public static async Task ClassEndMissionAsync(Player player)
        {
            switch (player.PlayerClass)
            {
            case PlayerClassType.TruckDriver:
                await TruckerController.EndMissionAsync(player);

                break;

            case PlayerClassType.BusDriver:
                BusDriverController.EndMission(player);
                break;

            case PlayerClassType.Pilot:
                PilotController.EndMission(player);
                break;

            case PlayerClassType.Police:
                PoliceController.EndMission(player);
                break;

            case PlayerClassType.Mafia:
                await MafiaController.EndMissionAsync(player);

                break;

            case PlayerClassType.Assistance:
                AssistanceController.EndMission(player);
                break;
            }
        }
Exemple #2
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        private void Class_PlayerSpawned(object sender, SpawnEventArgs e)
        {
            if (!(sender is Player player))
            {
                return;
            }

            switch (player.PlayerClass)
            {
            case PlayerClassType.TruckDriver:
                player.Color = PlayerClassColor.TruckerColor;
                break;

            case PlayerClassType.BusDriver:
                player.Color = PlayerClassColor.BusDriverColor;
                break;

            case PlayerClassType.Pilot:
                player.Color = PlayerClassColor.PilotColor;
                break;

            case PlayerClassType.Police:
                player.Color = PlayerClassColor.PoliceColor;

                player.CheckTimer?.Dispose();
                player.CheckTimer       = new Timer(TimeSpan.FromSeconds(1), true);
                player.CheckTimer.Tick += (senderObject, ev) => PoliceController.PoliceCheckTimer_Tick(senderObject, ev, player);

                if (Configuration.Instance.CanPoliceHaveWeapons)
                {
                    foreach (var weapon in Configuration.PoliceWeapons)
                    {
                        player.GiveWeapon(weapon, Configuration.Instance.PoliceWeaponsAmmo);
                    }
                }
                break;

            case PlayerClassType.Mafia:
                player.Color = PlayerClassColor.MafiaColor;

                player.CheckTimer?.Dispose();
                player.CheckTimer       = new Timer(TimeSpan.FromSeconds(1), true);
                player.CheckTimer.Tick += (senderObject, ev) => MafiaController.MafiaCheckTimer_Tick(senderObject, ev, player);
                break;

            case PlayerClassType.Assistance:
                player.Color = PlayerClassColor.AssistanceColor;

                player.CheckTimer?.Dispose();
                player.CheckTimer       = new Timer(TimeSpan.FromSeconds(1), true);
                player.CheckTimer.Tick += (senderObject, ev) => AssistanceController.AssistanceCheckTimer_Tick(senderObject, ev, player);
                break;
            }
        }
        public static void OnStartMissionCommand(Player sender)
        {
            if (sender.IsDoingMission)
            {
                sender.SendClientMessage(Color.Red, Messages.AlreadyDoingAMission);
                return;
            }

            if (!sender.IsDriving())
            {
                sender.SendClientMessage(Color.Red, Messages.CommandAllowedOnlyAsDriver);
                return;
            }

            var playerVehicleModel = sender.Vehicle?.Model;

            switch (sender.PlayerClass)
            {
            case PlayerClassType.TruckDriver:

                var convoy = sender.Convoy;

                if (sender.IsInConvoy && convoy?.Members[0] != sender)
                {
                    sender.SendClientMessage(Color.Red,
                                             "You are not the leader of the convoy, you can not start a job.");
                    return;
                }

                var dialogTruckerMission = new ListDialog(Messages.MissionTruckerSelectMissionMethod,
                                                          Messages.DialogButtonSelect, Messages.DialogButtonCancel);
                dialogTruckerMission.AddItem("Setup your own load and route\r\nAuto assigned load");

                switch (playerVehicleModel)
                {
                case VehicleModelType.Flatbed:
                case VehicleModelType.DFT30:
                case VehicleModelType.CementTruck:
                    if (sender.Account.TruckerLicense == 1)
                    {
                        dialogTruckerMission.Show(sender);
                    }
                    else
                    {
                        TruckerController.StartRandomMission(sender);
                    }
                    break;

                case VehicleModelType.Roadtrain:
                case VehicleModelType.Linerunner:
                case VehicleModelType.Tanker:
                    if (sender.Vehicle.Trailer != null)
                    {
                        if (sender.Account.TruckerLicense == 1)
                        {
                            dialogTruckerMission.Show(sender);
                        }
                        else
                        {
                            TruckerController.StartRandomMission(sender);
                        }
                    }
                    else
                    {
                        sender.SendClientMessage(Color.Red, Messages.MissionTruckerTrailerNeeded);
                        return;
                    }

                    break;

                default:
                    sender.SendClientMessage(Color.Red, "You need to be the driver of a trucking vehicle to start a mission.");
                    break;
                }

                dialogTruckerMission.Response += TruckerController.MissionDialogResponse;

                break;

            case PlayerClassType.BusDriver:
                var dialogBusDriverMission = new ListDialog(Messages.MissionTruckerSelectMissionMethod,
                                                            Messages.DialogButtonSelect, Messages.DialogButtonCancel);
                dialogBusDriverMission.AddItem("Choose your own busroute\r\nAuto assigned busroute");

                var random = new Random();

                switch (playerVehicleModel)
                {
                case VehicleModelType.Coach:
                case VehicleModelType.Bus:
                    if (sender.Account.BusLicense == 1)
                    {
                        dialogBusDriverMission.Show(sender);
                    }
                    else
                    {
                        BusDriverController.StartMission(sender, BusRoute.BusRoutes[random.Next(BusRoute.BusRoutes.Count)]);
                    }
                    break;

                default:
                    sender.SendClientMessage(Color.Red, "You need to be the driver of a bus to start a mission.");
                    break;
                }

                dialogBusDriverMission.Response += BusDriverController.DialogBusDriverMission_Response;
                break;

            case PlayerClassType.Pilot:
                switch (playerVehicleModel)
                {
                case VehicleModelType.Nevada:
                case VehicleModelType.Shamal:
                case VehicleModelType.Maverick:
                case VehicleModelType.Cargobob:
                    PilotController.StartRandomMission(sender);
                    break;
                }

                break;

            case PlayerClassType.Mafia:
                switch (sender.Vehicle.Model)
                {
                case VehicleModelType.Sandking:
                case VehicleModelType.Moonbeam:
                    MafiaController.StartRandomMission(sender);
                    break;
                }
                break;
            }
        }