protected virtual void OnEventName(ApplyEventArgs e) { if (m_evApplyAccepted != null) { m_evApplyAccepted.Invoke(this, e); } }
public static async Task ChangeNewMemberName(string id, ApplyEventArgs e) { //直接绑定 GameAPI data = new GameAPI(e.EventArgs.FromGroup, e.EventArgs.FromQQ, e.Session); data.Member.ClanData = new List <ClanData>(); ICocCorePlayers players = Instance.container.Resolve <ICocCorePlayers>(); var player = players.GetPlayer(id); var newname = Instance.THLevels[player.TownHallLevel] + "本-" + player.Name; var cdata = new ClanData() { ClanID = id, Name = player.Name }; try { if (valuePairs(configType.部落冲突)[e.EventArgs.FromGroup.ToString()] == player.Clan.Tag) { cdata.InClan = true; cdata.LastSeenInClan = DateTime.Now; } } catch { //Ignore if not found clan ID } data.Member.ClanData.Add(cdata); data.Dispose(); await e.Session.ChangeGroupMemberInfoAsync(e.EventArgs.FromQQ, e.EventArgs.FromGroup, new GroupMemberCardInfo(newname, null)); await e.Session.SendGroupMessageAsync(e.EventArgs.FromGroup, new AtMessage(e.EventArgs.FromQQ), new PlainMessage("新人看群文件部落规则,违反任何一条都将会被机票!已经自动绑定成功为" + newname)); await e.Session.SendGroupMessageAsync(e.EventArgs.FromGroup, new PlainMessage(id)); }
protected virtual void OnApplyAccepted(object sender, ApplyEventArgs e) { // the sender is always the type of object that raises the event, so // if you need it strongly typed you can do: var callback = (MonitorCallback)sender; // then write your code for what happens when // the ApplyAccepted event is raised here }
private void ApplyHandler(object sender, ApplyEventArgs args) { ApplyProperties(args.Object); // Refresh the display. try { InvokeRefreshNode(); InvokeRefreshResults(); } catch (System.Exception) { } }
private void ApplyResultHandler(object sender, ApplyEventArgs args) { try { ApplyResultProperties(args.Object); } catch (Exception ex) { new ExceptionDialog(ex, "The following exception has occurred:").ShowDialog(Snapin); } // Refresh the display. try { InvokeRefreshResults(); } catch (Exception) { } }
protected void btnApply_Click(object sender, EventArgs e) { if (!vldQuestions.IsValid) return; List<Rating> ratings = null; string staffNotes = "", supervisorNotes = ""; GetAnswers(ref ratings, ref staffNotes, ref supervisorNotes); Rating.SaveSupervisorRatings(ratings, StaffUsername, EventId, EventDateId); Note.Save(staffNotes, supervisorNotes, StaffUsername, EventId, EventDateId); if (OnApply != null) { ApplyEventArgs args = new ApplyEventArgs(); args.Ratings = ratings; args.StaffNotes = staffNotes; args.SupervisorNotes = supervisorNotes; OnApply(this, args); string sScript0 = "window.alert('Your Justification/Ratings saved.');"; ScriptManager.RegisterClientScriptBlock(Page, GetType(), "Questions.ascx", sScript0, true); return; } }
protected virtual void OnApplyRejected(object sender, ApplyEventArgs e) { // write your code for what happens when // the ApplyRejected event is raised here }
void MyMonitorCallback_ApplyAccepted(object sender, ApplyEventArgs e) {
private void ApplyManageTypesHandler(object sender, ApplyEventArgs args) { ApplyManageTypes(args.Object); }
public static async Task <bool> NewMember(string id, ApplyEventArgs e) { if (Directory.GetFiles("com.coc.groupadmin\\Blacklist").Any(x => x.EndsWith(e.EventArgs.FromQQ.ToString()))) { //在黑名单内,直接拒绝 return(false); } Logger.Instance.AddLog(LogType.Info, "接受到新人申请"); ICocCorePlayers players = BaseData.Instance.container.Resolve <ICocCorePlayers>(); List <int> levels = new List <int>(); int heroLvNeed = 0; Player player = players.GetPlayer(id); if (player != null) { StringBuilder sb = new StringBuilder(); bool troopFull = true, spellFull = true, heroFull = true; var troopsLV = BaseData.GetTownhallTroopsLV(player.TownHallLevel - 1); sb.AppendLine("大本营等级:" + player.TownHallLevel + ",名字:" + player.Name); sb.AppendLine("兵力:"); foreach (var troop in player.Troops) { if (troop.Village == "home") { if (!troopsLV.Keys.Contains(troop.Name.Replace(" ", "_"))) { for (int x = 1; x < BaseData.Instance.THLevels.Length; x++) { BaseData.Instance.thConfig[x.ToString() + "本"].AddKey(troop.Name.Replace(" ", "_"), troop.MaxLevel.ToString()); } BaseData.Instance.config["兵种翻译"].AddKey(troop.Name.Replace(" ", "_"), troop.Name); FileIniDataParser parser = new FileIniDataParser(); parser.WriteFile("Townhall.ini", BaseData.Instance.thConfig); parser.WriteFile("config.ini", BaseData.Instance.config); sb.AppendLine(troop.Name + " Townhall.ini 设置有错误,已自动生成"); } else { if (troopsLV[troop.Name.Replace(" ", "_")] == 99) { BaseData.Instance.thConfig[player.TownHallLevel.ToString() + "本"][troop.Name.Replace(" ", "_")] = troop.MaxLevel.ToString(); FileIniDataParser parser = new FileIniDataParser(); parser.WriteFile("Townhall.ini", BaseData.Instance.thConfig); troopsLV = BaseData.GetTownhallTroopsLV(player.TownHallLevel); } if (troopsLV[troop.Name.Replace(" ", "_")] > troop.Level) { troopFull = false; try { sb.AppendLine(BaseData.Instance.config["兵种翻译"][troop.Name.Replace(" ", "_")] + " 还缺" + (troopsLV[troop.Name.Replace(" ", "_")] - troop.Level) + "级"); levels.Add(troopsLV[troop.Name.Replace(" ", "_")] - troop.Level); } catch { sb.AppendLine(troop.Name + " 还缺" + (troopsLV[troop.Name.Replace(" ", "_")] - troop.Level) + "级"); } } } } } if (troopFull) { sb.AppendLine("已满级"); } sb.AppendLine("药水:"); foreach (var spell in player.Spells) { if (!troopsLV.Keys.Contains(spell.Name.Replace(" ", "_"))) { for (int x = 1; x < BaseData.Instance.THLevels.Length; x++) { BaseData.Instance.thConfig[x.ToString() + "本"].AddKey(spell.Name.Replace(" ", "_"), spell.MaxLevel.ToString()); } BaseData.Instance.config["兵种翻译"].AddKey(spell.Name.Replace(" ", "_"), spell.Name); FileIniDataParser parser = new FileIniDataParser(); parser.WriteFile("Townhall.ini", BaseData.Instance.thConfig); parser.WriteFile("config.ini", BaseData.Instance.config); sb.AppendLine(spell.Name + " Townhall.ini 设置有错误,已自动生成"); } else { if (troopsLV[spell.Name.Replace(" ", "_")] == 99) { BaseData.Instance.thConfig[player.TownHallLevel + "本"][spell.Name.Replace(" ", "_")] = spell.MaxLevel.ToString(); FileIniDataParser parser = new FileIniDataParser(); parser.WriteFile("Townhall.ini", BaseData.Instance.thConfig); troopsLV = BaseData.GetTownhallTroopsLV(player.TownHallLevel); } if (troopsLV[spell.Name.Replace(" ", "_")] > spell.Level) { spellFull = false; try { sb.AppendLine(BaseData.Instance.config["兵种翻译"][spell.Name.Replace(" ", "_")] + " 还缺" + (troopsLV[spell.Name.Replace(" ", "_")] - spell.Level) + "级"); levels.Add(troopsLV[spell.Name.Replace(" ", "_")] - spell.Level); } catch { sb.AppendLine(spell.Name + " 还缺" + (troopsLV[spell.Name.Replace(" ", "_")] - spell.Level) + "级"); } } } } if (spellFull) { sb.AppendLine("已满级"); } if (player.Heroes.Count > 0) { sb.AppendLine("英雄:"); foreach (var hero in player.Heroes) { if (hero.Village == "home") { if (!troopsLV.Keys.Contains(hero.Name.Replace(" ", "_"))) { for (int x = 1; x < BaseData.Instance.THLevels.Length; x++) { BaseData.Instance.thConfig[x.ToString() + "本"].AddKey(hero.Name.Replace(" ", "_"), hero.MaxLevel.ToString()); } BaseData.Instance.config["兵种翻译"].AddKey(hero.Name.Replace(" ", "_"), hero.Name); FileIniDataParser parser = new FileIniDataParser(); parser.WriteFile("Townhall.ini", BaseData.Instance.thConfig); parser.WriteFile("config.ini", BaseData.Instance.config); sb.AppendLine(hero.Name + " Townhall.ini 设置有错误,已自动生成"); } else { if (troopsLV[hero.Name.Replace(" ", "_")] == 99) { BaseData.Instance.thConfig[player.TownHallLevel + "本"][hero.Name.Replace(" ", "_")] = hero.MaxLevel.ToString(); FileIniDataParser parser = new FileIniDataParser(); parser.WriteFile("Townhall.ini", BaseData.Instance.thConfig); troopsLV = BaseData.GetTownhallTroopsLV(player.TownHallLevel); } if (troopsLV[hero.Name.Replace(" ", "_")] > hero.Level) { heroFull = false; heroLvNeed += (troopsLV[hero.Name.Replace(" ", "_")] - hero.Level); try { sb.AppendLine(BaseData.Instance.config["兵种翻译"][hero.Name.Replace(" ", "_")] + " 还缺" + (troopsLV[hero.Name.Replace(" ", "_")] - hero.Level) + "级"); } catch { sb.AppendLine(hero.Name + " 还缺" + (troopsLV[hero.Name.Replace(" ", "_")] - hero.Level) + "级"); } } } } } if (heroFull) { sb.AppendLine("已满级"); } } bool allow; if (levels.Count(x => x >= 1) > 6 || heroLvNeed >= 30) { sb.AppendLine("不批准!科技不足!"); allow = false; } else { sb.AppendLine("批准!科技已足够!"); allow = true; } if (player.WarStars >= 500) { sb.AppendLine("战星已超过500,强制批准!"); allow = true; } await e.Session.SendGroupMessageAsync(e.EventArgs.FromGroup, new PlainMessage("新人距离上一本的审核资料如下:\n" + sb.ToString())); return(allow); } else { //申请是来骂人的 foreach (var keyvalue in valuePairs(configType.禁止词句)) { if (id == keyvalue.Key) { if (int.TryParse(keyvalue.Value, out int ticks)) { if (ticks > 0) { return(false); } } } } return(true); } }