private void OnAddNewActor(object sender, ActorHandler.AddNewActorEventArgs e) { if (MainClass.botType != 3) { //shouldn't be here anyways, since we're not creating this object if it's not a guard bot, but just in case, lol return; } if (e.NewActor.id == TheActorHandler.MyActorID) { return; } userRank = TheMySqlManager.GetUserRank(e.NewActor.name, Settings.botid); string tempText = ""; if (userRank < -2) { userRank = -2; } switch (userRank) { case -2: //send out a message that will be picked up by the guardbot handler //send message to guild/owners if specified.... (have to think this out...) //kill on sight tempText = e.NewActor.name + ", you are kill on sight and must be terminated!"; break; case -1: //check the timer to see if they should be killed, if so, change rank to -2 //send messages... tempText = e.NewActor.name + ", you are a threat and will be terminated if you continue to tresspass!"; break; case 0: //give a warning and set the timer, change rank to -1 tempText = e.NewActor.name + ", you are tresspassing, if you continue to do so you will be designated for termination!"; break; default: //check the timer, if it's expired, switch to rank 0 //otherwise don't do a thing... tempText = e.NewActor.name + ", you are not a threat. You may pass."; break; } if (tempText != "") { TheTCPWrapper.Send(CommandCreator.RAW_TEXT(tempText)); System.Threading.Thread.Sleep(20); } string guild = TheMySqlManager.PlayerGuild(Settings.Loginname); tempText = "#gm " + e.NewActor.name + " has entered the field of play(rank: " + userRank + ")"; if (guild == "0") { tempText = "FAKE " + tempText; } TheTCPWrapper.Send(CommandCreator.RAW_TEXT(tempText)); TheActorHandler.setActorThreatLevel(e.NewActor, userRank); }
private void OnAddNewActor(object sender, ActorHandler.AddNewActorEventArgs e) { string greeting = TheMySqlManager.Getgreeting(e.NewActor.name,Settings.botid); if (greeting!="") { //don't greet invisible players if (e.NewActor.buffs != 0) return; TheTCPWrapper.Send(CommandCreator.RAW_TEXT(greeting)); TheMySqlManager.updateGreeting(e.NewActor.name, Settings.botid); } }