//----------------------------------------------------------------------// // Commands // //----------------------------------------------------------------------// /// <summary> /// <para>All commands used for baserace send through here.</para> /// <para>Syntax: !baserace command Example !baserace settings or .baserace start</para> /// <para>If you want to make compatible commands, register them in devastation main</para> /// <para>and change the command to make it compatible with !baseduel command</para> /// <para>then send it here. BaseRace.Commands(e);</para> /// </summary> /// <param name="p">Deva Player</param> /// <param name="e">Command sent</param> /// <returns></returns> public void Commands(ChatEvent e) { if (m_BlockedList.Contains(e.PlayerName)) { return; } // store command here if all checks out string command; // making sure command is formatted properly if (isCommand(e, out command)) { SSPlayer p = m_Players.GetPlayer(e.PlayerName); switch (command) { case ".baserace": e.Message = "!help baserace"; psyGame.CoreSend(e); return; case "start": cmd_RaceFreq(e); return; case "commands": e.Message = "!help baserace commands"; psyGame.CoreSend(e); return; case "info": psyGame.Send(msg.arena("show info message")); return; case "left": cmd_left(e); return; case "toggle": if (player_isMod(e, ModLevels.Mod)) { cmd_toggle(e.PlayerName); } return; } } }
//----------------------------------------------------------------------// // Commands // //----------------------------------------------------------------------// public void command_PlayGame(SSPlayer p, ChatEvent e) { if (!this.allowedCommandUsage(p)) { return; } if (e.Message.Contains(' ')) { string[] data = e.Message.Split(' '); int num; if (int.TryParse(data[1], out num) || int.TryParse(data[1], out num)) { if (!this.m_BaseManager.CheckBaseSafe(num)) { psyGame.Send(msg.pm(p.PlayerName, "Base[ " + num + " ] is an invalid base. It is either too close to another base that is in use or the base number is too high. Please select a base from 1 to " + m_BaseManager.Bases.Count() + ".")); return; } this.loadBase(num); e.Message = ".race"; psyGame.CoreSend(e); } return; } if (!this.m_Timer.Enabled) { timer_startRaceTimer(); } if (this.m_Status == RaceState.InProgress) { psyGame.Send(msg.pm(p.PlayerName, "?|setfreq " + m_Freq + (p.Ship == ShipTypes.Spectator ? "|setship 1" : "|prize warp") + "|prize fullcharge|a A race is currently in progress. Please wait here. Once next race starts you will be inlcuded and warped.")); return; } psyGame.Send(msg.pm(p.PlayerName, "?|setfreq " + m_Freq + (p.Ship == ShipTypes.Spectator ? "|setship 1" : "|prize warp") + "|prize fullcharge|a Please select the ship you wish to race in. A race will begin shortly.")); }