public override void Start() { Random rand = new Random(); List <Player> players = InGamePlayers.ToList(); int traitorCount = (int)Math.Ceiling((double)players.Count / 4); for (var i = 0; i < traitorCount; i++) { int traitorID = rand.Next(0, players.Count); Player traitor = players[traitorID]; SpawnClient(traitor, 1, (int)Teams.Traitors); players.RemoveAt(traitorID); } if (players.Count >= 4) { int detectiveID = rand.Next(0, players.Count); Player detective = players[detectiveID]; SpawnClient(detective, 1, (int)Teams.Detectives); players.RemoveAt(detectiveID); } foreach (var ply in players) { SpawnClient(ply, 1, (int)Teams.Innocents); } GameMap.SpawnWeapons(); base.Start(); }
public override void Start() { WriteChat("Murder", "Game starting", 255, 0, 0); Random rand = new Random(); List <Player> players = InGamePlayers.ToList(); int driverID = rand.Next(0, players.Count); Player driver = players[driverID]; SpawnClient(driver, 1, (int)Teams.Murderer); players.RemoveAt(driverID); foreach (var ply in players) { SpawnClient(ply, 1, (int)Teams.Civilian); } if (players.Count > 0) { Player playerGun = players[rand.Next(0, players.Count)]; playerGun.TriggerEvent("salty::GiveGun", "WEAPON_PISTOL", 1); } base.Start(); }
public override void Start() { WriteChat("Ice Cream Man", "Game starting", 255, 0, 0); Random rand = new Random(); List <Player> players = InGamePlayers.ToList(); int driverID = rand.Next(0, players.Count); Driver = players[driverID]; SpawnClient(Driver, (int)Teams.Driver, (int)Teams.Driver); players.RemoveAt(driverID); foreach (var ply in players) { SpawnClient(ply, (int)Teams.Runner, (int)Teams.Runner); } base.Start(); }
public override void Start() { WriteChat("Drive or Die", "Game starting", 255, 0, 0); Random rand = new Random(); List <Player> players = InGamePlayers.ToList(); int bikeCount = (int)Math.Ceiling((double)players.Count / 3); for (var i = 0; i < bikeCount; i++) { int bikeID = rand.Next(0, players.Count); Player biker = players[bikeID]; SpawnClient(biker, (int)Teams.Bikie, (int)Teams.Bikie); players.RemoveAt(bikeID); } foreach (var ply in players) { SpawnClient(ply, (int)Teams.Trucker, (int)Teams.Trucker); } base.Start(); }
/// <summary> /// Get all players currently located on provided matrix /// </summary> public List <ConnectedPlayer> GetPlayersOnMatrix(MatrixInfo matrix) { return(InGamePlayers.FindAll(p => (p.Script != null) && p.Script.registerTile.Matrix.Id == matrix.Id)); }