Finish Duty-System (Clothing)
This commit is contained in:
@@ -35,7 +35,6 @@ namespace reallife_gamemode.Model
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public DbSet<Server.Entities.Character> Characters { get; set; }
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public DbSet<Server.Entities.Character> Characters { get; set; }
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public DbSet<Server.Entities.CharacterCloth> CharacterClothes { get; set; }
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public DbSet<Server.Entities.CharacterCloth> CharacterClothes { get; set; }
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public DbSet<Server.Entities.DutyCloth> DutyClothes { get; set; }
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public DbSet<Server.Entities.DutyCloth> DutyClothes { get; set; }
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public DbSet<Server.Entities.DutyProp> DutyProps { get; set; }
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public DbSet<Server.Entities.MaleCombination> MaleCombinations { get; set; }
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public DbSet<Server.Entities.MaleCombination> MaleCombinations { get; set; }
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public DbSet<Server.Entities.FemaleCombination> FemaleCombinations { get; set; }
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public DbSet<Server.Entities.FemaleCombination> FemaleCombinations { get; set; }
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public DbSet<Server.Entities.User> Users { get; set; }
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public DbSet<Server.Entities.User> Users { get; set; }
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@@ -22,7 +22,10 @@ namespace reallife_gamemode.Server.Entities
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public int FactionId { get; set; }
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public int FactionId { get; set; }
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public Faction Faction { get; set; }
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public Faction Faction { get; set; }
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public int ComponentId { get; set; }
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public bool Gender { get; set; }
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public int Drawable { get; set; }
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public byte SlotType { get; set; }
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public int SlotId { get; set; }
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public int ClothId { get; set; }
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}
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}
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}
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}
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@@ -1,28 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.ComponentModel.DataAnnotations;
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using System.ComponentModel.DataAnnotations.Schema;
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using System.Text;
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/**
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* @overview Life of German Reallife - Entities DutyProp DutyProp.cs
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* @author VegaZ
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* @copyright (c) 2008 - 2018 Life of German
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*/
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namespace reallife_gamemode.Server.Entities
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{
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public class DutyProp
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{
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[Key]
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[DatabaseGenerated(DatabaseGeneratedOption.Identity)]
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public int Id { get; set; }
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[ForeignKey("Faction")]
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public int FactionId { get; set; }
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public Faction Faction { get; set; }
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public int PropId { get; set; }
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public int Drawable { get; set; }
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}
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}
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@@ -63,7 +63,7 @@ namespace reallife_gamemode.Server.Events
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player.NametagColor = nameTagColor;
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player.NametagColor = nameTagColor;
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using (var context = new DatabaseContext())
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using (var context = new DatabaseContext())
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{
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{
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List<CharacterCloth> clothes = context.CharacterClothes.ToList().FindAll(u => u.UserId == user.Id);
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List<CharacterCloth> clothes = context.CharacterClothes.ToList().FindAll(u => u.UserId == user.Id && u.Duty == true);
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foreach(var cloth in clothes)
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foreach(var cloth in clothes)
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{
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{
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@@ -80,8 +80,7 @@ namespace reallife_gamemode.Server.Events
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else
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else
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{
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{
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player.ClearAccessory(cloth.SlotId);
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player.ClearAccessory(cloth.SlotId);
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}
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}
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}
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}
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}
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}
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}
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}
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@@ -92,11 +91,7 @@ namespace reallife_gamemode.Server.Events
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player.SendNotification("Du bist nun ~r~außer Dienst.");
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player.SendNotification("Du bist nun ~r~außer Dienst.");
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NAPI.ClientEvent.TriggerClientEventForAll("updateDutyMedics", false);
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NAPI.ClientEvent.TriggerClientEventForAll("updateDutyMedics", false);
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player.NametagColor = new Color(255, 255, 255);
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player.NametagColor = new Color(255, 255, 255);
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UpdateCharacterCloth.LoadCharacterDefaults(player);
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player.ClearAccessory(0);
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//Gespeicherte Props laden lassen
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player.SetDefaultClothes();
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//Gespeicherte Klamotten laden lassen
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}
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}
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}
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}
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}
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}
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@@ -128,28 +123,44 @@ namespace reallife_gamemode.Server.Events
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if (nearest == null) return;
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if (nearest == null) return;
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if (player.Position.DistanceTo(nearest.Position) <= 1.5 && nearest.FactionId == user.FactionId)
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if (player.Position.DistanceTo(nearest.Position) <= 1.5 && nearest.FactionId == user.FactionId)
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{
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{
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string[] hats;
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List<string> hats = new List<string>();
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string[] tops;
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List<string> tops = new List<string>();
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string[] legs;
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List<string> legs = new List<string>();
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string[] shoes;
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List<string> shoes = new List<string>();
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//TODO in Datenbank auslagern
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using (var context = new DatabaseContext())
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if(user.GetCharacter().Gender == false) //Wenn männlich
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{
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hats = new string[] { "Keinen", "5", "12", "39", "46", "123", "124", "125"};
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tops = new string[] { "55", "26"};
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legs = new string[] { "24", "28" };
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shoes = new string[] { "24", "25"};
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}
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else
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{
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{
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hats = new string[] { "Keinen", "12", "38", "45", "122", "123", "124" };
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List<DutyCloth> clothes = context.DutyClothes.ToList().FindAll(c => c.FactionId == user.FactionId && c.Gender == user.GetCharacter().Gender);
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tops = new string[] { "48", "43" };
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foreach(var cloth in clothes)
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legs = new string[] { "34", "37", "102" };
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{
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shoes = new string[] { "24", "25" };
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if(cloth.SlotType == 1)
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}
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{
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if (cloth.ClothId != -1)
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{
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hats.Add(cloth.ClothId.ToString());
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}
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else
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{
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hats.Add("Keinen");
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}
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continue;
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}
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player.TriggerEvent("showDutyClothMenu", hats, tops, legs, shoes);
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switch (cloth.SlotId)
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{
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case 11:
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tops.Add(cloth.ClothId.ToString());
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break;
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case 4:
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legs.Add(cloth.ClothId.ToString());
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break;
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case 6:
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shoes.Add(cloth.ClothId.ToString());
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break;
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}
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}
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}
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player.TriggerEvent("showDutyClothMenu", hats.ToArray(), tops.ToArray(), legs.ToArray(), shoes.ToArray());
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}
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}
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}
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}
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@@ -177,7 +177,7 @@ namespace reallife_gamemode.Server.Events
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foreach(var cloth in charClothes)
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foreach(var cloth in charClothes)
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{
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{
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if(cloth.SlotType == 0)
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if(cloth.SlotType == 1)
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{
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{
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if (cloth.ClothId == -1)
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if (cloth.ClothId == -1)
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{
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{
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