Example #1
0
        public virtual void LoadOut(Player player)
        {
            player.clearWeaponCycle();

            player.setInventory("Ryder", 1);
            player.setInventory("RyderClip", player.maxInventory("RyderClip"));
            player.setInventory("RyderAmmo", player.maxInventory("RyderAmmo"));

            player.addToWeaponCycle("Ryder");

            player.setInventory("Lurker", 1);
            player.setInventory("LurkerClip", player.maxInventory("LurkerClip"));
            player.setInventory("LurkerAmmo", player.maxInventory("LurkerAmmo"));

            player.addToWeaponCycle("Lurker");

            player.setInventory("LurkerGrenadeLauncher", 1);
            player.setInventory("LurkerGrenadeAmmo", player.maxInventory("LurkerGrenadeAmmo"));

            player.addToWeaponCycle("LurkerGrenadeLauncher");

            player.setInventory("ProxMine", player.maxInventory("ProxMine"));

            player.addToWeaponCycle("ProxMine");

            player.setInventory("DeployableTurret", player.maxInventory("DeployableTurret"));
            player.addToWeaponCycle("DeployableTurret");

            SimDataBlock playerdatablock = player.getDataBlock();
            string       junk            = playerdatablock["mainWeapon.image"];

            player.mountImage(junk == string.Empty ? "LurkerWeaponImage" : junk, 0, true, string.Empty);

            //ShapeBase.mountImage(player, junk == "" ? junk : "LurkerWeaponImage", 0, true, "");
        }
        public virtual bool verifyObject(GameBase gobj, SceneObject entrance, SceneObject exit)
        {
            ShapeBase obj = gobj._ID;


            // Bail out early if we couldn't find an exit for this teleporter.
            if (!exit.isObject())
            {
                console.error(string.Format("Cound not find an exit for {0}", console.GetVarString(entrance + ".name")));
                return(false);
            }


            if (!obj.isMemberOfClass("Player"))
            {
                return(false);
            }

            // If the entrance is once sided, make sure the object
            // approached it from it's front.
            if (entrance["oneSided"].AsBool())
            {
                TransformF forwardvector = new TransformF(entrance.getForwardVector());

                Point3F velocity   = obj.getVelocity();
                float   dotProduct = TransformF.vectorDot(forwardvector, velocity);
                if (dotProduct > 0)
                {
                    return(false);
                }
                // If we are coming directly from another teleporter and it happens
                // to be bidirectional, We need to avoid ending sending objects through
                // an infinite loop.

                if (obj["isTeleporting"].AsBool())
                {
                    return(false);
                }
                // We only want to teleport players
                // So bail out early if we have found any
                // other object.


                if (entrance["timeOfLastTeleport"].AsInt() > 0 && entrance["teleporterCooldown"].AsInt() > 0)
                {
                    int          currentTime    = console.getSimTime();
                    int          timedifference = currentTime - entrance["timeOfLastTeleport"].AsInt();
                    SimDataBlock db             = console.getDatablock(entrance);
                    if (timedifference <= db["teleporterCooldown"].AsInt())
                    {
                        return(false);
                    }
                }
            }
            return(true);
        }
Example #3
0
        public virtual SceneObject respawnTurret(SimDataBlock datablock, string classname, TransformF transform, string isstatic, string respawn)
        {
            ObjectCreator tch = new ObjectCreator(classname);
            tch["datablock"] = datablock;
            tch["static"] = isstatic;
            tch["respawn"] = respawn;

            SceneObject turret = tch.Create();

            turret.setTransform(transform);
            ((SimGroup) "MissionGroup").add(turret);
            return turret;
        }
Example #4
0
        public virtual SceneObject respawnTurret(SimDataBlock datablock, string classname, TransformF transform, string isstatic, string respawn)
        {
            ObjectCreator tch = new ObjectCreator(classname);

            tch["datablock"] = datablock;
            tch["static"]    = isstatic;
            tch["respawn"]   = respawn;

            SceneObject turret = tch.Create();

            turret.setTransform(transform);
            ((SimGroup)"MissionGroup").add(turret);
            return(turret);
        }
Example #5
0
 public static void clientCmdPlayTeleportEffect(Point3F position, SimDataBlock effectDataBlock)
 {
     if (!effectDataBlock.isObject())
         return;
     ObjectCreator tch = new ObjectCreator("Explosion");
     tch["position"] = position.AsString();
     tch["datablock"] = effectDataBlock;
     tch.Create();
 }
Example #6
0
        public virtual bool SpawnPlayer(string spawnpoint, bool nocontrol)
        {
            Player player = this["player"];


            if (player.isObject())
            {
                console.error("Attempting to create a player for a client that already has one!");
                return(false);
            }

            if ((spawnpoint.Split(' ').GetUpperBound(0) == 0) && (spawnpoint.isObject()))
            {
                // Attempt to treat %spawnPoint as an object
                string spawnclass     = sGlobal["$Game::DefaultPlayerClass"];
                string spawndatablock = sGlobal["$Game::DefaultPlayerDataBlock"];

                SimObject ospawnpoint = spawnpoint;


                // Overrides by the %spawnPoint
                if (ospawnpoint["spawnClass"] != "")
                {
                    spawnclass = ospawnpoint["spawnClass"];
                    //spawndatablock = ospawnpoint["spawnDataBlock"];
                }

                else if (ospawnpoint["spawnDatablock"] != "")
                {
                    // This may seem redundant given the above but it allows
                    // the SpawnSphere to override the datablock without
                    // overriding the default player class
                    spawndatablock = ospawnpoint["spawnDatablock"];
                }
                string spawnproperties = ospawnpoint["spawnProperties"];
                string spawnScript     = ospawnpoint["spawnScript"];

                // Spawn with the engine's Sim::spawnObject() function
                player = Util.spawnObject(spawnclass, spawndatablock, "", spawnproperties, spawnScript, typeof(Player).FullName);


                //player.TickCounterNotifyServer = true;
                //player.TickCounterAdd("TestCheck", 100);


                //player.TickNotifyBefore = true;
                //player.TickNotifyClient = true;
                //player.TickNotifyServer = true;
                //player.TickNotifyBefore = true;

                // If we have an object do some initial setup
                if (console.isObject(player))
                {
                    // Pick a location within the spawn sphere.
                    player.setTransform(PointInSpawnSphere(player, (spawnpoint)));
                }
                else
                {
                    // If we weren't able to create the player object then warn the user
                    // When the player clicks OK in one of these message boxes, we will fall through
                    // to the "if (!isObject(%player))" check below.
                    if (console.GetVarString(spawndatablock).Trim() != "")
                    {
                        WinterLeaf.Demo.Full.Models.User.GameCode.Client.Gui.messageBox.MessageBoxOK("Spawn Player Failed",
                                                                                                     "Unable to create a player with class " + spawnclass + " and datablock " + spawndatablock +
                                                                                                     ".\n\nStarting as an Observer instead.", "");
                    }
                    else
                    {
                        WinterLeaf.Demo.Full.Models.User.GameCode.Client.Gui.messageBox.MessageBoxOK("Spawn Player Failed",
                                                                                                     "Unable to create a player with class " + spawnclass +
                                                                                                     ".\n\nStarting as an Observer instead.", "");
                    }
                }
            }
            else
            {
                // Create a default player
                player = console.SpawnObject(sGlobal["$Game::DefaultPlayerClass"],
                                             sGlobal["$Game::DefaultPlayerDataBlock"], string.Empty, string.Empty, string.Empty);

                if (player.isMemberOfClass("Player"))
                {
                    //if (SimObject.SimObject_isMemberOfClass(player, "Player"))
                    console.warn("Trying to spawn a class that does not derive from player!!!!!");
                }
                // Treat %spawnPoint as a transform
                player.setTransform(new TransformF(spawnpoint));
            }

            // Update the default camera to start with the player
            if (!console.isObject(player))
            {
                this["spawnCamera"] = spawnpoint;
                return(false);
            }

            ((SimSet)"MissionCleanup").pushToBack(player);
            // Update the default camera to start with the player


            // Store the client object on the player object for
            // future reference
            player["client"] = this;

            // If the player's client has some owned turrets, make sure we let them
            // know that we're a friend too.

            if (this["ownedTurrets"].AsInt() >= 1)
            {
                SimSet turrets = this["ownedTurrets"];
                for (uint i = 0; i < turrets.getCount(); i++)
                {
                    ((AITurretShape)turrets.getObject(i)).addToIgnoreList(player);
                }
            }

            player.setShapeName(this["playerName"]);

            SimDataBlock playerdata = player.getDataBlock();

            player.setEnergyLevel(playerdata["maxEnergy"].AsFloat());

            if (this["skin"] != string.Empty)
            {
                string availableSkins = playerdata["availableSkins"];
                foreach (GameConnection other in ClientGroup.Where(other => other != this))
                {
                    availableSkins = availableSkins.Replace(console.GetVarString(other + ".skin"), " ");

                    availableSkins = availableSkins.Replace("  ", " ");
                }
                List <string> availskin = availableSkins.Split('\t').ToList();
                if (availskin.Count > 0)
                {
                    int r = new Random().Next(0, availskin.Count - 1);
                    this["skin"] = availskin[r];
                }
            }

            player.setSkinName(this["skin"]);
            this["player"] = player;
            console.error("--->Player ID is " + player);

            SimObject control = null;

            if (console.GetVarString("$startWorldEditor") == "1")
            {
                control = this["camera"];
                Camera c = this["camera"];
                c.setMode("Fly");
                console.Call("EditorGui", "syncCameraGui");
            }
            else
            {
                control = player;
            }

            if (!nocontrol)
            {
                this.setControlObject(control);
            }

            int team = new Random().Next(1, 2);

            player.AddObjectTo_MobSearchGroup(team);

            message.MessageClient(this, "System", "Your on Team " + team);

            console.error(DateTime.Now + " --- PLAYER JOIN::Name '" + Util.StripMLControlChars(player.getShapeName()) +
                          "'::ID '" + player + "'");
            return(true);
        }