Beispiel #1
0
        public static World FindWorldOrPrintMatches(Player player, string worldName)
        {
            if (player == null)
            {
                throw new ArgumentNullException("player");
            }
            if (worldName == null)
            {
                throw new ArgumentNullException("worldName");
            }
            List <World> matches         = new List <World>(FindWorlds(worldName));
            SearchingForWorldEventArgs e = new SearchingForWorldEventArgs(player, worldName, matches, false);

            RaiseSearchingForWorldEvent(e);
            matches = e.Matches;

            if (matches.Count == 0)
            {
                player.NoWorldMessage(worldName);
                return(null);
            }
            else if (matches.Count > 1)
            {
                player.ManyMatchesMessage("world", matches.ToArray());
                return(null);
            }
            else
            {
                return(matches[0]);
            }
        }
Beispiel #2
0
        internal static void Join( Player player, Command cmd ) {
            string worldName = cmd.Next();
            if( worldName == null ) {
                cdJoin.PrintUsage( player );
                return;
            }

            World[] worlds = WorldManager.FindWorlds( worldName );

            SearchingForWorldEventArgs e = new SearchingForWorldEventArgs( player, worldName, worlds.ToList(), true );
            WorldManager.RaiseSearchingForWorldEvent( e );
            worlds = e.Matches.ToArray();

            if( worlds.Length > 1 ) {
                player.ManyMatchesMessage( "world", worlds );

            } else if( worlds.Length == 1 ) {
                World world = worlds[0];
                switch( world.AccessSecurity.CheckDetailed( player.Info ) ) {
                    case SecurityCheckResult.Allowed:
                    case SecurityCheckResult.WhiteListed:
                        if( world.IsFull ) {
                            player.Message( "Cannot join {0}&S: world is full.", world.GetClassyName() );
                            return;
                        }
                        player.StopSpectating();
                        if( !player.Session.JoinWorldNow( world, false, true ) ) {
                            player.Message( "ERROR: Failed to join world. See log for details." );
                        }
                        break;
                    case SecurityCheckResult.BlackListed:
                        player.Message( "Cannot join world {0}&S: you are blacklisted",
                                        world.GetClassyName(), world.AccessSecurity.MinRank.GetClassyName() );
                        break;
                    case SecurityCheckResult.RankTooLow:
                        player.Message( "Cannot join world {0}&S: must be {1}+",
                                        world.GetClassyName(), world.AccessSecurity.MinRank.GetClassyName() );
                        break;
                }

            } else {
                // no worlds found - see if player meant to type in "/join" and not "/tp"
                Player[] players = Server.FindPlayers( player, worldName );
                if( players.Length == 1 ) {
                    player.StopSpectating();
                    player.ParseMessage( "/tp " + players[0].Name, false );
                } else {
                    player.NoWorldMessage( worldName );
                }
            }
        }
Beispiel #3
0
        public static World FindWorldOrPrintMatches( Player player, string worldName ) {
            if( player == null ) throw new ArgumentNullException( "player" );
            if( worldName == null ) throw new ArgumentNullException( "worldName" );
            List<World> matches = new List<World>( FindWorlds( worldName ) );
            SearchingForWorldEventArgs e = new SearchingForWorldEventArgs( player, worldName, matches, false );
            RaiseSearchingForWorldEvent( e );
            matches = e.Matches;

            if( matches.Count == 0 ) {
                player.NoWorldMessage( worldName );
                return null;
            } else if( matches.Count > 1 ) {
                player.ManyMatchesMessage( "world", matches.ToArray() );
                return null;
            } else {
                return matches[0];
            }
        }