Example #1
0
        private Task LockDown173(KeyValuePair <RoleType, int> scp)
        {
            Synapse.Api.Door connectorDoor173 = Synapse.Api.Map.Get.Doors.First((e) => e.DoorType == Synapse.Api.Enum.DoorType.LCZ_173_Connector);
            connectorDoor173.Locked = true;

            _runningCoroutines.Add(Timing.CallDelayed(scp.Value, () =>
            {
                connectorDoor173.Locked = false;
                ToggleLockdownState(RoleType.Scp173);

                foreach (var player in Synapse.Server.Get.Players.Where((player) => player.RoleType == RoleType.Scp173))
                {
                    player.GiveTextHint("You're good to go!");
                }
            }));
            return(Task.CompletedTask);
        }
Example #2
0
        private Task LockDown096(KeyValuePair <RoleType, int> scp)
        {
            SynapseDoor door096     = Server.Get.Map.Doors.First((e) => e.Name == "096");
            SynapseDoor nearestDoor = Server.Get.Map.Doors.GetClosestDoor(door096);

            nearestDoor.Locked = true;
            _runningCoroutines.Add(Timing.CallDelayed(scp.Value, () =>
            {
                nearestDoor.Locked = false;
                ToggleLockdownState(RoleType.Scp096);

                foreach (var player in Server.Get.Players.Where((player) => player.RoleType == RoleType.Scp096))
                {
                    player.GiveTextHint("You're good to go!");
                }
            }));
            return(Task.CompletedTask);
        }
Example #3
0
        public static SynapseDoor GetClosestDoor(
            this IEnumerable <SynapseDoor> doors,
            SynapseDoor relativeDoor,
            bool onlyHeavyDoors = false,
            IEnumerable <SynapseDoor> ignoreDoors = null
            )
        {
            ignoreDoors = ignoreDoors ?? Enumerable.Empty <SynapseDoor>();

            SynapseDoor result = null;

            float   closestDistanceSqr = Mathf.Infinity;
            Vector3 currentPosition    = relativeDoor.Position;

            foreach (SynapseDoor potentialDoor in doors)
            {
                if (onlyHeavyDoors && !potentialDoor.DoorType.IsHeavy())
                {
                    continue;
                }
                if (ignoreDoors.Contains(potentialDoor))
                {
                    continue;
                }
                if (potentialDoor == relativeDoor)
                {
                    continue;
                }

                Vector3 directionToTarget = potentialDoor.Position - currentPosition;
                float   dSqrToTarget      = directionToTarget.sqrMagnitude;

                if (dSqrToTarget < closestDistanceSqr)
                {
                    closestDistanceSqr = dSqrToTarget;
                    result             = potentialDoor;
                }
            }

            return(result);
        }