public void ResetClasses() { classes = new ClassList(world); XElement classList = DefineDefaultClasses(); foreach (XElement pc in classList.Elements()) { DefineClass(pc); } // parse rank-limit permissions foreach (PlayerClass pc in classes.classesByIndex) { classes.ParseClassLimits(pc); } }
public World( string _path ) { path = _path; Color.Init(); Map.Init(); // start the logger log = new Logger( this ); // load config classes = new ClassList( this ); config = new Config( this, classes, log ); // start tasks service tasks = new Tasks(); db = new PlayerDB( this ); bans = new IPBanList( this ); cmd = new Commands( this ); heartbeat = new Heartbeat( this ); }
public World(string _path) { path = _path; Color.Init(); Map.Init(); // start the logger log = new Logger(this); // load config classes = new ClassList(this); config = new Config(this, classes, log); // start tasks service tasks = new Tasks(); db = new PlayerDB(this); bans = new IPBanList(this); cmd = new Commands(this); heartbeat = new Heartbeat(this); }
public string errors = ""; // for ConfigTool public Config(World _world, ClassList _classes, Logger _logger) { world = _world; classes = _classes; logger = _logger; }
public void ResetClasses() { classes = new ClassList( world ); XElement classList = DefineDefaultClasses(); foreach( XElement pc in classList.Elements() ) { DefineClass( pc ); } // parse rank-limit permissions foreach( PlayerClass pc in classes.classesByIndex ) { classes.ParseClassLimits( pc ); } }
public string errors = ""; // for ConfigTool public Config( World _world, ClassList _classes, Logger _logger ) { world = _world; classes = _classes; logger = _logger; }