public static void TicketCivilian(string invokerHandle, string first, string last, string reason, float amount) { Player invoker = GetPlayerByHandle(invokerHandle); // getting the invoker Civilian civ = GetCivilianByName(first, last); // finding the civ // checking for civ if (civ != null) { int index = Civs.IndexOf(civ); // finding the index of the civ Player p = GetPlayerByIp(Civs[index].SourceIP); // finding the player that the civ owns Civs[index].CitationCount++; // adding 1 to the citations Civs[index].Tickets.Add(new Ticket(reason, amount)); // adding a ticket to the existing tickets // msgs for the civs if (p != null) { SendMessage(p, "Ticket", new[] { 255, 0, 0 }, $"{invoker.Name} tickets you for ${amount.ToString(CultureInfo.InvariantCulture)} because of {reason}"); } SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, $"You successfully ticketed {p?.Name ?? "NULL"} for ${amount.ToString(CultureInfo.InvariantCulture)}"); } else { SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, "That name doesn't exist in the system"); } }
public static async void InitializeEmergency(string handle) { Player p = GetPlayerByHandle(handle); // checking for an existing emergency if (GetEmergencyCall(handle) != null) { SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, "You already have a 911 call!"); return; } if (GetCivilian(handle) != null) { Civilian civ = GetCivilian(handle); // finding the civ // checking how many active dispatchers there are if (Server.ConnectedDispatchers.Length == 0) { SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, "It seems like there is no connected dispatchers at this moment!"); return; } EmergencyCall call; CurrentCalls.Add(call = new EmergencyCall(p.Identifiers["ip"], $"{civ.First} {civ.Last}")); // adding and creating the instance of the emergency SendMessage(p, "Dispatch911", new[] { 255, 0, 0 }, "Please wait for a dispatcher to respond"); // msging to wait for a dispatcher foreach (var peer in Server.ConnectedDispatchers) { await peer.RemoteCallbacks.Events["911alert"].Invoke(civ, call); // notifying the dispatchers of the 911 call } } else { SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, "You must set your name before start a 911 call"); } }
public CivilianVeh(Player source, Civilian owner, String plate, Boolean stolen, Boolean regi, Boolean insur) { this.Source = source; this.Plate = plate; this.StolenStatus = stolen; this.Owner = owner; this.Registered = regi; this.Insured = insur; }
public static void SetName(string handle, string first, string last) { Player p = GetPlayerByHandle(handle); if (GetOfficer(handle) != null) // checking if the civilian has an officer { SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, "You cannot be an officer and a civilian at the same time!"); return; // return if they do } if (GetCivilianByName(first, last) != null && GetPlayerByIp(GetCivilianVeh(handle).SourceIP) != p) // checking if the name already exists in the system { SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, "That name already exists in the system!"); return; // return if it does } // checking if the civilian already has a civ in the system if (GetCivilian(handle) != null) { int index = Civs.IndexOf(GetCivilian(handle)); // finding the index of the existing civ Civs[index] = new Civilian(p.Identifiers["ip"]) { First = first, Last = last }; // setting the index to an instance of a new civilian SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, $"New name set to: {Civs[index].First} {Civs[index].Last}"); // saying the new name created } else // if the civ doesn't exist { Civs.Add(new Civilian(p.Identifiers["ip"]) { First = first, Last = last }); // add a new civilian to the system int index = Civs.IndexOf(GetCivilian(handle)); // find the index of the civ SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, $"New name set to: {Civs[index].First} {Civs[index].Last}"); // say the new name was created #if DEBUG SendMessage(p, "", new[] { 0, 0, 0 }, "Creating new civilian profile..."); #endif } if (GetCivilianVeh(handle) != null) { // below basically resets the vehicle if it exists int index = CivVehs.IndexOf(GetCivilianVeh(handle)); CivVehs[index] = new CivilianVeh(p.Identifiers["ip"]); } }
public static void DisplayCurrentCivilian(string handle) { Player p = GetPlayerByHandle(handle); Civilian civ = GetCivilian(handle); if (civ != null) { SendMessage(p, "", new[] { 255, 255, 255 }, $"First: {civ.First} | Last: {civ.Last}"); SendMessage(p, "", new[] { 255, 255, 255 }, $"Warrant: {civ.WarrantStatus}"); SendMessage(p, "", new[] { 255, 255, 255 }, $"Citations: {civ.CitationCount}"); } else { SendMessage(p, "DispatchSystem", new [] { 0, 0, 0 }, "You don't exist in the system"); } }
public static void AddCivilianNote(string invokerHandle, string first, string last, string note) { Player invoker = GetPlayerByHandle(invokerHandle); // getting the invoker Civilian civ = GetCivilianByName(first, last); // finding the civ // checking civ if (civ != null) { int index = Civs.IndexOf(civ); // finding the index Civs[index].Notes.Add(note); // adding the note to the civ SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, $"Note of \"{note}\" has been added to the Civilian"); // msg } else { SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, "That name doesn't exist in the system"); } }
public static void SetCitations(string handle, int count) { Player p = GetPlayerByHandle(handle); if (GetCivilian(handle) != null) { int index = civs.IndexOf(GetCivilian(handle)); Civilian last = civs[index]; civs[index] = new Civilian(p, last.First, last.Last, last.WarrantStatus, count); SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, $"Citation count set to {count.ToString()}"); } else { SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, "You must set your name before you can set your citations"); } }
public static void ToggleWarrant(string handle) { Player p = GetPlayerByHandle(handle); if (GetCivilian(handle) != null) { int index = civs.IndexOf(GetCivilian(handle)); Civilian last = civs[index]; civs[index] = new Civilian(p, last.First, last.Last, !last.WarrantStatus, last.CitationCount); SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, $"Warrant status set to {civs[index].WarrantStatus.ToString()}"); } else { SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, "You must set your name before you can toggle your warrant"); } }
public static void RequestCivilian(string handle, string first, string last) { Player invoker = GetPlayerByHandle(handle); Civilian civ = GetCivilianByName(first, last); if (civ != null) { WriteChatLine(invoker); SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, "Results: "); SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, $"First: {civ.First} | Last: {civ.Last}"); SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, $"Warrant: {civ.WarrantStatus.ToString()}"); SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, $"Citations: {civ.CitationCount.ToString()}"); WriteChatLine(invoker); } else { SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, "That name doesn't exist in the system"); } }
public static void RequestCivilian(string handle, string first, string last) { Player invoker = GetPlayerByHandle(handle); // getting the invoker Civilian civ = GetCivilianByName(first, last); // finding the civ // checking if the civ is not null if (civ != null) { // results msg SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, "Results: "); SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, $"First: {civ.First} | Last: {civ.Last}"); SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, $"Warrant: {civ.WarrantStatus}"); SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, $"Citations: {civ.CitationCount}"); } else { SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, "That civilian doesn't exist in the system"); } }
public static void DipslayCivilianNotes(string handle, string first, string last) { Player invoker = GetPlayerByHandle(handle); // getting the invoker Civilian civ = GetCivilianByName(first, last); // finding the civ if (civ != null) { // sending the msgs if (!civ.Notes.Any()) { SendMessage(invoker, "", new[] { 0, 0, 0 }, "^7None"); } else { civ.Notes.ForEach(x => SendMessage(invoker, "", new[] { 0, 0, 0 }, x)); // big msgs } } else { SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, "That name doesn't exist in the system"); } }
public static void ToggleVehicleStolen(string handle) { Player p = GetPlayerByHandle(handle); // checking if player has a name if (GetCivilian(handle) == null) { SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, "You must set your name before you can set your vehicle stolen"); return; } // checking if vehicle exists if (GetCivilianVeh(handle) != null) { int index = CivVehs.IndexOf(GetCivilianVeh(handle)); // finding index of vehicle CivVehs[index].StolenStatus = !CivVehs[index].StolenStatus; // toggle stolen if (CivVehs[index].StolenStatus) // checking if it is stolen { Civilian civ = Civilian.CreateRandomCivilian(); // creating a new random civ CivVehs[index].Owner = civ; // setting the vehicle owner to the civ Civs.Add(civ); // adding the civ to the database } else { Civilian civ = CivVehs[index].Owner; // finding the existing civ Civs.Remove(civ); // removing the civ from the database CivVehs[index].Owner = GetCivilian(handle); // setting the owner to the person } SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, $"Stolen status set to {CivVehs[index].StolenStatus}"); } else { SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, "You must set your vehicle before you can set your vehicle stolen"); } }
public static void SetName(string handle, string first, string last) { Player p = GetPlayerByHandle(handle); if (p == null) { return; } if (GetCivilian(handle) != null) { int index = civs.IndexOf(GetCivilian(handle)); civs[index] = new Civilian(p, first, last, false, 0); SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, $"New name set to: {civs[index].First} {civs[index].Last}"); } else { civs.Add(new Civilian(p, first, last, false, 0)); int index = civs.IndexOf(GetCivilian(handle)); SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, $"New name set to: {civs[index].First} {civs[index].Last}"); #if DEBUG SendMessage(p, "", new[] { 0, 0, 0 }, "Creating new civilian profile..."); #endif } #if ENABLE_VEH if (GetCivilianVeh(handle) != null) { int index = civVehs.IndexOf(GetCivilianVeh(handle)); civVehs[index] = new CivilianVeh(p); } #endif }
public static void DisplayCivilianTickets(string invokerHandle, string first, string last) { Player invoker = GetPlayerByHandle(invokerHandle); // getting the invoker Civilian civ = GetCivilianByName(first, last); // finding the civ // checking for civ if (civ != null) { int index = Civs.IndexOf(civ); // finding the index of the civ // msgs if any tickets if (!Civs[index].Tickets.Any()) { SendMessage(invoker, "", new[] { 0, 0, 0 }, "^7None"); } else { Civs[index].Tickets.ForEach(x => SendMessage(invoker, "", new[] { 0, 0, 0 }, $"^7${x.Amount}: {x.Reason}")); // big msgs } } else { SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, "That name doesn't exist in the system"); } }