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 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 ToggleWarrant(string handle) { Player p = GetPlayerByHandle(handle); if (GetCivilian(handle) != null) { int index = Civs.IndexOf(GetCivilian(handle)); // finding the index Civs[index].WarrantStatus = !Civs[index].WarrantStatus; // setting the warrant status of the opposite of before SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, $"Warrant status set to {Civs[index].WarrantStatus}"); } else { SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, "You must set your name before you can toggle your warrant"); } }
public static void SetCitations(string handle, int count) { Player p = GetPlayerByHandle(handle); if (GetCivilian(handle) != null) { int index = Civs.IndexOf(GetCivilian(handle)); // again finding index Civs[index].CitationCount = count; // setting the count of the citations SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, $"Citation count set to {count}"); } else { SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, "You must set your name before you can set your citations"); } }
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 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"); } }