示例#1
0
    public void AddWeaponUse(E_WeaponID id)
    {
        int index = PlayerData.InventoryList.Weapons.FindIndex(p => p.ID == id);

        if (index < 0)
        {
            return;
        }

        PPIRoundScore.WeaponStatistics weaponStats;

        try
        {
            weaponStats = Score.WeaponStats[id];
            weaponStats.StatsFire++;
        }
        catch (KeyNotFoundException)
        {
            weaponStats           = new PPIRoundScore.WeaponStatistics();
            weaponStats.StatsFire = 1;
        }

        Score.WeaponStats[id] = weaponStats;
        Score.Shots++;
    }
示例#2
0
    public void AddWeaponHit(E_WeaponID id)
    {
        if (PlayerData.InventoryList.Weapons.FindIndex(p => p.ID == id) < 0)
        {
            return;
        }

        PPIRoundScore.WeaponStatistics weaponStats;

        try
        {
            weaponStats = Score.WeaponStats[id];
            weaponStats.StatsHits++;
        }
        catch (KeyNotFoundException)
        {
            weaponStats           = new PPIRoundScore.WeaponStatistics();
            weaponStats.StatsHits = 1;
        }

        Score.WeaponStats[id] = weaponStats;
        Score.Hits++;

        // Debug.Log("Weapon hit " + PlayerData.InventoryList.Weapons[index].ToString() +  " " + PlayerData.Stats.Games[gameType].ToString());
    }
示例#3
0
    public void AddWeaponKill(E_WeaponID id, E_BodyPart bodyPart, int num = 1)
    {
        if (uLink.Network.isServer == false)
        {
            throw new uLink.NetworkException("AddWeaponKill: could be called only on server");
        }

        int index = PlayerData.InventoryList.Weapons.FindIndex(p => p.ID == id);

        if (index < 0)
        {
            return;
        }

        PPIWeaponData weaponData = PlayerData.InventoryList.Weapons[index];

        //DebugUtils.Assert( weaponData.IsValid() );

        // nemusi byt validni napriklad pri pouziti itemu se spatne nastavenym ID itemu (takze se vola WeaponKill na zadanou zbran)
        if (weaponData.IsValid())
        {
            PPIRoundScore.WeaponStatistics weaponStats;

            try
            {
                weaponStats             = Score.WeaponStats[id];
                weaponStats.StatsKills += num;
            }
            catch (KeyNotFoundException)
            {
                weaponStats            = new PPIRoundScore.WeaponStatistics();
                weaponStats.StatsKills = num;
            }

            Score.WeaponStats[id] = weaponStats;
        }
        else
        {
            Debug.LogError("AddWeaponKill() with weapon '" + id + "' : weapon not found");
        }

        Score.HeadShots += bodyPart == E_BodyPart.Head ? 1 : 0;

        // Debug.Log("Weapon kill " + PlayerData.InventoryList.Weapons[index].ToString() +  " " + PlayerData.Stats.Games[(int)Game.GetMultiplayerGameType()].ToString());
    }
示例#4
0
    public void EndOfRound()
    {
#if !DEADZONE_CLIENT
        RoundFinalResult result = new RoundFinalResult();         //gather final result and send it to client

        result.GameType = Server.Instance.GameInfo.GameType;
        result.Team     = Team;
        result.Place    = PPIManager.Instance.GetPPIList().FindIndex(ps => ps.Player == Player);

        if (Server.Instance.GameInfo.GameType == E_MPGameType.ZoneControl)
        {
            E_Team winner = Server.Instance.GameInfo.GetWinnerTeam();

            if (Team == winner)
            {
                AddExperience(GameplayRewards.ZC.Win, E_AddMoneyAction.ZoneControl);

                result.MissionExp  = (short)(GameplayRewards.ZC.Win * (IsPremiumAccountActive? GameplayRewards.PremiumAccountModificator : 1));
                result.MissioMoney = (short)(GameplayRewards.ZC.Win * GameplayRewards.MoneyModificator * (IsPremiumAccountActive? GameplayRewards.PremiumAccountModificator : 1));

                result.Winner = true;
            }
            else
            {
                AddExperience(GameplayRewards.ZC.Lost, E_AddMoneyAction.ZoneControl);

                result.MissionExp  = (short)(GameplayRewards.ZC.Lost * (IsPremiumAccountActive? GameplayRewards.PremiumAccountModificator : 1));
                result.MissioMoney = (short)(GameplayRewards.ZC.Lost * GameplayRewards.MoneyModificator * (IsPremiumAccountActive? GameplayRewards.PremiumAccountModificator : 1));
            }
        }
        else
        {
            int amount = 0;
            if (result.Place == 0)
            {
                amount = GameplayRewards.DM.First;
            }
            else if (result.Place == 1)
            {
                amount = GameplayRewards.DM.Second;
            }
            else if (result.Place == 2)
            {
                amount = GameplayRewards.DM.Third;
            }

            AddExperience(amount, E_AddMoneyAction.DM);

            result.MissionExp  = (short)(amount * (IsPremiumAccountActive? GameplayRewards.PremiumAccountModificator : 1));
            result.MissioMoney = (short)(amount * GameplayRewards.MoneyModificator * (IsPremiumAccountActive? GameplayRewards.PremiumAccountModificator : 1));

            result.Winner = result.Place < 3;
        }

        if (GetPlayerRankFromExperience(PlayerData.Params.Experience) != GetPlayerRankFromExperience(PlayerData.Params.Experience + Score.Experience))
        {
            result.NewRank = true;
        }

        if (IsFirstGameToday(Server.Instance.GameInfo.GameType))
        {        // FIRST RUN FOR TODAY .. Multiply !!!!
            result.FirstRound = true;
            Score.Experience *= 2;
            Score.Money      *= 2;
        }

        //check new rank after bonus
        if (!result.NewRank && GetPlayerRankFromExperience(PlayerData.Params.Experience) != GetPlayerRankFromExperience(PlayerData.Params.Experience + Score.Experience))
        {
            result.NewRank = true;
            AddMoney(GameplayRewards.MoneyRank, E_AddMoneyAction.Rank);
            Score.Money += GameplayRewards.MoneyRank;             //add money twice, because later they ore once substracted
        }

        result.Experience = Score.Experience;
        result.Money      = Score.Money;
        result.Gold       = Score.Gold;

        int gameType = (int)Game.GetMultiplayerGameType();
        PPIPlayerStats.GameData gameData = PlayerData.Stats.Games[gameType];
        gameData.Score         += Score.Score;
        gameData.Money         += Score.Money;
        gameData.Experience    += Score.Experience;
        gameData.Golds         += Score.Gold;
        gameData.Kills         += Score.Kills;
        gameData.Deaths        += Score.Deaths;
        gameData.Hits          += Score.Hits;
        gameData.Shots         += Score.Shots;
        gameData.Headshots     += Score.HeadShots;
        gameData.PlayedTimes   += Score.PlayedTimes;
        gameData.LastPlayedDate = Score.LastPlayedDate;
        gameData.TimeSpent     += Score.TimeSpent;

        PlayerData.Stats.Games[gameType] = gameData;

        foreach (var key in Score.WeaponStats.Keys)
        {
            int index = PlayerData.InventoryList.Weapons.FindIndex(p => p.ID == key);

            if (index >= 0)
            {
                PPIWeaponData weaponData = PlayerData.InventoryList.Weapons[index];
                PPIRoundScore.WeaponStatistics weaponStats = Score.WeaponStats[key];

                MFDebugUtils.Assert(weaponData.IsValid());

                weaponData.StatsFire  += weaponStats.StatsFire;
                weaponData.StatsHits  += weaponStats.StatsHits;
                weaponData.StatsKills += weaponStats.StatsKills;

                PlayerData.InventoryList.Weapons[index] = weaponData;
            }
        }

        foreach (var key in Score.ItemStats.Keys)
        {
            int index = PlayerData.InventoryList.Items.FindIndex(p => p.ID == key);

            if (index >= 0)
            {
                PPIItemData itemData = PlayerData.InventoryList.Items[index];
                PPIRoundScore.ItemStatistics itemStats = Score.ItemStats[key];

                MFDebugUtils.Assert(itemData.IsValid());

                itemData.StatsKills    += itemStats.StatsKills;
                itemData.StatsUseCount += itemStats.StatsUseCount;

                PlayerData.InventoryList.Items[index] = itemData;
            }
        }

        PlayerData.Stats.Today.Experience += Score.Experience;

        PlayerData.Params.Money      += Score.Money;
        PlayerData.Params.Experience += Score.Experience;
        PlayerData.Params.Gold       += Score.Gold;

        MarkLastFinishedGame(result.Winner);

        PlayerDataChanged = true;

        Server.Instance.SendEndRoundToClient(Player, result);
        //Debug.Log("End Round: " + Name + " exp"  + Score.Experience  + " money " + Score.Money + " experience new " + Experience + " experience old " + oldExperience);
#endif
    }