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; } } }
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"); } }
public void Clear() { Ping = 0; FragCount = 0; TeamFragCount = 0; Wins = 0; Vote = PlayerVote.None; IsScoreBoardUp = false; InGame = false; }
// Use this for initialization void Start() { playerIndex = (PlayerIndex)playerID; respawnLocation = transform.position; playerCode = playerCode + playerID + "_"; rb = GetComponent<Rigidbody2D>(); playerVote = GetComponent<PlayerVote>(); playerOrb = GetComponent<PlayerOrb>(); }
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); }
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); } }
void givePlayerVote(PlayerVote player) { player.AddVote (); }
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); } } }