public bool RerollCharacterAction() { if (ValidActions().Contains((Func <bool>)RerollCharacterAction)) { MutablePlayer.GenerateAttributes(); return(true); } else { return(false); } }
/// <summary> /// Notifies client that a player has been shot. /// </summary> /// <param name="updatedPlayerState">The updated state of the player who was shot</param> public void Shoot(MutablePlayer updatedPlayerState) { _player = (Player)updatedPlayerState.ToIPlayer(); InvokePlayerUpdateEventHandler(); }
/// <summary> /// Notifies client of damage to a player. /// </summary> /// <param name="updatedPlayerState">The updated state of the player.</param> public void Damage(MutablePlayer updatedPlayerState) { _player.ChangeHealth(updatedPlayerState.Health); InvokePlayerUpdateEventHandler(); }
/// <summary> /// Sets the signal strength of a specified player /// </summary> /// <param name="signal">the new signal strength</param> /// <param name="player">the player for which </param> public void SetSignalStrength(MutableSignalStrength signal, MutablePlayer player) { _trackerProxy.SetSignalStrength(signal.ToSignalStrength(), player.ToIPlayer()); }
/// <summary> /// Updates internal player model, and pushes changes out to all clients. /// </summary> /// <param name="player">The updated player. <see cref="MutablePlayer.Id"/> must remain the same.</param> public void UpdatePlayer(MutablePlayer player) { _playerManagement.UpdatePlayer(player); }
/// <summary> /// Sets the signal strength of a specified player /// </summary> /// <param name="signal">the new signal strength</param> /// <param name="player">the player for which </param> public void SetSignalStrength(MutableSignalStrength signal, MutablePlayer player) { _signalStrengthTracker.SetSignalStrength(signal, player); }
/// <summary> /// Sets the position of a specified player /// </summary> /// <param name="position">the new position</param> /// <param name="player">the player for which </param> public void SetPosition(MutablePosition position, MutablePlayer player) { _positionTracker.SetPosition(position, player); }
/// <summary> /// Tells server a player is leave /// </summary> /// <param name="player">The player which is leaving the game</param> public void Leave(MutablePlayer player) { _playerManagement.Leave(player); }
/// <summary> /// Tells server a player wants to join /// </summary> /// <param name="player">The player who wishes to join</param> public void Join(MutablePlayer player) { _playerManagement.Join(player); }