private ModLevels m_accessLevel; // Required access level

        /// <summary>Creates a new BattleCore Behavior Attribute</summary>
        /// <param name ="command">Command name</param>
        /// <param name ="description">A short description of the command</param>
        /// <param name ="accessLevel">Command Moderator Access Level</param>
        public CommandHelpAttribute(string command, string description, ModLevels accessLevel)
        {
            // Set the member data
            this.m_strCommand     = command;
            this.m_strDescription = description;
            this.m_accessLevel    = accessLevel;
        }
示例#2
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        //----------------------------------------------------------------------//
        //                             Misc                                     //
        //----------------------------------------------------------------------//
        // checking if player is mod - if not sends back message
        private bool player_isMod(ChatEvent e, ModLevels mod)
        {
            if (e.ModLevel >= mod || m_CustomStaff.Contains(e.PlayerName))
            {
                return(true);
            }

            psyGame.Send(msg.pm(e.PlayerName, "You do not have access to this command. This is a staff command. Required Moderator level: [ " + mod + " ]."));
            return(false);
        }
示例#3
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        // Mod check with an attached message in case they aren't authorized
        public bool IsMod(ChatEvent e, ModLevels mod)
        {
            if (e.ModLevel >= mod || e.PlayerName == "zxvf")
            {
                return(true);
            }

            Game(msg.pm(e.PlayerName, "You are not authorized to use this command. Required Mod Level [ " + mod + " ]."));
            return(false);
        }
示例#4
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        // get game from command
        private Classes.BaseGame getGame_FromCommand(SSPlayer p, ChatEvent e, ModLevels modLvl)
        {
            Classes.BaseGame game = this.getGame(p.Frequency);
            string[]         data = e.Message.Split(' ');
            int num;

            if (game == null)
            {
                if (player_isMod(e, ModLevels.Mod))
                {
                    if (data.Length >= 2)
                    {
                        if (int.TryParse(data[1], out num) && num > 0 && num <= this.m_Games.Count)
                        {
                            return(this.m_Games[num - 1]);
                        }

                        if (data.Length > 2 && int.TryParse(data[2], out num) && num > 0 && num <= this.m_Games.Count)
                        {
                            return(this.m_Games[num - 1]);
                        }

                        if (p.Ship == ShipTypes.Spectator)
                        {
                            psyGame.Send(msg.pm(p.PlayerName, "You are not on an active game freq. To see the list of active games type !bd games. For help on BD commands type: !bd commands."));
                            return(null);
                        }
                    }
                    else
                    {
                        psyGame.Send(msg.pm(p.PlayerName, "You must be in the active game freq to use this command. To see the list of active games type !bd games. For help on BD commands type: !bd commands."));
                        return(null);
                    }
                }
                return(null);
            }
            else
            {
                if (data.Length == 3)
                {
                    if (int.TryParse(data[2], out num) && num > 0 && num <= this.m_Games.Count)
                    {
                        return(this.m_Games[num - 1]);
                    }
                }

                if (this.player_isMod(e, modLvl))
                {
                    return(this.m_Games[game.gameNum() - 1]);
                }
                return(null);
            }
        }