Esempio n. 1
0
        void Claim(BasePlayer player, string site, PlayerVote data)
        {
            var steamid = player.userID.ToString();

            switch (site)
            {
            case site1:
            {
                data.Sites[site].Votes++;
                data.Sites[site].Claimed = "1";
                SaveData();
                PrintWarning($"New vote on {site1}: {player.displayName}");
                GetMoney(player, site1);
                break;
            }

            case site2:
            {
                webrequest.EnqueueGet("http://api.toprustservers.com/api/put?plugin=voter&key=" + topRustKey + "&uid=" + steamid, (code, response) => ClaimCheck(code, response, player, site2, data), this);
                break;
            }

            case site3:
            {
                webrequest.EnqueueGet("http://beancan.io/vote/put/" + beancanKey + "/" + steamid, (code, response) => ClaimCheck(code, response, player, site3, data), this);
                break;
            }
            }
        }
Esempio n. 2
0
        void DataCheck()
        {
            var f = false;

            if (Settings.Count != Site.Count)
            {
                f = true;
            }
            else
            {
                foreach (var s in Site.Keys)
                {
                    if (!Settings.ContainsKey(s))
                    {
                        f = true;
                    }
                }
            }

            if (f)
            {
                var sc = new Dictionary <string, SiteSettings>(Settings);
                Settings = new Dictionary <string, SiteSettings>();
                foreach (var s in Site.Keys)
                {
                    if (sc.ContainsKey(s))
                    {
                        Settings.Add(s, sc[s]);
                    }
                    else
                    {
                        Settings.Add(s, new SiteSettings());
                    }
                }
                SaveData(Settings, "Sites");

                var dc = new Dictionary <ulong, PlayerVote>(Users);
                Users = new Dictionary <ulong, PlayerVote>();
                foreach (var u in dc)
                {
                    PlayerVote pv;
                    Users[u.Key] = pv = new PlayerVote(u.Value.Name);
                    foreach (var s in Site.Keys)
                    {
                        if (u.Value.Sites.ContainsKey(s))
                        {
                            pv.Sites.Add(s, u.Value.Sites[s]);
                        }
                        else
                        {
                            pv.Sites.Add(s, new SitesVote());
                        }
                    }
                }
                SaveData(Users, "VoteData");
            }
        }
Esempio n. 3
0
 public void Clear()
 {
     Ping           = 0;
     FragCount      = 0;
     TeamFragCount  = 0;
     Wins           = 0;
     Vote           = PlayerVote.None;
     IsScoreBoardUp = false;
     InGame         = false;
 }
Esempio n. 4
0
    // Use this for initialization
    void Start()
    {
        playerIndex = (PlayerIndex)playerID;
        respawnLocation = transform.position;
        playerCode = playerCode + playerID + "_";

        rb = GetComponent<Rigidbody2D>();
        playerVote = GetComponent<PlayerVote>();
        playerOrb = GetComponent<PlayerOrb>();
    }
Esempio n. 5
0
        PlayerVote GetPlayerData(ulong userID, string name)
        {
            PlayerVote userData;

            if (!Users.TryGetValue(userID, out userData))
            {
                Users[userID] = userData = new PlayerVote(name);
                foreach (var s in Site.Keys)
                {
                    userData.Sites.Add(s, new SitesVote());
                }
                SaveData(Users, "VoteData");
            }
            return(userData);
        }
Esempio n. 6
0
        void ClaimCheck(int code, string response, BasePlayer player, string site, PlayerVote data)
        {
            if (response == null || code != 200)
            {
                Puts($"Error: {code} - Couldn't get an answer from {site}");
                PrintWarning($"Error to claim reward from player: {player.displayName}");
                MessageChat(player, Lang("NoAnswer", player.UserIDString, site));
            }

            if (response == "1")
            {
                data.Sites[site].Votes++;
                data.Sites[site].Claimed = "1";
                SaveData();
                PrintWarning($"New vote on {site}: {player.displayName}");
                GetMoney(player, site);
            }
        }
Esempio n. 7
0
	void givePlayerVote(PlayerVote player)
    {
		player.AddVote ();
    }
Esempio n. 8
0
		public void Clear()
		{
			Ping = 0;
			FragCount = 0;
			TeamFragCount = 0;
			Wins = 0;
			Vote = PlayerVote.None;
			IsScoreBoardUp = false;
			InGame = false;
		}
Esempio n. 9
0
    public void TeamCompositionVote(int playerIndex, bool vote)
    {
        // TODO: Check if this is a valid action in the current game state

        // Accept player vorte
        PlayerVote playerVote = CurrentMission.CurrentTeamCompositionVote.PlayerVoteList[playerIndex];

        // Do we allow changing votes? For now we don't
        if (playerVote.Voted == false)
        {
            playerVote.PlaceVote(vote);
        }
        else
        {
            return;
        }


        // Check if all players have voted
        bool votesComplete = true;
        int  pro = 0, con = 0;

        foreach (PlayerVote pv in CurrentMission.CurrentTeamCompositionVote.PlayerVoteList)
        {
            // Count placed votes
            if (!pv.Voted)
            {
                votesComplete = false;
            }

            // Count pro and con votes
            if (pv.Vote)
            {
                ++pro;
            }
            else
            {
                ++con;
            }
        }

        // Process votes
        if (votesComplete)
        {
            bool compositionAccepted = pro > con;

            if (compositionAccepted)
            {
                UnityEngine.Debug.Log("Team Composition Accepted");
                // Current team is accepted, start mission
                StartMissionVote();
            }
            else
            {
                UnityEngine.Debug.Log("Team Composition Declined");
                // TODO: See if the amount of attempts hasn't exceeded the maximum

                // Let new leader pick another team
                AssignNextLeader();
                SetNewState(GameState.TeamAssembly);
            }
        }
    }