public SCP914ActivateEvent(Player user, KnobSetting knobSetting, object[] inputs, Vector intakePos, Vector outputPos) { this.User = user; this.KnobSetting = knobSetting; this.Inputs = inputs; this.IntakePos = intakePos; this.OutputPos = outputPos; }
public SCP914ActivateEvent(Player user, KnobSetting knobSetting, List <Player> playerList, List <Item> itemList, Vector intakePos, Vector outputPos) { this.User = user; this.KnobSetting = knobSetting; this.PlayerInputs = playerList; this.ItemInputs = itemList; this.IntakePos = intakePos; this.OutputPos = outputPos; }
public PlayerSCP914ChangeKnobEvent(Player player, KnobSetting knobSetting) : base(player) { this.KnobSetting = knobSetting; }
/// <summary> /// Does a full 914 pass on the user's held item. /// </summary> /// <param name="collider">Player</param> /// <param name="OutputPos">Smod2 Vector on the output of 914</param> /// <param name="knobSetting">Current 914 knob setting</param> /// <param name="scp914">914</param> public void DoHand914(UnityEngine.Collider collider, Vector OutputPos, KnobSetting knobSetting, Scp914 scp914) { Smod2.API.Player play = new ServerMod2.API.SmodPlayer(collider.gameObject); if (play.GetCurrentItem() == null || play.GetCurrentItemIndex() == -1 || play.GetCurrentItem().ItemType == ItemType.USP || stackManager.ContainsWeapon((int)play.GetCurrentItem().ItemType) && knobSetting == KnobSetting.ONE_TO_ONE) { StackEventHandler.CheckSteamIDItemNum[play.SteamId].TransferItems(collider.gameObject); StackEventHandler.CheckSteamIDItemNum[play.SteamId].ApplyTransferedItems(collider.gameObject, true); return; } Smod2.API.ItemType currentItem = play.GetCurrentItem().ItemType; int itemIndex = -1; Dictionary <int, List <Inventory.SyncItemInfo> > TempGetItemsByItemType = new Dictionary <int, List <Inventory.SyncItemInfo> >(); //This is for seeing a item's index in inventory foreach (var item in collider.gameObject.GetComponent <Inventory>().items) { if (TempGetItemsByItemType.ContainsKey(item.id)) { TempGetItemsByItemType[item.id].Add(item); if (item.uniq == collider.gameObject.GetComponent <Inventory>().GetItemInHand().uniq) { itemIndex = TempGetItemsByItemType[item.id].IndexOf(item) + 1; } } else { TempGetItemsByItemType.Add(item.id, new List <Inventory.SyncItemInfo> { item }); if (item.uniq == collider.gameObject.GetComponent <Inventory>().GetItemInHand().uniq) { itemIndex = TempGetItemsByItemType[item.id].IndexOf(item) + 1; } } } play.GetCurrentItem().Remove(); int AmountOfItems = -1; if (TempGetItemsByItemType[(int)currentItem].Count == itemIndex) { AmountOfItems = (int)Math.Ceiling(StackEventHandler.CheckSteamIDItemNum[play.SteamId].GetItemAmount((int)currentItem) % (float)stackManager.GetStackSize((int)currentItem)); if (AmountOfItems == 0) { AmountOfItems = stackManager.GetStackSize((int)currentItem); } } else { AmountOfItems = stackManager.GetStackSize((int)currentItem); } if (stackManager.GetStackSize((int)currentItem) == 1) { AmountOfItems = 1; } StackEventHandler.CheckSteamIDItemNum[play.SteamId].AddItemAmount((int)currentItem, AmountOfItems * -1); for (int i = 0; i < AmountOfItems; i++) { int newitem = GetRandom914ItemByKnob(scp914, (int)currentItem, (int)knobSetting); if (newitem != -1 || ConfigOptions.si_914itemstosave.Contains(newitem)) { if (play.GetInventory().Count == 8) { Smod2.PluginManager.Manager.Server.Map.SpawnItem((ItemType)newitem, OutputPos, new Vector(0, 0, 0)); } else { StackEventHandler.CheckSteamIDItemNum[play.SteamId].AddItemAmount(newitem, 1); } } } StackEventHandler.CheckSteamIDItemNum[play.SteamId].TransferItems(collider.gameObject); StackEventHandler.CheckSteamIDItemNum[play.SteamId].ApplyTransferedItems(collider.gameObject, true); }
/// <summary> /// Does a pass on every item in the user's inventory /// </summary> /// <param name="collider">player collider</param> /// <param name="OutputPos">smod2 vector of output pos of 914</param> /// <param name="knobSetting">current knobsetting of 914</param> /// <param name="scp914">scp914</param> public void DoInventory914(UnityEngine.Collider collider, Vector OutputPos, KnobSetting knobSetting, Scp914 scp914) { Smod2.API.Player play = new ServerMod2.API.SmodPlayer(collider.gameObject); List <Inventory.SyncItemInfo> TempItems = new List <Inventory.SyncItemInfo>(); TempItems.AddRange(collider.GetComponent <Inventory>().items); Dictionary <int, int> TempListOfItems = new Dictionary <int, int>(); foreach (KeyValuePair <int, int> TypeAndAmount in StackEventHandler.CheckSteamIDItemNum[play.SteamId].checkItemTypeForNumOfItems) { TempListOfItems[TypeAndAmount.Key] = TypeAndAmount.Value; } StackEventHandler.CheckSteamIDItemNum[play.SteamId].ResetToZero(); foreach (Inventory.SyncItemInfo item in TempItems) { if (!ConfigOptions.si_914itemstosave.Contains(item.id) && item.id != 30) { double ItemAmount; if (TempListOfItems.ContainsKey(item.id) && !stackManager.ContainsWeapon(item.id)) { int TempItemAmount = (int)(TempListOfItems[item.id] - Math.Ceiling(TempListOfItems[item.id] / (float)stackManager.GetStackSize(item.id))); if (TempItemAmount >= stackManager.GetStackSize(item.id)) { ItemAmount = stackManager.GetStackSize(item.id); TempListOfItems[item.id] -= stackManager.GetStackSize(item.id); } else { ItemAmount = TempListOfItems[item.id]; TempListOfItems[item.id] = 0; } } else { ItemAmount = 1; } collider.GetComponent <Inventory>().items.Remove(item); for (int i = 0; i < (int)ItemAmount; i++) { int newitem = GetRandom914ItemByKnob(scp914, item.id, (int)knobSetting); if (newitem != -1) { if (play.GetInventory().Count == 8) { Smod2.PluginManager.Manager.Server.Map.SpawnItem((ItemType)newitem, OutputPos, new Vector(0, 0, 0)); } else { StackEventHandler.CheckSteamIDItemNum[play.SteamId].AddItemAmount(newitem, 1); } } } } } StackEventHandler.CheckSteamIDItemNum[play.SteamId].TransferItems(collider.gameObject); StackEventHandler.CheckSteamIDItemNum[play.SteamId].ApplyTransferedItems(collider.gameObject); }