Files
reallife-gamemode/ReallifeGamemode.Server/Gangwar/Turf.cs
2021-03-29 22:18:16 +02:00

353 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Timers;
using GTANetworkAPI;
using Microsoft.EntityFrameworkCore;
using Newtonsoft.Json;
using ReallifeGamemode.Database.Entities;
using ReallifeGamemode.Database.Models;
using ReallifeGamemode.Server.Extensions;
using ReallifeGamemode.Server.Services;
namespace ReallifeGamemode.Server.Gangwar
{
public class Turf
{
public int TurfID { get; set; }
public string TurfName { get; set; }
public int Color { get; set; }
public string Owner { get; set; }
public string Attacker { get; set; }
public int Att_Score { get; set; }
public int Def_Score { get; set; }
public string status { get; set; }
public int value { get; set; }
public int maxValue { get; set; }
public bool surplus { get; set; }
public List<Player> playerInside { get; set; }
public Timer timer { get; set; }
public Player[] playerInGangwar { get; set; }
public int timerCount;
public Turf(int TurfID, string TurfName, int color, string Owner, int value, int maxValue, bool surplus)
{
this.TurfID = TurfID;
this.TurfName = TurfName;
this.Color = color;
this.Owner = Owner;
this.value = value;
this.maxValue = maxValue;
this.surplus = surplus;
this.Attacker = null;
this.Att_Score = 1;
this.Def_Score = 0;
this.status = "normal";
this.timer = null;
this.playerInside = new List<Player>();
this.timerCount = 0;
}
public int getId()
{
return this.TurfID;
}
public int getValue()
{
return this.value;
}
public void setValue(int value)
{
this.value = value;
}
public void addValue(int addedValue)
{
this.value += addedValue;
}
public int getMaxValue()
{
return maxValue;
}
public bool getSurplus()
{
return surplus;
}
public void setSurplus(bool surplus)
{
this.surplus = surplus;
}
public string getName()
{
return this.TurfName;
}
public int getColor()
{
return this.Color;
}
public string getOwner()
{
return this.Owner;
}
public string getAttacker()
{
return this.Attacker;
}
private void TurfTick()
{
this.timer = new System.Timers.Timer(1000);
this.timer.Elapsed += Tick;
this.timer.AutoReset = true;
this.timer.Enabled = true;
this.timerCount = 0;
}
private void Tick(object sender, System.Timers.ElapsedEventArgs e)
{
if (this.status == "attack")
{
update();
}
}
private void update()
{
#region Ticket system
/*
try
{
Player[] owners = NAPI.Pools.GetAllPlayers().Where(c => c.GetUser().Faction.Name == this.Owner).ToArray();
Player[] attackers = NAPI.Pools.GetAllPlayers().Where(c => c.GetUser().Faction.Name == this.Attacker).ToArray();
}catch(NullReferenceException ex)
{
int i = 0;
foreach(var c in playerInGangwar)
{
if (!NAPI.Entity.DoesEntityExist(c.Handle))
{
this.playerInside = this.playerInside.Where(gp => gp != c).ToArray();
}
i++;
}
}
if (owners.Length > attackers.Length)
this.Att_Score -= owners.Length - attackers.Length;
if(owners.Length < attackers.Length)
this.Def_Score -= attackers.Length - owners.Length;
*/
#endregion Ticket system
foreach (Player gangwarPlayer in this.playerInGangwar)
{
gangwarPlayer.TriggerEvent("GangwarScore", this.Attacker, this.Owner, this.Att_Score, this.Def_Score, 900 - timerCount);
}
if (this.Att_Score >= 200)
{
this.takeOver(this.Attacker);
}
else if (this.Def_Score >= 200)
{
this.takeOver(this.Owner);
}
timerCount += 1;
if (timerCount >= 100) //change to 900 (seconds) before release for testing reasons change to whatever you like
{
if (this.Att_Score > this.Def_Score)
{
foreach (Player gangwarPlayer in this.playerInGangwar)
{
gangwarPlayer.TriggerEvent("GangwarScore", this.Attacker, this.Owner, 0, 0, 0);
}
this.takeOver(this.Attacker);
this.Def_Score = 0;
return;
}
else if (this.Att_Score < this.Def_Score)
{
foreach (Player gangwarPlayer in this.playerInGangwar)
{
gangwarPlayer.TriggerEvent("GangwarScore", this.Attacker, this.Owner, 0, 0, 0);
}
this.takeOver(this.Owner);
this.Att_Score = 0;
return;
}
else if (this.Def_Score == this.Att_Score)
{
foreach (Player gangwarPlayer in this.playerInGangwar)
{
gangwarPlayer.TriggerEvent("GangwarScore", this.Attacker, this.Owner, 0, 0, 0);
}
this.takeOver(this.Owner);
this.Def_Score = 0;
return;
}
}
}
public void enter(Player client)
{
if (this.status == "attack")
{
if (client.GetUser().Faction.Name != getOwner() && client.GetUser().Faction.Name != getAttacker())
return;
Player gPlayer = playerInGangwar.Where(c => c.GetUser().Id == client.GetUser().Id).FirstOrDefault();
if (gPlayer == null)
{
using (var dbContext = new DatabaseContext())
{
ChatService.BroadcastFaction("~y~[GANGWAR] ~r~" + client.Name + "~w~ ist nicht im Gangwar beteiligt !", dbContext.Factions.Where(f => f.Name == getOwner()).FirstOrDefault());
ChatService.BroadcastFaction("~y~[GANGWAR] ~r~" + client.Name + "~w~ ist nicht im Gangwar beteiligt !", dbContext.Factions.Where(f => f.Name == getAttacker()).FirstOrDefault());
}
return;
}
}
if (playerInside.Find(c => c == client) == null)
{
playerInside.Add(client);
client.SetData("GotInsideOfTurf", true);
}
}
public void leave(Player client)
{
if (playerInside.Find(c => c == client) != null)
{
this.playerInside = this.playerInside.Where(c => c != client).ToList();
if (this.status != "attack")
client.ResetData("GotInsideOfTurf");
}
}
public void takeOver(string FactionName)
{
this.timer.Stop();
this.timer = null;
using (var dbContext = new DatabaseContext())
{
if (getOwner() == FactionName)
{
Player[] owners = NAPI.Pools.GetAllPlayers().Where(c => c.IsLoggedIn() && c.GetUser().Faction.Name == this.Owner).ToArray();
Player[] attackers = NAPI.Pools.GetAllPlayers().Where(c => c.IsLoggedIn() && c.GetUser().Faction.Name == this.Attacker).ToArray();
foreach (var o in owners)
{
o.TriggerEvent("CLIENT:win");
}
foreach (var a in attackers)
{
a.TriggerEvent("CLIENT:loose");
}
ChatService.BroadcastFaction("~y~[GANGWAR] ~w~Deine Fraktion hat erfolgreich das Gebiet ~g~" + getName() + "~w~ verteidigt.", dbContext.Factions.Where(f => f.Name == getOwner()).FirstOrDefault());
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());
}
else if (getOwner() != FactionName)
{
ChatService.BroadcastFaction("~y~[GANGWAR] ~w~Deine Fraktion konnte das Gebiet ~r~" + getName() + "~w~ nicht verteidigen.", dbContext.Factions.Where(f => f.Name == getOwner()).FirstOrDefault());
Player[] owners = NAPI.Pools.GetAllPlayers().Where(c => c.IsLoggedIn() && c.GetUser().Faction.Name == this.Owner).ToArray();
Player[] attackers = NAPI.Pools.GetAllPlayers().Where(c => c.IsLoggedIn() && c.GetUser().Faction.Name == this.Attacker).ToArray();
foreach (var o in owners)
{
o.TriggerEvent("CLIENT:loose");
}
foreach (var a in attackers)
{
a.TriggerEvent("CLIENT:win");
}
this.Owner = FactionName;
ChatService.BroadcastFaction("~y~[GANGWAR] ~w~Deine Fraktion konnte erfolgreich das Gebiet ~g~" + getName() + "~w~ erobern.", dbContext.Factions.Where(f => f.Name == getOwner()).FirstOrDefault());
Turfs turf = dbContext.Turfs.Where(t => t.Id == getId()).FirstOrDefault();
turf.Owner = this.Owner;
turf.FactionId = dbContext.Factions.Where(f => f.Name == this.Owner).FirstOrDefault().Id;
dbContext.SaveChanges();
}
}
this.Attacker = null;
foreach (var c in playerInGangwar)
{
c.TriggerEvent("CLIENT:setAttackBlip", false, TurfID);
c.ResetData("inGangWar");
c.ResetData("GotInsideOfTurf");
}
this.playerInGangwar = null;
Gangwar.loadTurfs();
Gangwar.loadTurfs_ToAllPlayers();
}
public void attack(string attacker)
{
Player[] usersInGangwar;
using (var context = new DatabaseContext())
{
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 == attacker).Select(u => u.Player).ToList();
if (ownersInGangwar.Count < 0 && attackersInGangwar.Count < 0)
{
List<Player> leaders = context.Users.Include(u => u.Faction).Where(u => onlinePlayers.Contains(u.Name) && u.Faction.Name == attacker && 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 aufweisen.");
}
return;
}
List<Player> inGangwar = new List<Player>(ownersInGangwar.Concat(attackersInGangwar));
usersInGangwar = inGangwar.ToArray();
}
if (this.status == "normal")
{
if (this.timer != null)
{
this.timer.Stop();
this.timer = null;
}
this.Attacker = attacker;
this.status = "attack";
List<Player> clientsInGangwar = new List<Player>();
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.SetData("inGangWar", getId());
ChatService.SendMessage(u, "~y~[GANGWAR]~w~ Die " + getAttacker() + " haben das Gebiet ~y~" + TurfName + "~w~ der " + getOwner() + " angegriffen.");
clientsInGangwar.Add(u);
}
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));
this.TurfTick();
}
}
public void setKill(string FactionName)
{
if (getOwner() == FactionName)
{
Att_Score += 1;
}
else if (getAttacker() == FactionName)
{
Def_Score += 1;
}
}
}
}