Example #1
0
 public DiceState(int _goldPerGame, int _gameBalanceMin, int _gameBalanceMax, int _playerToActSeconds, int _maxNumberOfPlayers)
 {
     this.goldPerGame        = _goldPerGame;
     this.gameBalanceMin     = _gameBalanceMin;
     this.gameBalanceMax     = _gameBalanceMax;
     this.playerToActSeconds = _playerToActSeconds;
     this.maxNumberOfPlayers = _maxNumberOfPlayers;
     gdg  = new GameDiceGump(this);
     sdg  = new StatusDiceGump(this);
     cbg  = new CallBluffGump(this);
     edg  = new ExitDiceGump(this);
     ndgg = new NewDiceGameGump(this, 0);
     //setup timer to kick player if applicable, really only applies to frozen character when you log off.
     statusGumpTimer = Timer.DelayCall(TimeSpan.FromSeconds(15), new TimerCallback(StatusTimerCheck));
     // Register event disconnect handler
     EventSink.Disconnected += new DisconnectedEventHandler(EventSink_Disconnected);
     //register crashed handler. -- Not sure this will actually do anything, unless a save takes place before full crash
     EventSink.Crashed += new CrashedEventHandler(EventSink_ServerCrashed);
 }
Example #2
0
 /**
  *      Shows new game gump
  */
 public void ShowNewGameGump(Mobile m)
 {
     while (m.HasGump(typeof(NewDiceGameGump)))
     {
         m.CloseGump(typeof(NewDiceGameGump));
     }
     //only allow if more than number of player
     if (this.playerCnt < this.maxNumberOfPlayers)
     {
         ndgg = new NewDiceGameGump(this, Banker.GetBalance(m));
         try{
             m.SendGump(ndgg);
         }catch {
             SendMessageAllPlayers("Player " + m.Name + " was disconnected");
             RemovePlayer(m, true);
         }
     }
     else
     {
         m.Frozen = false;
         m.SendMessage("Liars Dice is currently at it maximum capacity of " + this.maxNumberOfPlayers + " players, try again later.");
     }
 }