public static bool IsOptionActive(GameModeOption mode, GameModeOption option, ref bool __result) { var currentConfig = TranslateConfig(mode); var shouldRunOriginal = false; switch (option) { case GameModeOption.NoSurvival: __result = !currentConfig.Food.Enabled && !currentConfig.Water.Enabled; break; case GameModeOption.NoOxygen: __result = !currentConfig.Oxygen.Enabled; break; case GameModeOption.NoCold: __result = !currentConfig.Cold.Enabled; break; case GameModeOption.NoAggression: __result = !currentConfig.Health.Enabled; break; default: shouldRunOriginal = true; break; } return(shouldRunOriginal); }
public static Game GetGame(GameModeOption gameMode) { string gameTypeName = ConfigurationManager.AppSettings[gameMode.ToString()]; Type gameType = Type.GetType(gameTypeName); object game = Activator.CreateInstance(gameType, (int)gameMode); return(game as Game); }
private GameModeOption ParseGameMode(string stringGameMode) { GameModeOption gameMode = GameModeOption.Survival; stringGameMode = stringGameMode.ToLower(); // Lets be frank people have habits gameModeByConfig.TryGetValue(stringGameMode, out gameMode); return(gameMode); }
public static Game InitializeGame(GameModeOption gameMode) { Game game = null; switch (gameMode.ToString()) { case "Normal": game = new NormalChess((int)gameMode); break; case "Blitz": game = new BlitzChess((int)gameMode); break; //case "Custom": game = new CustomChess(); break; } return(game); }
public static bool GameModeChanged(GameModeOption gameMode, uGUI_SceneHUD __instance) { ResetHUD.Invoke(__instance, EmptyParams); _mode.SetValue(__instance, 2); foreach (var _show in _shows) { _show.SetValue(__instance, true); } UpdateElements.Invoke(__instance, EmptyParams); return(false); }
static VitalityConfig TranslateConfig(GameModeOption gameMode) { switch (gameMode) { case GameModeOption.Survival: return(C.Survival); case GameModeOption.Hardcore: return(C.Hardcore); case GameModeOption.Freedom: return(C.Freedom); case GameModeOption.Creative: default: return(C.Creative); } }
public InitialPlayerSync(string playerGuid, bool firstTimeConnecting, List <EscapePodModel> escapePodsData, string assignedEscapePodGuid, List <EquippedItemData> equipment, List <BasePiece> basePieces, List <VehicleModel> vehicles, List <ItemData> inventoryItems, InitialPdaData pdaData, Vector3 playerSpawnData, Optional <string> playerSubRootGuid, PlayerStatsData playerStatsData, List <InitialRemotePlayerData> remotePlayerData, List <Entity> globalRootEntities, GameModeOption gameMode, Perms perms) { EscapePodsData = escapePodsData; AssignedEscapePodGuid = assignedEscapePodGuid; PlayerGuid = playerGuid; FirstTimeConnecting = firstTimeConnecting; EquippedItems = equipment; BasePieces = basePieces; Vehicles = vehicles; InventoryItems = inventoryItems; PDAData = pdaData; PlayerSpawnData = playerSpawnData; PlayerSubRootGuid = playerSubRootGuid; PlayerStatsData = playerStatsData; RemotePlayerData = remotePlayerData; GlobalRootEntities = globalRootEntities; GameMode = gameMode; Permissions = perms; }
private World CreateWorld(DateTime serverStartTime, EntityData entityData, BaseData baseData, VehicleData vehicleData, InventoryData inventoryData, PlayerData playerData, GameData gameData, List <Int3> ParsedBatchCells, EscapePodData escapePodData, GameModeOption gameMode) { World world = new World(); world.TimeKeeper = new TimeKeeper(); world.TimeKeeper.ServerStartTime = serverStartTime; world.SimulationOwnershipData = new SimulationOwnershipData(); world.PlayerManager = new PlayerManager(playerData, config); world.EntityData = entityData; world.EventTriggerer = new EventTriggerer(world.PlayerManager); world.BaseData = baseData; world.VehicleData = vehicleData; world.InventoryData = inventoryData; world.PlayerData = playerData; world.GameData = gameData; world.EscapePodData = escapePodData; world.EscapePodManager = new EscapePodManager(escapePodData); world.EntitySimulation = new EntitySimulation(world.EntityData, world.SimulationOwnershipData, world.PlayerManager); world.GameMode = gameMode; ResourceAssets resourceAssets = ResourceAssetsParser.Parse(); world.BatchEntitySpawner = new BatchEntitySpawner(resourceAssets, ParsedBatchCells, serializer); Log.Info("World GameMode: " + gameMode); Log.Info("Server Password: "******"None. Public Server." : config.ServerPassword)); Log.Info("Admin Password: "******"To get help for commands, run help in console or /help in chatbox"); return(world); }
public static void SetGameMode(GameModeOption mode, GameModeOption cheats) { currentConfig = TranslateConfig(mode); var name = "Creative"; if (currentConfig == C.Freedom) { name = "Freedom"; } else if (currentConfig == C.Hardcore) { name = "Hardcore"; } else if (currentConfig == C.Survival) { name = "Survival"; } ModUtils.LogDebug("Switching game mode to " + name); }
private World CreateWorld(DateTime serverStartTime, EntityData entityData, BaseData baseData, VehicleData vehicleData, InventoryData inventoryData, PlayerData playerData, GameData gameData, List <Int3> ParsedBatchCells, EscapePodData escapePodData, GameModeOption gameMode) { World world = new World(); world.TimeKeeper = new TimeKeeper(); world.TimeKeeper.ServerStartTime = serverStartTime; world.SimulationOwnershipData = new SimulationOwnershipData(); world.PlayerManager = new PlayerManager(playerData); world.EntityData = entityData; world.EventTriggerer = new EventTriggerer(world.PlayerManager); world.BaseData = baseData; world.VehicleData = vehicleData; world.InventoryData = inventoryData; world.PlayerData = playerData; world.GameData = gameData; world.EscapePodData = escapePodData; world.EscapePodManager = new EscapePodManager(escapePodData); world.EntitySimulation = new EntitySimulation(world.EntityData, world.SimulationOwnershipData, world.PlayerManager); world.GameMode = gameMode; ResourceAssets resourceAssets = ResourceAssetsParser.Parse(); world.BatchEntitySpawner = new BatchEntitySpawner(resourceAssets, ParsedBatchCells, serializer); Log.Info("World GameMode " + gameMode); Log.Info("Server Admin Password : "******" You can set your own password in the server config file or by using the /changepassword command"); return(world); }
private World CreateWorld(DateTime serverStartTime, EntityData entityData, BaseData baseData, VehicleData vehicleData, InventoryData inventoryData, PlayerData playerData, GameData gameData, List <Int3> ParsedBatchCells, EscapePodData escapePodData, GameModeOption gameMode) { World world = new World(); world.TimeKeeper = new TimeKeeper(); world.TimeKeeper.ServerStartTime = serverStartTime; world.SimulationOwnershipData = new SimulationOwnershipData(); world.PlayerManager = new PlayerManager(playerData); world.EntityData = entityData; world.EventTriggerer = new EventTriggerer(world.PlayerManager); world.BaseData = baseData; world.VehicleData = vehicleData; world.InventoryData = inventoryData; world.PlayerData = playerData; world.GameData = gameData; world.EscapePodData = escapePodData; world.EscapePodManager = new EscapePodManager(escapePodData); world.EntitySimulation = new EntitySimulation(world.EntityData, world.SimulationOwnershipData, world.PlayerManager); world.GameMode = gameMode; ResourceAssets resourceAssets = ResourceAssetsParser.Parse(); world.BatchEntitySpawner = new BatchEntitySpawner(resourceAssets, ParsedBatchCells); Log.Info("World GameMode " + gameMode); return(world); }
private void SetPlayerGameMode(GameModeOption gameMode) { Log.Info("Recieved initial sync packet with game mode " + gameMode); GameModeUtils.SetGameMode(gameMode, GameModeOption.None); }
public CheatChange(GameModeOption cheats) { backupCheats = GetCheats(); SetCheats(backupCheats | cheats); }
private void SetCheats(GameModeOption newCheats) { TARGET_FIELD.SetValue(null, newCheats); }