public static void OnPlayerConnectedLate(Players.Player p) { if (p.IsConnected) { Colony colony = Colony.Get(p); PlayerState state = PlayerState.GetPlayerState(p); GameDifficultyChatCommand.PossibleCommands(p, ChatColor.grey); UpdateFoodUse(p); } }
public static void OnPlayerConnectedLate(Players.Player p) { if (Configuration.DifficutlyCanBeChanged) { GameDifficultyChatCommand.PossibleCommands(p, ChatColor.grey); } if (Configuration.GetorDefault("SettlersEnabled", true) && Configuration.GetorDefault("MaxSettlersToggle", 4) > 0) { var ps = PlayerState.GetPlayerState(p); if (ps.SettlersEnabled && Configuration.GetorDefault("ColonistsRecruitment", true)) { PandaChat.Send(p, string .Format("Recruiting over {0} colonists will cost the base food cost plus a compounding {1} food. This compounding value resets once per in game day. If you build it... they will come.", MAX_BUYABLE, Configuration.GetorDefault("CompoundingFoodRecruitmentCost", 5)), ChatColor.orange); } if (ps.SettlersToggledTimes < Configuration.GetorDefault("MaxSettlersToggle", 4)) { var settlers = ps.SettlersEnabled ? "on" : "off"; if (Configuration.GetorDefault("MaxSettlersToggle", 4) > 0) { PandaChat.Send(p, $"To disable/enable gaining random settlers type '/settlers off' Note: this can only be used {Configuration.GetorDefault("MaxSettlersToggle", 4)} times.", ChatColor.orange); } else { PandaChat.Send(p, $"To disable/enable gaining random settlers type '/settlers off'", ChatColor.orange); } PandaChat.Send(p, $"Random Settlers are currently {settlers}.", ChatColor.orange); } } UpdateFoodUse(p); Colony.Get(p).SendUpdate(); Colony.SendColonistCount(p); }