Esempio n. 1
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 public EmbankStateManager(IemStateManager.IStateMachine initialState,
                           IemGameEmbankmentGame newEg)
     : base(initialState)
 {
     IemUtils.GLog("eg is " + newEg);
     eg = newEg;
 }
Esempio n. 2
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            public TeamSelectLobby(string copypastefile, IemGameBase.IemTeamGame newTeamGame)
            {
                teamGame = newTeamGame;

                location = me.IemUtils.NextFreeLocation();

                me.Puts("yield new vector " + location);

                //location = new Vector3(x, y, z);
                Vector3 centre_location = new Vector3(location.x - 7, location.y, location.z - 2);


                partition = new IemObjectPlacement.CopyPastePlacement(
                    copypastefile, location);
                CreateZoneForLobby();

                int i = 0;

                foreach (var team in teamGame.Teams)
                {
                    //  me.Puts("centre loc is " + centre_location);
                    // me.Puts("loc is " + locs[i]);
                    spheres.Add(IemUtils.CreateZone("team_" + team.Value.GetGuid(),
                                                    locs[i] + centre_location, 6));

                    zonelist.Add("zone_team_" + team.Value.GetGuid());
                    me.zonelist.Add("zone_team_" + team.Value.GetGuid());

                    i++;
                }
                PlayerEnteredZone += PlayerEnteredTeamZone;
            }
Esempio n. 3
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            void CreateZoneForLobby()
            {
                Vector3 centre_location = new Vector3(location.x - 7, location.y, location.z - 2);

                // me.CreateZone("lobby", new Vector3(-235, 3, 18), 16);
                me.zonelist.Add("lobby_" + centre_location.ToString());
                zonelist.Add("lobby_" + centre_location.ToString());
                me.ZoneManager.Call("CreateOrUpdateZone",
                                    "lobby_" + centre_location.ToString(),
                                    new string[]
                {
                    "radius", "34",
                    "autolights", "true",
                    "eject", "false",
                    "enter_message", "",
                    "leave_message", "",
                    "killsleepers", "true",
                    "nosuicide", "false",
                    "undestr", "true",
                    "nobuild", "true",
                    "nodecay", "true",
                    "nocorpse", "true",
                    "nogather", "true",
                    "noplayerloot", "true",
                    "nowounded", "true",
                    "nodrown", "true",
                    "nostability", "true",
                    "noupgrade", "true",
                    "nobleed", "true",
                    "pvpgod", "true",
                    "nodeploy", "true"
                }, location);

                spheres.Add(IemUtils.CreateSphere(centre_location, (34 * 2) + 1));
            }
Esempio n. 4
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            public void ScorePlayerKill(BasePlayer victim, HitInfo hitInfo)
            {
                IemUtils.GLog("player died in game phase, calculate new score");

                if (victim.ToPlayer() != null)
                {
                    IemUtils.GLog("player died - hook called");
                    BasePlayer player = victim.ToPlayer();

                    if (hitInfo?.Initiator != null &&
                        hitInfo?.Initiator?.ToPlayer() != null &&
                        victim.ToPlayer() != null)
                    {
                        IemUtils.GLog("found player hit, found player scoring kill");
                        //       PlayerDying(player, info);
                        IemUtils.IIemTeamPlayer iemTeamPlayer = GetIemPlayerById(victim.UserIDString);
                        if (iemTeamPlayer != null)
                        {
                            IemUtils.GLog("incrementing score");
                            GetIemPlayerById(hitInfo?.Initiator?.ToPlayer().UserIDString).Score      += 1;
                            GetIemPlayerById(hitInfo?.Initiator?.ToPlayer().UserIDString).Team.Score += 1;
                        }
                    }
                }
            }
Esempio n. 5
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                public new void Enter(IemStateManager.StateManager sm)
                {
                    TargetPracticeStateManager gsm = (TargetPracticeStateManager)sm;

                    List <ReactiveTarget> targets = IemUtils.FindComponentsNearToLocation <ReactiveTarget>(gsm.location, 50);

                    foreach (var target in targets)
                    {
                        target.SetFlag(BaseEntity.Flags.On, false);
                    }

                    gsm.eg.EndGame();

                    double totalTime = 0;

                    foreach (TPGameLevel level in gsm.eg.gamelevels)
                    {
                        totalTime += level.LevelTime();
                    }

                    IemUI.CreateGameBanner(gsm.eg.player, "Game is complete! - your time was "
                                           + IemUtils.GetTimeFromSeconds(totalTime) + " seconds");


                    IemUI.Confirm(gsm.eg.player, "Game completed!\nreturn to the map",
                                  "Back",
                                  gsm.eg.backToTheMap);
                }
Esempio n. 6
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            public void SuddenDeath(BaseCombatEntity entity, HitInfo hitInfo)
            {
                if (entity as BasePlayer == null || hitInfo == null)
                {
                    return;
                }

                if (entity.ToPlayer() != null)
                {
                    IemUtils.DLog("player died");
                    BasePlayer player = entity.ToPlayer();

                    if (GetIemPlayerById(player.UserIDString) != null)
                    {
                        IemUtils.GLog("scaling damage");
                        hitInfo.damageTypes.Scale(DamageType.Bullet, 1000f);
                        hitInfo.damageTypes.Scale(DamageType.Arrow, 1000f);
                        hitInfo.damageTypes.Scale(DamageType.Blunt, 1000f);
                        hitInfo.damageTypes.Scale(DamageType.Explosion, 1000f);
                        hitInfo.damageTypes.Scale(DamageType.Stab, 1000f);
                        //hitInfo.damageTypes.Scale(DamageType., 1000f);
                    }
                    else
                    {
                        IemUtils.GLog("not found player");
                    }
                }
            }
Esempio n. 7
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 /// <summary>
 /// this method is used to send a signal to the implementation
 /// to wrap things up.
 /// </summary>
 /// <returns></returns>
 public virtual bool CancelGame()
 {
     IemUtils.DLog("calling CancelGame in IemGame");
     CurrentState = IemUtils.State.Cancelled;
     CleanUp();
     Interface.Oxide.CallHook("OnGameCancelled", this);
     return(true);
 }
Esempio n. 8
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            public void CloseDoors()
            {
                List <Door> doors = IemUtils.FindComponentsNearToLocation <Door>(location, 50);

                foreach (var door in doors)
                {
                    door.SetFlag(BaseEntity.Flags.Open, false);
                }
            }
Esempio n. 9
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 public virtual void RestoreBasePlayers()
 {
     foreach (var player in Players.Values)
     {
         IemUtils.TeleportPlayerPosition(BasePlayer.Find(player.PlayerId),
                                         player.PreviousLocation);
         me.IemUtils.RestoreInventory(BasePlayer.Find(player.PlayerId), GetGuid());
     }
 }
Esempio n. 10
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            public override IemUtils.IIemTeamPlayer AddPlayer(BasePlayer player)
            {
                if (!Players.ContainsKey(player.UserIDString))
                {
                    Players[player.UserIDString] = new IemEmbankmentPlayer(player, this);
                }
                IemUI.ShowTeamUiForPlayer(player, this);
                IemUtils.TeleportPlayerPosition(player, teamLobby.location);

                return((IemUtils.IIemTeamPlayer)Players[player.UserIDString]);
            }
Esempio n. 11
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                public new void Enter(IemStateManager.StateManager sm)
                {
                    TargetPracticeStateManager gsm = (TargetPracticeStateManager)sm;

                    gsm.eg.returnZone.Destroy();

                    IemUtils.MovePlayerToTeamLocation(gsm.eg.player,
                                                      gsm.eg.iemPlayer.PreviousLocation);
                    gsm.partition.Remove();
                    me.IemUtils.RestoreInventory(gsm.eg.player, gsm.eg.GetGuid());
                }
Esempio n. 12
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                public new void Exit(IemStateManager.StateManager sm)
                {
                    TargetPracticeStateManager gsm = (TargetPracticeStateManager)sm;

                    CuiHelper.DestroyUi(gsm.eg.player, "CreateFadeoutBanner");
                    foreach (IemGameBase.IemPlayer iemPlayer in gsm.eg.Players.Values)
                    {
                        BasePlayer player = IemUtils.FindPlayerByID(iemPlayer.PlayerId);
                        IemUI.CreateGameBanner(player, "");
                    }
                }
Esempio n. 13
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 public override bool StartGame()
 {
     IemUtils.GLog("calling StartGame in IemGameEmbankmentGame");
     if (gsm == null)
     {
         base.StartGame();
         gsm = new EmbankStateManager(EmbankStateManager.Created.Instance, this);
         gsm.ChangeState(EmbankStateManager.GameLobby.Instance);
     }
     return(true);
 }
Esempio n. 14
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            public bool MovePlayerToTeamLocation(BasePlayer player, Vector3 location)
            {
                IemUtils.GLog("moving players to game");

                if (!IemUtils.CheckPointNearToLocation(
                        player.transform.position, location, 2))
                {
                    IemUtils.TeleportPlayerPosition(player, location);
                }

                return(true);
            }
Esempio n. 15
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 public virtual bool StartGame()
 {
     IemUtils.DLog("calling StartGame in IemGameBase");
     if (!CanStart())
     {
         return(false);
     }
     CurrentState = IemUtils.State.Running;
     StartedTime  = DateTime.Now;
     Interface.Oxide.CallHook("OnGameStarted", this);
     return(true);
 }
Esempio n. 16
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            //in the state patten, this is used to execute the current state
            //not sure if this is relevant to this system???
            public void Update()
            {
                if ((currentState == null))
                {
                    throw new Exception("currentState state is null");
                }

                string buf = currentState.ToString();

                IemUtils.SLog(this.GetType().Name + ":Executing:" + buf);
                currentState.Execute(this);
                IemUtils.SLog(this.GetType().Name + ":Executed:" + buf);
            }
Esempio n. 17
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            public void ShowGameTimer(int countdown)
            {
                string status = "";

                foreach (IemGameBase.IemTeam iemTeam in Teams.Values)
                {
                    foreach (IemGameBase.IemPlayer iemPlayer in iemTeam.Players.Values)
                    {
                        BasePlayer player = IemUtils.FindPlayerByID(iemPlayer.PlayerId);
                        IemUI.CreateGameTimer(player, countdown);
                    }
                }
            }
Esempio n. 18
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                public new void Enter(IemStateManager.StateManager sm)
                {
                    TargetPracticeStateManager gsm = (TargetPracticeStateManager)sm;

                    gsm.partition = new IemObjectPlacement.CopyPastePlacement(
                        "tp_v1_" + gsm.eg.difficultyLevel, gsm.location);

                    ResearchTable researchtable = IemUtils.FindComponentNearestToLocation <ResearchTable>(
                        gsm.location, 50);
                    Vector3 playerstart = researchtable.transform.position;

                    researchtable.Kill(BaseNetworkable.DestroyMode.None);
                    RepairBench repairbench = IemUtils.FindComponentNearestToLocation <RepairBench>(
                        gsm.location, 50);
                    Vector3 playerlook = repairbench.transform.position;

                    repairbench.Kill(BaseNetworkable.DestroyMode.None);

                    me.Puts("player start location is " + playerstart);
                    me.Puts("player look location is " + playerlook);
                    me.Puts("swutcged " + IemUtils.SwitchTypesToTarget <BaseOven>(gsm.location));

                    gsm.eg.player.inventory.Strip();

                    EntitiesTakingDamage += gsm.eg.PlayerImmortal;

                    IemUtils.MovePlayerToTeamLocation(gsm.eg.player,
                                                      playerstart);

                    Vector3    relativePos = playerstart - playerlook;
                    Quaternion rotation    = Quaternion.LookRotation(relativePos);

                    gsm.eg.player.transform.rotation = rotation;

                    IemUtils.SetMetabolismValues(gsm.eg.player);
                    IemUtils.ClearInventory(gsm.eg.player);

                    IemUI.CreateGameBanner(gsm.eg.player, "GAME LOBBY");

                    IemUtils.PlaySound(gsm.eg.player);

                    gsm.eg.returnZone = new IemUtils.ReturnZone(playerstart, gsm.eg.player);

                    IemUI.Confirm(gsm.eg.player, $"Weclome to target practice\n" +
                                  $"Knock down the targets to proceed to the next level.\n" +
                                  $"each level timer will start when you fire the first shot", "Start Shootin'",
                                  gsm.proceedAction);

                    gsm.eg.targets = IemUtils.FindComponentsNearToLocation <ReactiveTarget>(gsm.location, 50);
                    me.Puts("targets count is " + gsm.eg.targets.Count());
                }
Esempio n. 19
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            public override bool CanStart()
            {
                //if (ForceStart)
                //    return true;

                int totalPlayers = 0;

                foreach (KeyValuePair <string, IemUtils.IIemTeam> team in Teams)
                {
                    if (team.Value.Players.Count < MinPlayersPerTeam)
                    {
                        IemUtils.DLog("too few players on team for Game MinPlayersPerTeam " + team.Value.Name);
                        return(false);
                    }

                    if (team.Value.Players.Count > MaxPlayersPerTeam)
                    {
                        IemUtils.DLog("too many players on team  Game MaxPlayersPerTeam" + team.Value.Name);
                        return(false);
                    }

                    if (team.Value.Players.Count < team.Value.MinPlayers)
                    {
                        IemUtils.DLog("too few players on team for Team MinPlayers " + team.Value.Name);
                        return(false);
                    }

                    if (team.Value.Players.Count > team.Value.MaxPlayers)
                    {
                        IemUtils.DLog("too many players on team Team MaxPlayers " + team.Value.Name);
                        return(false);
                    }

                    totalPlayers = totalPlayers + team.Value.Players.Count;
                }

                if (totalPlayers < MinPlayers)
                {
                    IemUtils.DLog("below min players");
                    return(false);
                }

                if (totalPlayers > MaxPlayers)
                {
                    IemUtils.DLog("above max players");
                    return(false);
                }


                return(base.CanStart());
            }
Esempio n. 20
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            public override bool CleanUp()
            {
                base.CleanUp();

                IemUtils.DDLog("cleaning up the game");
                teamLobby?.Destroy();

                foreach (var partition in gsm.partitions)
                {
                    partition?.Remove();
                }

                return(true);
            }
Esempio n. 21
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 public IemTeam AddTeam(IemTeam team)
 {
     if (Teams.Count >= MaxTeams)
     {
         IemUtils.DLog("returning null");
         return(null);
     }
     if (!Teams.ContainsKey(team.GetGuid().ToString()))
     {
         Teams.Add(team.GetGuid().ToString(), team);
     }
     team.TeamGame = this;
     return(team);
 }
Esempio n. 22
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 IemUtils.IIemTeam GetTeamFromZone(string ZoneID)
 {
     //IemUtils.DLog("team substring is " + ZoneID.Substring(10));
     foreach (var team in teamGame.Teams)
     {
         // IemUtils.DLog("checking team is " + team.Key);
         if (team.Key == ZoneID.Substring(10))
         {
             IemUtils.DLog("returning team is " + team.Value.Name);
             return(team.Value);
         }
     }
     return(null);
 }
Esempio n. 23
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            public void PlayerDied(BasePlayer victim, HitInfo info)
            {
                IemUtils.GLog("player died in one life phase");


                if (victim.ToPlayer() != null)
                {
                    IemUtils.GLog("player died - setting player dead");
                    BasePlayer player = victim.ToPlayer();

                    GetIemPlayerById(victim.UserIDString).PlayerState =
                        IemUtils.PlayerState.Dead;
                }
            }
Esempio n. 24
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            public int GetCountOfLivingPlayers(IemGameBase.IemTeam iemTeam)
            {
                int count = 0;

                foreach (IemGameBase.IemPlayer iemPlayer in iemTeam.Players.Values)
                {
                    BasePlayer player = IemUtils.FindPlayerByID(iemPlayer.PlayerId);
                    if (iemPlayer.PlayerState == IemUtils.PlayerState.Alive)
                    {
                        count++;
                    }
                }
                return(count);
            }
Esempio n. 25
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 public override bool StartGame()
 {
     IemUtils.GLog("calling StartGame in IemGameTargetPracticeGame");
     if (gsm.IsAny(TargetPracticeStateManager.Created.Instance))
     {
         base.StartGame();
         gsm.ChangeState(TargetPracticeStateManager.GameLobby.Instance);
     }
     else if (gsm.IsAny(TargetPracticeStateManager.GameLobby.Instance,
                        TargetPracticeStateManager.GameRunning.Instance
                        ))
     {
         IemUtils.GLog("gsm already created");
     }
     return(true);
 }
Esempio n. 26
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            public virtual void SubStateReturn()
            {
                if ((previousState == null))
                {
                    throw new Exception("previousState is null");
                }
                if ((currentState == null))
                {
                    throw new Exception("currentState state is null");
                }

                IemUtils.SLog(this.GetType().Name + ":ChangeState:PrevState:" + currentState);
                IemUtils.SLog(this.GetType().Name + ":ChangeState:Reverting:" + previousState);
                currentState.Exit(this);
                currentState = previousState;
            }
Esempio n. 27
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            public override IemUtils.IIemTeam Winner()
            {
                IemUtils.IIemTeam team = null;
                int bestscore          = 0;

                foreach (var iemTeam in Teams.Values)
                {
                    if (iemTeam.Score > bestscore)
                    {
                        bestscore = iemTeam.Score;
                        team      = iemTeam;
                    }
                    IemUtils.GLog("best score is " + bestscore);
                }
                return(team);
            }
Esempio n. 28
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            public StateManager(IStateMachine initialState)
            {
                if ((initialState == null))
                {
                    throw new Exception("initialState cannot be null");
                }

                IemUtils.SLog(this.GetType().Name + ":CREATING");
                //set the initial state
                currentState = initialState;


                //@todo not sure if this is correct. should we enter the initial state?
                currentState.Enter(this);
                IemUtils.SLog(this.GetType().Name + ":initialstate:" +
                              currentState.ToString().Replace("Oxide.Plugins.", ""));
            }
Esempio n. 29
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            public bool CheckGameState()
            {
                bool someoneWon = false;

                foreach (IemGameBase.IemTeam iemTeam in Teams.Values)
                {
                    if (iemTeam.State != IemUtils.TeamState.Empty)
                    {
                        int count = 0;
                        foreach (IemGameBase.IemPlayer iemPlayer in iemTeam.Players.Values)
                        {
                            BasePlayer player = IemUtils.FindPlayerByID(iemPlayer.PlayerId);
                            if (iemPlayer.PlayerState == IemUtils.PlayerState.Alive)
                            {
                                count++;
                            }
                        }
                        if (count == 0)
                        {
                            iemTeam.State = IemUtils.TeamState.Lost;
                        }
                    }
                }
                int teamsNotLost = 0;

                IemGameBase.IemTeam winTeam = null;
                foreach (IemGameBase.IemTeam iemTeam in Teams.Values)
                {
                    if (iemTeam.State != IemUtils.TeamState.Empty &&
                        iemTeam.State != IemUtils.TeamState.Lost)
                    {
                        teamsNotLost++;
                        winTeam = iemTeam;
                    }
                }
                if (teamsNotLost == 1)
                {
                    someoneWon    = true;
                    winTeam.State = IemUtils.TeamState.Won;
                }
                if (someoneWon)
                {
                    gsm.ChangeState(EmbankStateManager.GameComplete.Instance);
                }
                return(someoneWon);
            }
Esempio n. 30
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            /// <summary>
            /// enter a substate, where you want to revert to the previous state
            /// </summary>
            /// <param name="newState"></param>
            public virtual void SubState(IStateMachine newState)
            {
                if ((currentState == null))
                {
                    throw new Exception("currentState state is null");
                }

                if ((newState == null))
                {
                    throw new Exception("newState is null");
                }


                IemUtils.SLog(this.GetType().Name + ":ChangeState:PrevState:" + currentState);
                previousState = currentState;
                currentState  = newState;
                currentState.Enter(this);
                IemUtils.SLog(this.GetType().Name + ":ChangeState:newstate:" + newState);
            }