using System; using System.Collections.Generic; using System.Linq; using GTANetworkAPI; using ReallifeGamemode.Database.Entities; using ReallifeGamemode.Database.Models; using ReallifeGamemode.Server.Extensions; using ReallifeGamemode.Server.Managers; using ReallifeGamemode.Server.Services; namespace ReallifeGamemode.Server.WeaponDeal { public class WeaponDealManager : Script { public static bool checkWeaponDbyVehicle(Vehicle vehicle) { if (!vehicle.HasData("WeaponDealLoad") || vehicle.GetData("WeaponDealLoad") == false) return false; return true; } [RemoteEvent("startWeaponDeal")] public void SrvEVENT_startWeaponDeal(Player client) { var user = client.GetUser(); using (var context = new DatabaseContext(true)) { FactionVehicle factionVehicle = context.FactionVehicles.Where(f => f.Model == VehicleHash.Burrito3 || f.Model == VehicleHash.Policet).ToList().Where(f => f.GetOwners().Contains(user.FactionId ?? 0)).FirstOrDefault(); if (factionVehicle == null) { ChatService.ErrorMessage(client, "Deine Fraktion hat kein geeignetes Fahrzeug für einen Waffentransport"); return; } Vehicle fVeh = VehicleManager.GetVehicleFromServerVehicle(factionVehicle); if (fVeh.HasData("weaponDeal") && fVeh.GetData("weaponDeal") == true) { ChatService.ErrorMessage(client, "Es läuft aktuell schon ein Waffentransport"); return; } float distance = fVeh.Position.DistanceTo2D(client.Position); if ((distance > 80 && factionVehicle.Model == VehicleHash.Burrito3) || (distance > 400 && factionVehicle.Model == VehicleHash.Policet)) { ChatService.ErrorMessage(client, "Der Transporter ist zu weit entfernt"); return; } WeaponDealPoints.factionWeaponDeal[user.FactionId.Value] = -1; Vector3 vector; vector = WeaponDealPoints.getRndWD_Route(client.GetUser().FactionId.Value); if (vector == new Vector3()) return; fVeh.SetData("weaponDealPoint", vector); if (user.Faction.WeaponDealTime <= 0) { int i = 0; string msg = ""; foreach (var point in WeaponDealPoints.WT_Route) { i++; if (point != vector) continue; switch (i) { case 1: msg = "Die albanische Mafia hat einen Waffendeal mit uns abgemacht."; break; case 2: msg = "Die Lost MC scheint wieder im Waffen-Business aktiv zu sein."; break; case 3: msg = "Ein paar hochrangige Militärs der U.S. Armee versuchen alte sowjetische Waffen los zu werden."; break; case 4: msg = "Die russische Mafia kann uns mit östlichen Importen beliefern."; break; case 5: msg = "Die albanische Mafia will wohl wieder Geschäfte mit uns machen."; break; case 6: msg = "Die Waffen von den Russen waren schon immer zuverlässig..."; break; } } string vehName = NAPI.Vehicle.GetVehicleDisplayName(factionVehicle.Model); if (user.Faction.Id == 3 || user.Faction.Id == 1) { msg = "Du kannst nun die Waffenlieferung nun abholen."; } ChatService.BroadcastFaction($"~y~[WAFFENDEAL]~s~ {msg}", user.Faction); ChatService.SendMessage(client, $"~y~[WAFFENDEAL]~s~ Steige in den {vehName} ein und fahre zum Waffendeal."); fVeh.SetData("weaponDeal", true); InventoryManager.RemoveAllItemsfromVehicleInventory(fVeh); Faction fac = context.Factions.Where(f => f.Id == user.FactionId).FirstOrDefault(); if (fac.Id == 1 | fac.Id == 3) { fac.WeaponDealTime = 180; context.SaveChanges(); }else { fac.WeaponDealTime = 60; context.SaveChanges(); } } else { ChatService.ErrorMessage(client, "Du kannst noch kein Waffendeal starten"); } } } /* public static void WeaponDealTimer() { System.Timers.Timer timer = new System.Timers.Timer(60000); timer.Start(); timer.Elapsed += Timer_Elapsed; } */ public static void Timer_Elapsed() { using (var context = new DatabaseContext()) { List fac = context.Factions.ToList(); foreach (var faction in fac) { if (faction.WeaponDealTime > 0) faction.WeaponDealTime -= 1; } context.SaveChanges(); } } [ServerEvent(Event.PlayerWeaponSwitch)] public void OnPlayerWeaponSwitch(Player player, WeaponHash oldWeapon, WeaponHash newWeapon) { if (!player.HasAttachment("ammobox")) return; NAPI.Player.SetPlayerCurrentWeapon(player, WeaponHash.Unarmed); } [RemoteEvent("loadWeaponTransport")] public void SrvEVENT_loadWeaponTransport(Player client) { var veh = client.Vehicle; if (veh == null) { return; } if ((VehicleHash)veh.Model != VehicleHash.Burrito3 && (VehicleHash)veh.Model != VehicleHash.Policet) { return; } User user = client.GetUser(); using (var context = new DatabaseContext()) { FactionVehicle factionVehicle = context.FactionVehicles .Where(f => f.Model == VehicleHash.Burrito3 || f.Model == VehicleHash.Policet) .ToList() .Where(f => f.GetOwners().Contains(user.FactionId ?? 0)) .FirstOrDefault(); Vehicle fVeh = VehicleManager.GetVehicleFromServerVehicle(factionVehicle); fVeh.SetData("weaponDeal", false); fVeh.SetData("WeaponDealLoad", true); InventoryManager.RemoveAllItemsfromVehicleInventory(fVeh); int oMembers = NAPI.Pools.GetAllPlayers().Where(p => p.IsLoggedIn() && p.GetUser(context).FactionId == user.FactionId).Count(); if (factionVehicle.GetOwners().Contains(8) || factionVehicle.GetOwners().Contains(7)){ VehicleItem item = new VehicleItem() { ItemId = 2, VehicleId = factionVehicle.Id, Amount = 2 * oMembers }; //pistol50 InventoryManager.AddItemToVehicleInventory(fVeh, item.ItemId, item.Amount); VehicleItem item3 = new VehicleItem() { ItemId = 9, VehicleId = factionVehicle.Id, Amount = 2 * oMembers }; //PumpShotgun InventoryManager.AddItemToVehicleInventory(fVeh, item3.ItemId, item3.Amount); VehicleItem item2 = new VehicleItem() { ItemId = 10, VehicleId = factionVehicle.Id, Amount = 2 * oMembers }; //Schutzweste InventoryManager.AddItemToVehicleInventory(fVeh, item2.ItemId, item2.Amount); }else if(factionVehicle.GetOwners().Contains(1)) { VehicleItem item = new VehicleItem() { ItemId = 1, VehicleId = factionVehicle.Id, Amount = 8 * oMembers }; //pistol InventoryManager.AddItemToVehicleInventory(fVeh, item.ItemId, item.Amount); VehicleItem item2 = new VehicleItem() { ItemId = 2, VehicleId = factionVehicle.Id, Amount = 8 * oMembers }; //Pistol50 InventoryManager.AddItemToVehicleInventory(fVeh, item2.ItemId, item2.Amount); VehicleItem item3 = new VehicleItem() { ItemId = 5, VehicleId = factionVehicle.Id, Amount = 8 * oMembers }; //SMG InventoryManager.AddItemToVehicleInventory(fVeh, item3.ItemId, item3.Amount); VehicleItem item4 = new VehicleItem() { ItemId = 9, VehicleId = factionVehicle.Id, Amount = 8 * oMembers }; //PumpShotgun InventoryManager.AddItemToVehicleInventory(fVeh, item4.ItemId, item4.Amount); VehicleItem item5 = new VehicleItem() { ItemId = 10, VehicleId = factionVehicle.Id, Amount = 8 * oMembers }; //Schutzweste InventoryManager.AddItemToVehicleInventory(fVeh, item5.ItemId, item5.Amount); VehicleItem item6 = new VehicleItem() { ItemId = 11, VehicleId = factionVehicle.Id, Amount = 2 * oMembers }; //Stungun InventoryManager.AddItemToVehicleInventory(fVeh, item6.ItemId, item6.Amount); }else if (factionVehicle.GetOwners().Contains(3)) { VehicleItem item = new VehicleItem() { ItemId = 3, VehicleId = factionVehicle.Id, Amount = 8 * oMembers }; //pistol_mk2 InventoryManager.AddItemToVehicleInventory(fVeh, item.ItemId, item.Amount); VehicleItem item2 = new VehicleItem() { ItemId = 4, VehicleId = factionVehicle.Id, Amount = 8 * oMembers }; //Combatpistol InventoryManager.AddItemToVehicleInventory(fVeh, item2.ItemId, item2.Amount); VehicleItem item3 = new VehicleItem() { ItemId = 6, VehicleId = factionVehicle.Id, Amount = 8 * oMembers }; //Carbinrifle InventoryManager.AddItemToVehicleInventory(fVeh, item3.ItemId, item3.Amount); VehicleItem item4 = new VehicleItem() { ItemId = 8, VehicleId = factionVehicle.Id, Amount = 8 * oMembers }; //Sniperrifle InventoryManager.AddItemToVehicleInventory(fVeh, item4.ItemId, item4.Amount); VehicleItem item5 = new VehicleItem() { ItemId = 10, VehicleId = factionVehicle.Id, Amount = 8 * oMembers }; //Schutzweste InventoryManager.AddItemToVehicleInventory(fVeh, item5.ItemId, item5.Amount); VehicleItem item6 = new VehicleItem() { ItemId = 11, VehicleId = factionVehicle.Id, Amount = 2 * oMembers }; //Stungun InventoryManager.AddItemToVehicleInventory(fVeh, item6.ItemId, item6.Amount); } ChatService.BroadcastFaction("~y~[WAFFENDEAL] ~w~Transporter erfolgreich beladen.", new List() { client.GetUser().Faction.Id }); client.SendChatMessage("~y~[WAFFENDEAL] ~w~Fahre nun zu deiner Base zurück"); } } } }