예제 #1
0
        public override void PlayerJoinEvent(IcPlayer player)
        {
            PlayerClass Player = PlayersDatabase.GetPlayer(player.PlayerName);

            if (Player != null)
            {
                if (!DisableList.Contains(Player.Sound.ToLower()))
                {
                    if (Player.Delay < MinDelay && Player.Delay > MaxDelay)
                    {
                        DA.PrivateColorMessage(player, Color.Cyan, $"[Join Sounds] Server settings are changed and incompatible setting detected. Your delay has been reset to minimum. Please update your delay with \"{CmdTriggers.Split('|')[0]} delay\".");
                        Player.Delay = MinDelay;
                        PlayersDatabase.Update(player.PlayerName, Player);
                    }
                    StartTimer(player.PlayerId, FloatToTime(Player.Delay), false, new KeyValuePair <IcPlayer, PlayerClass>(player, Player));
                }
                else
                {
                    DA.PrivateColorMessage(player, Color.Cyan, $"[Join Sounds] Server settings are changed and incompatible setting detected. Your join sound is no longer available. Please update your sound with \"{CmdTriggers.Split('|')[0]} set\". Your join sound is removed.");
                    PlayersDatabase.Remove(player.PlayerName);
                }
            }
        }
예제 #2
0
 public static void Update(string Name, PlayerClass DataNew)
 {
     Players.PlayerList[Players.PlayerList.FindIndex(x => x.Name.ToLower() == Name.ToLower())] = DataNew;
     Save();
 }
예제 #3
0
 public static void Add(PlayerClass Data)
 {
     Players.PlayerList.Add(Data);
 }
예제 #4
0
        bool JoinSoundsAdminGenericCommand(IcPlayer player, string command, IDATokenClass text, TextMessageEnum chatType, object data)
        {
            int Size = text.Size; //Had to use like that cuz of a RenSharp problem :/P/PP

            if ((int)player.DAPlayer.AccessLevel >= AdminLevel)
            {
                if (text[1].ToLower() == "set" || text[1].ToLower() == "change")
                {
                    if (Size > 2)
                    {
                        if (!DisableList.Contains(text[3].ToLower()))
                        {
                            var Pl = PlayersDatabase.GetPlayer(text[2]);
                            if (Pl != null)
                            {
                                Pl.Sound = text[3];
                                PlayersDatabase.Update(Pl.Name, Pl);
                                Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] {text[2]}'s join sound has been updated with \"{text[3]}\".");
                            }
                            else
                            {
                                Pl       = new PlayerClass();
                                Pl.Name  = player.PlayerName.ToLower();
                                Pl.Sound = text[3];
                                Pl.Delay = MinDelay;
                                PlayersDatabase.Add(Pl);
                                Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] {text[2]}'s join sound has successfully added with \"{text[3]}\" sound. Delay is set to minimum by default.");
                            }
                        }
                        else
                        {
                            Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] This sound is not allowed: {text[3]}.");
                        }
                    }
                    else
                    {
                        DA.PagePlayer(player, $"Usage: {ACmdTriggers.Split('|')[0]} set <player name> <sound filename>");
                    }
                }
                else if (text[1].ToLower() == "delete" || text[1].ToLower() == "del" || text[1].ToLower() == "rem" || text[1].ToLower() == "remove")
                {
                    if (Size > 1)
                    {
                        PlayersDatabase.Remove(player.PlayerName);
                        Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] {text[2]}'s join sound has successfully removed.");
                    }
                    else
                    {
                        DA.PagePlayer(player, $"Usage: {ACmdTriggers.Split('|')[0]} remove <player name>");
                    }
                }
                else if (text[1].ToLower() == "delay")
                {
                    if (Size > 2)
                    {
                        if (Convert.ToDouble(text[3]) <= MaxDelay && Convert.ToDouble(text[3]) >= MinDelay)
                        {
                            var Pl = PlayersDatabase.GetPlayer(player.PlayerName);
                            Pl.Delay = (float)Convert.ToDouble(text[3]);
                            PlayersDatabase.Update(Pl.Name, Pl);
                            Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] {text[2]}'s sound delay has been updated with \"{Convert.ToDouble(text[3])}\".");
                        }
                        else
                        {
                            DA.PagePlayer(player, $"[Join Sounds] Delay value must be between {MinDelay} and {MaxDelay}.");
                        }
                    }
                    else
                    {
                        DA.PagePlayer(player, $"Usage: {ACmdTriggers.Split('|')[0]} delay <player name> <decimal>");
                    }
                }
                else if (text[1].ToLower() == "backup" || text[1].ToLower() == "bkup")
                {
                    string BackupName = $"{Path.GetFileNameWithoutExtension(JoinSounds.DBFile)}-{DateTime.Now.ToString("yyyyMMddHHmmss")}-COMMAND.{Path.GetExtension(JoinSounds.DBFile)}";
                    PlayersDatabase.Backup(BackupName);
                    Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] A backup of current database has been saved as \"{BackupName}\".");
                }
                else if (text[1].ToLower() == "clear")
                {
                    if ((int)player.DAPlayer.AccessLevel >= JoinSounds.ClearLevel)
                    {
                        if (Size < 2)
                        {
                            Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] This command is very sensitive. Please use \"{ACmdTriggers.Split('|')[0]} clear CONFIRM\" to clear database.");
                        }
                        else if (text[2] == "CONFIRM")
                        {
                            string BackupName = $"{Path.GetFileNameWithoutExtension(JoinSounds.DBFile)}-{DateTime.Now.ToString("yyyyMMddHHmmss")}-CLEARBKUP.{Path.GetExtension(JoinSounds.DBFile)}";
                            PlayersDatabase.Backup(BackupName);
                            PlayersDatabase.Clear();
                            PlayersDatabase.Save();
                            Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] Player database is successfully removed. A backup of it saved as \"{BackupName}\".");
                        }
                        else
                        {
                            Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] Invalid text entered. Please use \"{ACmdTriggers.Split('|')[0]} clear CONFIRM\" to clear database.");
                        }
                    }
                    else
                    {
                        DA.PagePlayer(player.GameObj, "You don't have access to use this command.");
                    }
                }
                else if (text[1].ToLower() == "reload")
                {
                    PlayersDatabase.ReloadSettings();
                    Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] Database is successfully reloaded!");
                }
                else if (text[1].ToLower() == "save")
                {
                    PlayersDatabase.Save();
                    Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] Database is successfully saved!");
                }
                else if (text[1].ToLower() == "dlist")
                {
                    DA.PagePlayer(player, "Full list of disabled sounds:");
                    foreach (string s in DisableList)
                    {
                        DA.PagePlayer(player, s);
                    }
                }
                else if (text[1].ToLower() == "show")
                {
                    if (text.Size > 1)
                    {
                        PlayerClass Player = PlayersDatabase.GetPlayer(text[2]);
                        if (Player != null)
                        {
                            Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] Player data of {Player.Name} - Sound: {Player.Sound} | Delay: {Player.Delay}");
                        }
                        else
                        {
                            Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] Failed to find player {text[2]}");
                        }
                    }
                    else
                    {
                        DA.PagePlayer(player, $"Usage: {ACmdTriggers.Split('|')[0]} show <player name>");
                    }
                }
                else if (text[1].ToLower() == "help")
                {
                    Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] {ACmdTriggers.Split('|')[0]} set <player name> <music filename>: Sets or changes players join sound.");
                    Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] {ACmdTriggers.Split('|')[0]} delay <player name> <decimal>: Changes your delay time before join sound will be played.");
                    Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] {ACmdTriggers.Split('|')[0]} remove <player name>: Removes your join sound.");
                    Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] {ACmdTriggers.Split('|')[0]} clear: Clears the player database.");
                    Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] {ACmdTriggers.Split('|')[0]} dlist: Lists all disabled sounds.");
                    Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] {ACmdTriggers.Split('|')[0]} reload: Reloads the player database.");
                    Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] {ACmdTriggers.Split('|')[0]} save: Saves current player datas. This is automatically ran when a value changes.");
                }
            }
            else
            {
                DA.PagePlayer(player.GameObj, "You don't have access to use this command.");
            }
            return(false);
        }
예제 #5
0
        bool JoinSoundsGenericCommand(IcPlayer player, string command, IDATokenClass text, TextMessageEnum chatType, object data)
        {
            int Size = text.Size; //Had to use like that cuz it is not a RenSharp problem :/P/PP

            if (text[1].ToLower() == "set" || text[1].ToLower() == "change")
            {
                if (Size > 1)
                {
                    if (!DisableList.Contains(text[2].ToLower()))
                    {
                        var Pl = PlayersDatabase.GetPlayer(player.PlayerName);
                        if (Pl != null)
                        {
                            Pl.Sound = text[2];
                            PlayersDatabase.Update(Pl.Name, Pl);
                            Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] Your join sound has been updated with \"{text[2]}\".");
                        }
                        else
                        {
                            Pl       = new PlayerClass();
                            Pl.Name  = player.PlayerName;
                            Pl.Sound = text[2];
                            Pl.Delay = MinDelay;
                            PlayersDatabase.Add(Pl);
                            Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] Your join sound has successfully aded with \"{text[2]}\" sound. You can adjust your play delay with \"{CmdTriggers.Split('|')[0]} delay\" command.");
                        }
                    }
                    else
                    {
                        Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] This sound is not allowed: {text[2]}.");
                    }
                }
                else
                {
                    DA.PagePlayer(player, $"Usage: {CmdTriggers.Split('|')[0]} set <sound filename>");
                }
            }
            else if (text[1].ToLower() == "delete" || text[1].ToLower() == "del" || text[1].ToLower() == "rem" || text[1].ToLower() == "remove")
            {
                PlayersDatabase.Remove(player.PlayerName);
                Engine.SendMessagePlayer(player.GameObj, Color.Cyan, "[Join Sounds] Your join sound has successfully removed.");
            }
            else if (text[1].ToLower() == "delay")
            {
                if (Size > 1)
                {
                    if (Convert.ToDouble(text[2]) <= MaxDelay && Convert.ToDouble(text[2]) >= MinDelay)
                    {
                        var Pl = PlayersDatabase.GetPlayer(player.PlayerName);
                        Pl.Delay = (float)Convert.ToDouble(text[2]);
                        PlayersDatabase.Update(Pl.Name, Pl);
                        Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] Your sound delay has been updated with \"{Convert.ToDouble(text[2].Replace(".", ","))}\".");
                    }
                    else
                    {
                        DA.PagePlayer(player, $"Usage: Your delay value must be between {MinDelay} and {MaxDelay}.");
                    }
                }
                else
                {
                    DA.PagePlayer(player, $"Usage: {CmdTriggers.Split('|')[0]} delay <decimal>");
                }
            }
            else if (text[1].ToLower() == "help")
            {
                Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] {CmdTriggers.Split('|')[0]} set <music filename>: Sets or changes your join sound.");
                Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] {CmdTriggers.Split('|')[0]} delay <decimal>: Changes your delay time before join sound will be played.");
                Engine.SendMessagePlayer(player.GameObj, Color.Cyan, $"[Join Sounds] {CmdTriggers.Split('|')[0]} remove: Removes your join sound.");
            }
            return(true);
        }