Esempio n. 1
0
        public void ChangeLootingRule(GroupLootRule newRule)
        {
            if (GroupRuleForLooting != newRule)
            {
                //zero out stuff for other rules
                if (GroupRuleForLooting == GroupLootRule.Master_Looter)
                {
                    RemoveMasterLooter(LeaderID);
                }
                else if (GroupRuleForLooting == GroupLootRule.Next_player_loots)
                {
                    NextLooterList = null;
                    CurrentLooter  = 0;
                }
                else if (GroupRuleForLooting == GroupLootRule.Chance_Loot)
                {
                    MasterLooter     = null;
                    LastLootedCorpse = null;
                }

                if (newRule == GroupLootRule.Chance_Loot)
                {
                    LastLootedCorpse = new List <string>();
                }

                GroupRuleForLooting = newRule;
                InformPlayersInGroup("Group looting rule has been changed to " + newRule.ToString().Replace("_", " "));
            }
        }
Esempio n. 2
0
        public void ChangeLootingRule(string leaderID, string groupName, GroupLootRule newRule)
        {
            Group group = GetGroup(groupName);

            if (group != null)
            {
                if (string.Equals(leaderID, group.LeaderID, StringComparison.InvariantCultureIgnoreCase))
                {
                    group.ChangeLootingRule(newRule);
                }
                else
                {
                    MySockets.Server.GetAUser(leaderID).MessageHandler("Only the group leader can chnage group looting rules.");
                }
            }
            else
            {
                MySockets.Server.GetAUser(leaderID).MessageHandler("No group with that name exists.");
            }
        }
Esempio n. 3
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		public void ChangeLootingRule(GroupLootRule newRule) {
			if (GroupRuleForLooting != newRule) {
				//zero out stuff for other rules
				if (GroupRuleForLooting == GroupLootRule.Master_Looter) {
					RemoveMasterLooter(LeaderId);
				}
				else if (GroupRuleForLooting == GroupLootRule.Next_player_loots) {
					NextLooterList = null;
					CurrentLooter = 0;
				}
				else if (GroupRuleForLooting == GroupLootRule.Chance_Loot) {
					MasterLooter = ObjectId.Empty;
					LastLootedCorpse = null;
				}

				if (newRule == GroupLootRule.Chance_Loot) {
					LastLootedCorpse = new List<ObjectId>();
				}

				GroupRuleForLooting = newRule;
				InformPlayersInGroup("Group looting rule has been changed to " + newRule.ToString().Replace("_", " "));
			}
		}
Esempio n. 4
0
 public void ChangeLootingRule(string leaderID, string groupName, GroupLootRule newRule)
 {
     Group group = GetGroup(groupName);
     if (group != null) {
         if (string.Equals(leaderID, group.LeaderID, StringComparison.InvariantCultureIgnoreCase)) {
             group.ChangeLootingRule(newRule);
         }
         else {
             MySockets.Server.GetAUser(leaderID).MessageHandler("Only the group leader can chnage group looting rules.");
         }
     }
     else {
         MySockets.Server.GetAUser(leaderID).MessageHandler("No group with that name exists.");
     }
 }
Esempio n. 5
0
		public void ChangeLootingRule(ObjectId LeaderId, string groupName, GroupLootRule newRule) {
			Group group = GetGroup(groupName);
			if (group != null) {
                if (LeaderId.Pid == group.LeaderId.Pid) {
                    group.ChangeLootingRule(newRule);
				}
				else {
					Server.GetAUser(LeaderId).MessageHandler("Only the group leader can chnage group looting rules.");
				}
			}
			else {
				Server.GetAUser(LeaderId).MessageHandler("No group with that name exists.");
			}
		}