Esempio n. 1
0
        public void CmdCharacterSelection(string name, int ID)
        {
            Player    player = new Player();
            Character c      = CharacterTable.Select(ID);
            Inventory i      = new Inventory();
            Weapon    w      = WeaponTable.Select(c.Weapon);

            player.ID          = (int)netId.Value;
            player.Name        = name;
            player.Health      = Constants.player_basehealth + c.BHealth;
            player.Score       = 0;
            player.Armor       = 0;
            player.CharacterID = ID;
            player.InventoryID = InventoryTable.Select_Count() + 1;
            PlayerTable.Insert(player);

            i.Actual    = w.Ammo;
            i.Player_ID = player.ID;
            i.Weapon_ID = c.Weapon;
            i.Slot      = InventoryTable.Select_Count() + 1;
            InventoryTable.Insert(i);

            PlayerSelection.UsedWeapon = w.Name;

            Debug.Log("Srv exec." + name + "," + ID);

            _playerData.Name         = player.Name;
            _playerData.Armor        = player.Armor;
            _playerData.Health       = player.Health;
            _playerData.Score        = player.Score;
            _playerData.Inventory_ID = player.InventoryID;
            _playerData.Character_ID = player.CharacterID;
            _playerData.IsMoving     = false;
            // TODO: Generate position for player.
        }
Esempio n. 2
0
        public void CmdRefill(int id)
        {
            Player player = PlayerTable.Select(id);

            System.Random rnd  = new System.Random();
            int           rnum = rnd.Next(0, 100);

            if (rnum >= 0 && rnum <= 33) //healthpack
            {
                Character ch = CharacterTable.Select(player.CharacterID);
                player.Health = ch.BHealth + Constants.player_basehealth;
                PlayerTable.Update(player);
                this.message = "Health";
            }
            else if (rnum > 33 && rnum <= 66)//ammo
            {
                Inventory i = InventoryTable.Select(player.InventoryID);
                i.Actual = WeaponTable.Select(i.Weapon_ID).Ammo;
                InventoryTable.Update(i);
                this.message = "Ammo";
            }
            else //Weapon
            {
                Collection <Weapon>    weapons     = WeaponTable.Select();
                Collection <Inventory> inventories = InventoryTable.Select();
                Collection <Weapon>    notowned    = new Collection <Weapon>();
                foreach (Weapon w in weapons)
                {
                    bool add = true;
                    foreach (Inventory inv in inventories)
                    {
                        if (w.ID == inv.Weapon_ID && inv.Player_ID == player.ID) //pokud hráč již vlastní zbraň
                        {
                            add = false;
                            break;
                        }
                    }
                    if (add)
                    {
                        notowned.Add(w);
                    }
                }
                if (notowned.Count == 0) //pokud uz vlastnim vše
                {
                    Character ch = CharacterTable.Select(player.CharacterID);
                    player.Armor += 100;
                    PlayerTable.Update(player);
                    this.message = "Armor";
                }
                else
                {
                    int       WeaponID = rnd.Next(0, notowned.Count - 1);
                    Inventory i        = new Inventory();
                    i.Player_ID = player.ID;
                    i.Weapon_ID = notowned[WeaponID].ID;
                    i.Actual    = notowned[WeaponID].Ammo;
                    i.Slot      = InventoryTable.Select_Count() + 1;
                    InventoryTable.Insert(i);
                    this.message = notowned[WeaponID].Name;
                }
            }
            PlayerRefill.ObtainedItem = this.message;
        }