public void MessageAllExcept(string client, string team, string msgtype, string msgstring, string a1 = "", string a2 = "", string a3 = "", string a4 = "", string a5 = "", string a6 = "", string a7 = "", string a8 = "", string a9 = "", string a10 = "", string a11 = "", string a12 = "", string a13 = "")
 {
     foreach (coGameConnection recipient in ClientGroup.Where(recipient => ((coGameConnection)recipient != client) && ((coGameConnection)recipient)["team"] != team))
     {
         MessageClient(recipient, msgtype, msgstring, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13);
     }
 }
 public void MessageTeam(string team, string msgType, string msgString, string a1 = "", string a2 = "", string a3 = "", string a4 = "", string a5 = "", string a6 = "", string a7 = "", string a8 = "", string a9 = "", string a10 = "", string a11 = "", string a12 = "", string a13 = "")
 {
     foreach (coGameConnection clientid in ClientGroup.Where(clientid => ((coGameConnection)clientid)["team"] == team))
     {
         MessageClient(clientid, msgType, msgString, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13);
     }
 }
        public void MessageTeamExcept(coGameConnection client, string msgType, string msgString, string a1 = "", string a2 = "", string a3 = "", string a4 = "", string a5 = "", string a6 = "", string a7 = "", string a8 = "", string a9 = "", string a10 = "", string a11 = "", string a12 = "", string a13 = "")
        {
            string team = client["team"];

            foreach (coGameConnection clientid in ClientGroup.Where(clientid => client["team"] == team && (clientid != client)))
            {
                MessageClient(clientid, msgType, msgString, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13);
            }
        }
Exemple #4
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 public void BottomPrintAll(string message, string time, string lines)
 {
     if (lines == "" || lines.AsInt() > 3 || lines.AsInt() < 1)
     {
         lines = "1";
     }
     foreach (coGameConnection client in ClientGroup.Where(client => !((coGameConnection)client).isAIControlled()))
     {
         console.commandToClient(client, "bottomPrint", new[] { message, time, lines });
     }
 }
        public virtual void loadMission(string missionName, bool isFirstMission)
        {
            EndMission();
            console.print("*** LOADING MISSION: " + missionName);
            console.print("*** Stage 1 load");

            // Reset all of these

            centerPrint.ClearCenterPrintAll();
            centerPrint.ClearBottomPrintAll();

            // increment the mission sequence (used for ghost sequencing)

            iGlobal["$missionSequence"] = iGlobal["$missionSequence"] + 1;


            bGlobal["$missionRunning"] = false;

            sGlobal["$Server::MissionFile"] = missionName;

            sGlobal["$Server::LoadFailMsg"] = string.Empty;


            // Extract mission info from the mission file,
            // including the display name and stuff to send
            // to the client.

            levelInfo.BuildLoadInfo(missionName);

            // Download mission info to the clients
            foreach (
                GameConnection client in
                ClientGroup.Where(client => !((GameConnection)client).isAIControlled()))
            {
                client.sendLoadInfoToClient();
            }


            // Now that we've sent the LevelInfo to the clients
            // clear it so that it won't conflict with the actual
            // LevelInfo loaded in the level
            levelInfo.ClearLoadInfo();

            // if this isn't the first mission, allow some time for the server
            // to transmit information to the clients:
            if (isFirstMission || sGlobal["$Server::ServerType"] == "SinglePlayer")
            {
                LoadMissionStage2();
            }
            else
            {
                Util._schedule(sGlobal["$MissionLoadPause"], "0", "loadMissionStage2");
            }
        }
        public void ChatMessageTeam(coGameConnection sender, string team, string msgString, string a1 = "", string a2 = "", string a3 = "", string a4 = "", string a5 = "", string a6 = "", string a7 = "", string a8 = "", string a9 = "", string a10 = "")
        {
            if ((msgString.Trim().Length == 0) || SpamAlert(sender))
            {
                return;
            }

            foreach (coGameConnection obj in ClientGroup.Where(obj => ((coGameConnection)obj)["team"] == sender["team"]))
            {
                ChatMessageClient(obj, sender, console.GetVarString(string.Format("{0}.voiceTag", sender)), console.GetVarString(string.Format("{0}.voicePitch", sender)), msgString, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10);
            }
        }
        public bool SpawnPlayer(coGameConnection client, string spawnpoint, bool nocontrol)
        {
            coPlayer player = client["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     = Game__DefaultPlayerClass;
                string spawndatablock = Game__DefaultPlayerDataBlock;

                coSimObject 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 = console.SpawnObject(spawnclass, spawndatablock, "", spawnproperties, spawnScript);
                // If we have an object do some initial setup
                if (console.isObject(player))
                {
                    // Pick a location within the spawn sphere.
                    player.setTransform(PointInSpawnSphere(player, ((coSpawnSphere)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() != "")
                    {
                        console.Call("MessageBoxOK", new[] { "Spawn Player Failed", "Unable to create a player with class " + spawnclass + " and datablock " + spawndatablock + ".\n\nStarting as an Observer instead.", "" });
                    }
                    else
                    {
                        console.Call("MessageBoxOK", new[] { "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(Game__DefaultPlayerClass, Game__DefaultPlayerDataBlock, "", "", "");

                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))
            {
                client["spawnCamera"] = spawnpoint;
                return(false);
            }

            ((coSimSet)"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"] = client;

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

            if (client["ownedTurrets"].AsInt() >= 1)
            {
                coSimSet turrets = client["ownedTurrets"];
                for (uint i = 0; i < turrets.getCount(); i++)
                {
                    ((coTurretShape)turrets.getObject(i)).call("addToIgnoreList", player);
                }
            }

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

            player.setEnergyLevel(((coPlayerData)player.getDataBlock())["maxEnergy"].AsFloat());

            if (client["skin"] != "")
            {
                string availableSkins = ((coPlayerData)player.getDataBlock())["availableSkins"];
                foreach (coGameConnection other in ClientGroup.Where(other => other != client))
                {
                    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);
                    client["skin"] = availskin[r];
                }
            }

            player.setSkinName(client["skin"]);
            client["player"] = player;

            coSimObject control = null;

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

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

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

            AddObjectTo_MobSearchGroup(player, team);

            MessageClient(client, "System", "Your on Team " + team);

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