@@ -122,14 +123,15 @@ namespace ReallifeGamemode.Server.Gangwar
if (this.Def_Score <= 0) if (this.Def_Score <= 0)
{ {
this.takeOver(this.Attacker); this.takeOver(this.Attacker);
} else if (this.Att_Score <= 0) }
else if (this.Att_Score <= 0)
{ {
this.takeOver(this.Owner); this.takeOver(this.Owner);
} }
timerCount += 1; timerCount += 1;
if(timerCount >= 900) //change to 900 (seconds) before release for testing reasons change to whatever you like if (timerCount >= 900) //change to 900 (seconds) before release for testing reasons change to whatever you like
{ {
if(this.Def_Score > this.Att_Score) if (this.Def_Score > this.Att_Score)
{ {
foreach (Player gangwarPlayer in this.playerInGangwar) foreach (Player gangwarPlayer in this.playerInGangwar)
{ {
@@ -137,7 +139,8 @@ namespace ReallifeGamemode.Server.Gangwar
} }
this.takeOver(this.Owner); this.takeOver(this.Owner);
this.Att_Score = 0; this.Att_Score = 0;
}else if(this.Def_Score < this.Att_Score) }
else if (this.Def_Score < this.Att_Score)
{ {
foreach (Player gangwarPlayer in this.playerInGangwar) foreach (Player gangwarPlayer in this.playerInGangwar)
{ {
@@ -147,7 +150,7 @@ namespace ReallifeGamemode.Server.Gangwar
this.Def_Score = 0; this.Def_Score = 0;
return; return;
} }
else if(this.Def_Score == this.Att_Score) else if (this.Def_Score == this.Att_Score)
{ {
foreach (Player gangwarPlayer in this.playerInGangwar) foreach (Player gangwarPlayer in this.playerInGangwar)
{ {
@@ -179,7 +182,8 @@ namespace ReallifeGamemode.Server.Gangwar
} }
} }
if(playerInside.Find(c => c == client) == null) { if (playerInside.Find(c => c == client) == null)
{
playerInside.Add(client); playerInside.Add(client);
client.SetData("GotInsideOfTurf", true); client.SetData("GotInsideOfTurf", true);
} }
@@ -187,10 +191,10 @@ namespace ReallifeGamemode.Server.Gangwar
public void leave(Player client) public void leave(Player client)
{ {
if(playerInside.Find(c => c == client) != null) if (playerInside.Find(c => c == client) != null)
{ {
this.playerInside = this.playerInside.Where(c => c != client).ToList(); this.playerInside = this.playerInside.Where(c => c != client).ToList();
if(this.status != "attack") if (this.status != "attack")
client.ResetData("GotInsideOfTurf"); client.ResetData("GotInsideOfTurf");
} }
} }
@@ -239,7 +243,7 @@ namespace ReallifeGamemode.Server.Gangwar
} }
this.Attacker = null; this.Attacker = null;
foreach(var c in playerInGangwar) foreach (var c in playerInGangwar)
{ {
c.TriggerEvent("CLIENT:setAttackBlip", false, TurfID); c.TriggerEvent("CLIENT:setAttackBlip", false, TurfID);
c.ResetData("inGangWar"); c.ResetData("inGangWar");
@@ -252,30 +256,51 @@ namespace ReallifeGamemode.Server.Gangwar
public void attack(string attacker) public void attack(string attacker)
{ {
if(this.status == "normal") Player[] usersInGangwar;
using (var context = new DatabaseContext())
{ {
if(this.timer != null) var onlinePlayers = NAPI.Pools.GetAllPlayers().Where(c => c.IsLoggedIn()).Select(c => c.Name);
List<Player> ownersInGangwar = context.Users.Include(u => u.Faction).Where(u => onlinePlayers.Contains(u.Name) && u.Faction.Name == getOwner()).Select(u => u.Player).ToList();
List<Player> attackersInGangwar = context.Users.Include(u => u.Faction).Where(u => onlinePlayers.Contains(u.Name) && u.Faction.Name == getAttacker()).Select(u => u.Player).ToList();
if (ownersInGangwar.Count < 5 && attackersInGangwar.Count < 5)
{
List<Player> leaders = context.Users.Include(u => u.Faction).Where(u => onlinePlayers.Contains(u.Name) && u.Faction.Name == getAttacker() && u.FactionLeader).Select(u => u.Player).ToList();
foreach(var l in leaders)
{
ChatService.ErrorMessage(l, "Gangwarstart ist nicht möglich, da die beteiligten Fraktionen nicht genügend Mitglieder online haben.");
}
return;
}
List<Player> inGangwar = new List<Player>();
inGangwar.AddRange(ownersInGangwar);
inGangwar.AddRange(attackersInGangwar);
usersInGangwar = inGangwar.ToArray();
}
if (this.status == "normal")
{
if (this.timer != null)
{ {
this.timer.Stop(); this.timer.Stop();
this.timer = null; this.timer = null;
} }
this.Attacker = attacker; this.Attacker = attacker;
this.status = "attack"; this.status = "attack";
using (var context = new DatabaseContext())
{
List<Player> clientsInGangwar = new List<Player>();
Player[] usersInGangwar = NAPI.Pools.GetAllPlayers().Where(c => c.IsLoggedIn() && (c.GetUser().Faction.Name == getOwner() || c.GetUser().Faction.Name == getAttacker())).ToArray(); List<Player> clientsInGangwar = new List<Player>();
foreach (var u in usersInGangwar)
{ foreach (var u in usersInGangwar)
u.TriggerEvent("CLIENT:setAttackBlip", true, TurfID); {
u.TriggerEvent("GangwarScore", this.Attacker, this.Owner, this.Att_Score, this.Def_Score); u.TriggerEvent("CLIENT:setAttackBlip", true, TurfID);
u.SetData("inGangWar", getId()); u.TriggerEvent("GangwarScore", this.Attacker, this.Owner, this.Att_Score, this.Def_Score);
ChatService.SendMessage(u, "~y~[GANGWAR]~w~ Die " + getAttacker() + " haben das Gebiet ~y~"+ TurfName +"~w~ der "+ getOwner() +" angegriffen."); u.SetData("inGangWar", getId());
clientsInGangwar.Add(u); ChatService.SendMessage(u, "~y~[GANGWAR]~w~ Die " + getAttacker() + " haben das Gebiet ~y~" + TurfName + "~w~ der " + getOwner() + " angegriffen.");
} clientsInGangwar.Add(u);
playerInGangwar = clientsInGangwar.ToArray();
} }
playerInGangwar = clientsInGangwar.ToArray();
NAPI.ClientEvent.TriggerClientEventForAll("CLIENT:Turf_Update", JsonConvert.SerializeObject(this.TurfID), JsonConvert.SerializeObject(this.status), JsonConvert.SerializeObject(this.Owner), JsonConvert.SerializeObject(this.Attacker)); NAPI.ClientEvent.TriggerClientEventForAll("CLIENT:Turf_Update", JsonConvert.SerializeObject(this.TurfID), JsonConvert.SerializeObject(this.status), JsonConvert.SerializeObject(this.Owner), JsonConvert.SerializeObject(this.Attacker));
this.TurfTick(); this.TurfTick();
} }