public override void Use(Player p, string message) { if (message == "") { Help(p); return; } if (message.IndexOf(' ') == -1) message = message + " 60"; Player who = Player.Find(message.Split(' ')[0]); if (who == null) { Player.SendMessage(p, "Could not find player"); return; } if (p != null && who.group.Permission >= p.group.Permission) { Player.SendMessage(p, "Cannot ban someone of the same rank"); return; } if (Server.devs.Contains(who.name.ToLower())) { Player.SendMessage(p, "You can't ban a MCForge Developer!"); if (p != null) { Player.GlobalMessage(p.color + p.name + Server.DefaultColor + " attempted to tempban a MCForge Developer!"); } else { Player.GlobalMessage(Server.DefaultColor + "The Console attempted to tempban a MCForge Developer!"); } return; } int minutes; try { minutes = int.Parse(message.Split(' ')[1]); } catch { Player.SendMessage(p, "Invalid minutes"); return; } if (minutes > 1440) { Player.SendMessage(p, "Cannot ban for more than a day"); return; } if (minutes < 1) { Player.SendMessage(p, "Cannot ban someone for less than a minute"); return; } Server.TempBan tBan; tBan.name = who.name; tBan.allowedJoin = DateTime.Now.AddMinutes(minutes); Server.tempBans.Add(tBan); who.Kick("Banned for " + minutes + " minutes!"); }
public void Initialize(Player player) { this.Player = player; playerTransform.gameObject.GetComponent<PlayerAnimatorChanger>().SetAnimator(player); this.playerTransform.position = startLocation.position; this.Enable(true); }
public bool CheckCollision(Player p) { if (p.State == Player.PlayerState.JUMP || p.State == Player.PlayerState.DYING) return false; return Mathf.Abs(p.x + p.hitBox.x - pos.x) < SPAWN_COLLISION_DIST && Mathf.Abs(p.y + p.hitBox.y - pos.y) < SPAWN_COLLISION_DIST; }
//Method to be re written when serialisation/deserialisation implemented. public Game NewGame(Player newPlayer) { Game game = new Game(newPlayer); GameObject mayorSpawn = GameObject.Find("MayorSpawnLocation-Beach"); GameObject ethanSpawn = GameObject.Find("EthanSpawnLocation-Hut"); GameObject jennaSpawn = GameObject.Find("JennaSpawnPoint-forest"); GameObject fisherSpawn = GameObject.Find("FisherSpawnPoint-headland"); Npc mayor = new Npc("Mayor", "Mayor", mayorSpawn.transform.position, 1f, true); Npc ethan = new Npc("Ethan", "Ethan", ethanSpawn.transform.position, 0.2f, true); Npc jenna = new Npc("Jenna", "npc1", jennaSpawn.transform.position,0.3f, true); Npc fisher = new Npc("Fisher", "fisher", fisherSpawn.transform.position,0f, false); game.AddNpc(mayor); game.AddNpc(ethan); game.AddNpc(jenna); game.AddNpc(fisher); RecyclePoint beachPoint = new RecyclePoint("BeachRecyclePoint", 50); game.RecyclePoints.Add(beachPoint); game.CheckPoints.Add ("SpokenToMayorFirst"); game.CheckPoints.Add ("SpokenToEthan"); game.CheckPoints.Add ("FirstEthanMeetingPositive"); game.CheckPoints.Add ("MayorLeaveBeach"); game.CheckPoints.Add ("BeachRecyclePointFull"); game.CheckPoints.Add ("StartSortingMiniGame"); game.IsNewGame = false; return game; }
public Board StartNew(Player whitePlayer, Player blackPlayer, string fenString = null) { this.CloseDialog(); this.Width = 850; this.Height = 850; this.Clear(); //this.Focus(); this.Visible = true; if (fenString == null) this.Board = new Board(whitePlayer, blackPlayer); else this.Board = new Board(whitePlayer, blackPlayer, fenString); this.Board.SquareChanged += square => DrawSquare(square); this.Board.Check += (player) => { if (this.Board != null && this.Board.CurrentPlayer is HumanPlayer) MessageBox.Show("Check!"); }; this.Board.Checkmate += (player) => { MessageBox.Show("Checkmate!"); this.Cursor = Cursors.Arrow; }; this.Board.Stalemate += (reason) => { MessageBox.Show("Stalemate: " + reason.GetDescription()); this.Cursor = Cursors.Arrow; }; whitePlayer.Turn += () => this.Invoke((Action)(() => this.Cursor = whitePlayer is HumanPlayer ? Cursors.Arrow : Cursors.WaitCursor)); blackPlayer.Turn += () => this.Invoke((Action)(() => this.Cursor = blackPlayer is HumanPlayer ? Cursors.Arrow : Cursors.WaitCursor)); foreach (var square in Enum.GetValues(typeof(Square)).Cast<Square>()) DrawSquare(square); if (this.GameStarted != null) this.GameStarted(this.Board); return this.Board; }
public override void Help(Player p) { Player.SendMessage(p, "/save - Saves the level you are currently in"); Player.SendMessage(p, "/save all - Saves all loaded levels."); Player.SendMessage(p, "/save <map> - Saves the specified map."); Player.SendMessage(p, "/save <map> <name> - Backups the map with a given restore name"); }
public void testLandOn() { Utility util = new Utility(); //Create two players Player p1 = new Player("Bill"); Player p2 = new Player("Fred", 1500); string msg; //test landon normally with no rent payable msg = util.landOn(ref p1); Console.WriteLine(msg); //set owner to p1 util.setOwner(ref p1); //move p2 so that utility rent can be calculated p2.move(); //p2 lands on util and should pay rent msg = util.landOn(ref p2); Console.WriteLine(msg); //check that correct rent has been paid decimal balance = 1500 - (6 * p2.getLastMove()); Assert.AreEqual(balance, p2.getBalance()); }
public override void Use(Player p, string message) { if (message != "") { if (!Server.voting) { string temp = message.Substring(0, 1) == "%" ? "" : Server.DefaultColor; Server.voting = true; Server.NoVotes = 0; Server.YesVotes = 0; Player.GlobalMessage(" " + c.green + "VOTE: " + temp + message + "(" + c.green + "Yes " + Server.DefaultColor + "/" + c.red + "No" + Server.DefaultColor + ")"); System.Threading.Thread.Sleep(15000); Server.voting = false; Player.GlobalMessage("The vote is in! " + c.green + "Y: " + Server.YesVotes + c.red + " N: " + Server.NoVotes); Player.players.ForEach(delegate(Player winners) { winners.voted = false; }); } else { p.SendMessage("A vote is in progress!"); } } else { Help(p); } }
void Start () { player = transform.root.GetComponent<Player>(); SetCursorState(CursorState.Default); resourceValues = new Dictionary<ResourceType, int>(); resourceLimits = new Dictionary<ResourceType, int>(); resourceValues.Add(ResourceType.Gold, 0); resourceLimits.Add(ResourceType.Gold, 0); resourceValues.Add(ResourceType.Nelther, 0); resourceLimits.Add(ResourceType.Nelther, 0); resourceValues.Add(ResourceType.Elynium, 0); resourceLimits.Add(ResourceType.Elynium, 0); resourceValues.Add(ResourceType.Population, 0); resourceLimits.Add(ResourceType.Population, 0); posBar = transform.FindChild("Frame1").FindChild("Frame").FindChild("BackGround").FindChild("Production").gameObject.transform.position; transform.FindChild("Frame1").FindChild("UnitNameProduct").GetComponent<Text>().text = ""; transform.FindChild("Frame1").FindChild("HitText").GetComponent<Text>().text = ""; transform.FindChild("Frame1").FindChild("Object").gameObject.SetActive(false); transform.FindChild("Frame1").FindChild("Frame").gameObject.SetActive(false); transform.FindChild("Frame1").FindChild("UnitNameProduct").gameObject.SetActive(false); for (int j = 1; j < 6; j++) { transform.FindChild("Frame1").FindChild("FrameUnit" + j.ToString()).gameObject.SetActive(false); } }
public static Player CreatePlayer(bool baseStatsOnly = false) { var player = new Player(); if (baseStatsOnly) { player.Str = Convert.ToDouble(ConfigurationManager.AppSettings["BASE_STR"]); player.Acc = Convert.ToDouble(ConfigurationManager.AppSettings["BASE_ACC"]); player.Crt = Convert.ToDouble(ConfigurationManager.AppSettings["BASE_CRT"]); player.Det = Convert.ToDouble(ConfigurationManager.AppSettings["BASE_DET"]); player.Sks = Convert.ToDouble(ConfigurationManager.AppSettings["BASE_SKS"]); } else { player.Str = Convert.ToDouble(ConfigurationManager.AppSettings["STR"]); player.Crt = Convert.ToDouble(ConfigurationManager.AppSettings["CRT"]); player.Det = Convert.ToDouble(ConfigurationManager.AppSettings["DET"]); player.Sks = Convert.ToDouble(ConfigurationManager.AppSettings["SKS"]); player.Weapon = new Weapon { WeaponDamage = Convert.ToDouble(ConfigurationManager.AppSettings["WD"]), AutoAttack = Convert.ToDouble(ConfigurationManager.AppSettings["AA"]), Delay = Convert.ToDouble(ConfigurationManager.AppSettings["AA_DELAY"]) }; } return player; }
public override void UseItem(Level world, Player player, BlockCoordinates blockCoordinates, BlockFace face, Vector3 faceCoords) { Log.Warn("Player " + player.Username + " should be banned for hacking!"); var block = world.GetBlock(blockCoordinates); if (block is Tnt) { world.SetBlock(new Air() {Coordinates = block.Coordinates}); new PrimedTnt(world) { KnownPosition = new PlayerLocation(blockCoordinates.X, blockCoordinates.Y, blockCoordinates.Z), Fuse = (byte) (new Random().Next(0, 20) + 10) }.SpawnEntity(); } else if (block.IsSolid) { var affectedBlock = world.GetBlock(GetNewCoordinatesFromFace(blockCoordinates, BlockFace.Up)); if (affectedBlock.Id == 0) { var fire = new Fire { Coordinates = affectedBlock.Coordinates }; world.SetBlock(fire); } } }
/// <summary> /// Main program that executes when it starts /// </summary> /// <param name="args"></param> static void Main(string[] args) { var user = new Player(); user.UniqueIdentifier = Guid.NewGuid(); System.Console.WriteLine("Hello! Please enter your name."); var userInput = System.Console.ReadLine(); user.UserName = userInput; System.Console.WriteLine("1. Join the game"); System.Console.WriteLine("2. Watch the game"); System.Console.WriteLine("3. Leave the game"); System.Console.WriteLine("Please select {1, 2, 3 or quit to terminate} : "); // loop continusly check user input while (!(userInput = System.Console.ReadLine()).ToLower().Equals("quit")) { switch (userInput) { case "1": Proxy.JoinGame(user); break; case "2": Proxy.WatchGame(user); break; case "3": Proxy.QuitGame(user); break; case "quit": break; default: break; } } }
public Card(Suit suit, Value value) { this.value = value; this.suit = suit; this.name = GetName(); this.owner = null; }
public static bool IsInRange(Player p, Item i, int range) { int fromX = (int)(p.X * 32.0); int fromZ = (int)(p.Z * 32.0); return IsInRange(fromX, fromZ, i.X, i.Z, range); }
//Yes this does work //Trust me...I'm a doctor public void BlankMessage(Player p) { byte[] buffer = new byte[65]; Player.StringFormat(" ", 64).CopyTo(buffer, 1); p.SendRaw(OpCode.Message, buffer); buffer = null; }
public void SpawnPlayer(Player player) { player.RespawnAt(transform); foreach (var listener in listeners) listener.OnPlayerRespawnInThisCheckpoint(this, player); }
void SelectPlayer(float parh, float parV) { if (Input.GetKey(KeyCode.Z) || parh > 0.4 && _advancedPlayer == null) { if (!_playerList[0].isAdvanced) { _selectedPlayer = (Player)_playerList[0]; HideIndicators(); _indicatorPlayer[0].SetActive(true); } } if (Input.GetKey(KeyCode.E) || parh < -0.4 && _advancedPlayer == null) { if (!_playerList[1].isAdvanced) { _selectedPlayer = (Player)_playerList[1]; HideIndicators(); _indicatorPlayer[1].SetActive(true); } } if (parh == 0 && parV == 0) { _selectedPlayer = null; HideIndicators(); } }
protected override void OnDestroy() { base.OnDestroy(); mHeart = null; mPlayer = null; }
// Update is called once per frame void Update() { Phealth = GameObject.FindGameObjectWithTag ("Player").GetComponent<Player> (); Health = Phealth.Health; if (GameObject.Find ("TD") != null) { FireRate = GameObject.Find ("TD").GetComponent<shoot_Bullet> (); } else { FireRate = GameObject.Find ("head").GetComponent<shoot_Bullet> (); } Reload = FireRate.fireRate; Hit = GameObject.FindGameObjectWithTag ("Player").GetComponent<Player> (); Hit_Bullet = Hit.hit_Bullet; if (GameObject.Find ("TD") != null) { shoot = GameObject.Find ("TD").GetComponent<shoot_Bullet> (); } else { shoot = GameObject.Find ("head").GetComponent<shoot_Bullet> (); } s_Count = shoot.s_Count; Hit_rate = (Hit_Bullet / s_Count) * 100; Level = GameObject.FindGameObjectWithTag ("Player").GetComponent<Player> (); level = Level.Level; }
public override void Update(Room room, Player player) { Vector2 offset = player.position - position; Vector2 range = Main.instance.Size(); if (Math.Abs(offset.X) > range.X / 2f || Math.Abs(offset.Y) > range.Y / 2f) { shootTimer = 0; } else { shootTimer++; if (shootTimer >= maxShootTimer) { Vector2 direction = offset; if (direction != Vector2.Zero) { direction.Normalize(); } direction *= shootSpeed; PositionalBullet bullet = new PositionalBullet(position, direction, 10f, bulletTexture, bulletTime); room.bullets.Add(bullet); shootTimer = 0; } } }
public void Use(Player p, string[] args) { if (args.Length == 0) { p.SendMessage("You have to specify a message!"); return; } string message = null; foreach (string s in args) { message += s + " "; } Player.UniversalChat(message); }
private void Reset() { this.currentPlayer = Player.X; this.winningPlayer = Player.None; this.moveHistory.Clear(); this.pieces = 0; }
public static bool IsInRange(Player p, int toX, int toZ, int range, out int distance) { int fromX = (int)(p.X * 32.0); int fromZ = (int)(p.Z * 32.0); return IsInRange(fromX, fromZ, toX, toZ, range, out distance); }
public void Init() { player1Observer = new MockObserver("Player1 Observer"); fullPlayerObserver = new MockObserver("FullPlayer Observer"); player1InventoryObserver = new MockObserver("Player 1 Inventory Observer"); fullPlayerInventoryObserver = new MockObserver("FullPlayer Inventory Observer"); player1 = new Player ("Player1", Gender.FEMALE, "Eve2", new Vector2 (0, 0)); player1.AddObserver(player1Observer); fullPlayer = new Player ("Ollie", Gender.MALE, "Evan1", Vector2.zero); fullPlayer.InitialiseInventory (20); fullPlayer.AddObserver(fullPlayerObserver); fullPlayer.Inventory.AddObserver(fullPlayerInventoryObserver); for (int i = 0; i < 20; i++) { InventoryItem item = new InventoryItem(); item.ItemName = "Item" + i; item.ItemId = i; item.ItemType = ItemType.RUBBISH; item.ItemDescription = string.Empty; fullPlayer.AddItem(item); } tool1 = new MockTool("Tool1"); tool2 = new MockTool("Tool2"); tool3 = new MockTool("Tool3"); fullPlayer.AddTool(tool1); fullPlayer.AddTool(tool2); fullPlayer.AddTool(tool3); }
public static int DistanceBetweenEntities(Player p, int toX, int toZ) { int fromX = (int)(p.X * 32.0); int fromZ = (int)(p.Z * 32.0); return DistanceBetweenEntities(fromX, fromZ, toX, toZ); }
public override void Use(Player p, string message) { if (p == null) { Player.SendMessage(p, "This command can only be used in-game!"); return; } if (!Directory.Exists("extra/copy")) Directory.CreateDirectory("extra/copy"); if (!File.Exists("extra/copy/christmastree.copy")) { Player.SendMessage(p, "ChrismasTree copy doesn't exist. Downloading..."); try { using (WebClient WEB = new WebClient()) WEB.DownloadFile("http://dekemaserv.com/xmas.copy", "extra/copy/christmastree.copy"); } catch { Player.SendMessage(p, "Sorry, downloading failed. Please try again later."); return; } } Command.all.Find("retrieve").Use(p, "christmastree"); Command.all.Find("paste").Use(p, ""); ushort[] loc = p.getLoc(false); Command.all.Find("click").Use(p, loc[0] + " " + loc[1] + " " + loc[2]); }
private bool CheckCell(int y, int x, Player[,] pA, int winSize) { if (pA[y, x] == Player.None) return false; int cellSize = (winSize - 1) / 2; int xLine = 1; int yLine = 1; int z1Line = 1; int z2Line = 1; for (int i = 1; i <= cellSize; i++) { if (EnoughHorizontalSpace(x, pA, cellSize) && pA[y, x] == pA[y, x - 1] && pA[y, x] == pA[y, x + 1]) xLine += 2; if (EnoughVerticalSpace(y, pA, cellSize) && pA[y, x] == pA[y - 1, x] && pA[y, x] == pA[y + 1, x]) yLine += 2; if (EnoughDiagonalSpace(x, y, pA, cellSize) && pA[y, x] == pA[y - i, x - i] && pA[y, x] == pA[y + i, x + i]) z1Line += 2; if (EnoughDiagonalSpace(x, y, pA, cellSize) && pA[y, x] == pA[y + i, x - i] && pA[y, x] == pA[y - i, x + i]) z2Line += 2; if (winSize == xLine || winSize == yLine || winSize == z1Line || winSize == z2Line) return true; } return false; }
// Use this for initialization void Start() { player = GameObject.FindObjectOfType<Player>(); canvas = GetComponent<Canvas>(); canvas.enabled = false; state = GameObject.FindObjectOfType<LevelState>(); }
// Use this for initialization void Start () { if (mPlayer == null) { mPlayer = WorldGen.Instance.Player(); } }
private void Run() { try { _Listener.Bind(endPoint); _Listener.Listen(Settings.Instance.AllowedConnections); while (true) { Program.Logger.Info("Waiting for a connection..."); // Program is suspended while waitin for an incoming connection. Player player = null; try { player = new Player(); player.ClientConnection = new Client(_Listener.Accept()); GameServer.Instance.Player.Add(player); } catch (Exception ex) { Program.Logger.Error(ex.ToString()); GameServer.Instance.Player.Remove(player); } } } catch (Exception ex) { // TODO logging Program.Logger.Error(ex.ToString()); } }
public void listAscendingOrder_predicate_test() { var player1 = new Player("Joe Tester"); var teamMember1 = new TestorTheBarbarian() { Health = 99 }; var teamMember2 = new MasterCodo() { Health = 100 }; player1.Party.Add(teamMember1); player1.Party.Add(teamMember2); //to fail test //teamMember2.Health = 0; //Nunit does not have an equivalent either separate asserts or a boolean which // will loose detail and have a generic message //Assert.That(player1.Party.All(p => p.Health > 0), Is.True); //FluentAssertions syntax player1.Party.Should().BeInAscendingOrder(p => p.Health); //-->Result Message: Expected collection { // TestorTheBarbarianDemo.TestorTheBarbarian // { // ActiveWeapon = < null > // Attacks = { "Clobber"} // BattleCry = "" // Health = 99 // Name = "Testor The Mighty Barbarian" // Weapons = { "Fists Of Fury"} // }, // TestorTheBarbarianDemo.MasterCodo // { // ActiveWeapon = < null > // Attacks = { "Sling"} // BattleCry = "" // Health = 0 // Name = "Master Codo" // Weapons = { "Fiery Fingers"} // } // } // to be ordered by "Health" and result in { // TestorTheBarbarianDemo.MasterCodo // { // ActiveWeapon = < null > // Attacks = { "Sling"} // BattleCry = "" // Health = 0 // Name = "Master Codo" // Weapons = { "Fiery Fingers"} // }, // TestorTheBarbarianDemo.TestorTheBarbarian // { // ActiveWeapon = < null > // Attacks = { "Clobber"} // BattleCry = "" // Health = 99 // Name = "Testor The Mighty Barbarian" // Weapons = { "Fists Of Fury"} // }}. }
public override void PlaceBlock(Level world, Player player, BlockCoordinates targetCoordinates, BlockFace face, Vector3 faceCoords) { ItemBlock itemBlock = new ItemBlock(BlockFactory.GetBlockById(142)); itemBlock.PlaceBlock(world, player, targetCoordinates, face, faceCoords); }
void Awake() { instance = this; rend = GetComponent <Renderer>(); rend.enabled = true; }
public override void Help(Player p) { Player.SendMessage(p, "/timer [time] [message] - Starts a timer which repeats [message] every 5 seconds."); Player.SendMessage(p, "Repeats constantly until [time] has passed"); }
public void Start() { _playerCharacter = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>(); }
public PlayerSpawnProjectileEvent(Player player, API.Server server, ProjectileData spawn_information) : base(player, server) { ProjectileSpawnInformation = spawn_information; }
public override void OnHitNPC(Player player, NPC target, int damage, float knockBack, bool crit) { target.AddBuff(BuffID.Electrified, 300); }
private void ResetTouchingPlayer() { touchingPlayer = null; }
/// <summary> /// Does the combo. /// </summary> private static void Combo() { var useQ = Menu.Item("useQ").GetValue<bool>(); var useW = Menu.Item("useW").GetValue<bool>(); var useE = Menu.Item("useE").GetValue<bool>(); var useR = Menu.Item("useR").GetValue<bool>(); var minQRange = Menu.Item("minQRange").GetValue<Slider>().Value; var useEStun = Menu.Item("useEStun").GetValue<bool>(); var useQGapclose = Menu.Item("useQGapclose").GetValue<bool>(); var useWBeforeQ = Menu.Item("useWBeforeQ").GetValue<bool>(); var procSheen = Menu.Item("procSheen").GetValue<bool>(); var useIgnite = Menu.Item("useIgnite").GetValue<bool>(); var useRGapclose = Menu.Item("useRGapclose").GetValue<bool>(); var target = TargetSelector.GetTarget(Q.Range, TargetSelector.DamageType.Physical); if (target == null && useQGapclose) { /** var minionQ = ObjectManager.Get<Obj_AI_Minion>() .Where(x => x.IsValidTarget()) .Where(x => Player.GetSpellDamage(x, SpellSlot.Q) > x.Health) .FirstOrDefault( x => x.Distance(TargetSelector.GetTarget(Q.Range * 5, TargetSelector.DamageType.Physical)) < Q.Range);*/ var minionQ = MinionManager.GetMinions(Q.Range, MinionTypes.All, MinionTeam.NotAlly) .FirstOrDefault( x => Q.IsKillable(x) && Q.IsInRange(x) && x.Distance(HeroManager.Enemies.OrderBy(y => y.Distance(Player)).FirstOrDefault()) < Player.Distance(HeroManager.Enemies.OrderBy(z => z.Distance(Player)).FirstOrDefault())); if (minionQ != null && Player.Mana > Q.ManaCost * 2) { Q.CastOnUnit(minionQ); return; } if (useRGapclose) { var minionR = ObjectManager.Get<Obj_AI_Minion>() .Where( x => x.IsValidTarget() && x.Distance(Player) < Q.Range && x.CountEnemiesInRange(Q.Range) >= 1) .FirstOrDefault( x => x.Health - Player.GetSpellDamage(x, SpellSlot.R) < Player.GetSpellDamage(x, SpellSlot.Q)); if (minionR != null) { R.Cast(minionR); } } } // Get target that is in the R range var rTarget = TargetSelector.GetTarget(R.Range, TargetSelector.DamageType.Physical); if (useR && UltActivated && rTarget.IsValidTarget()) { if (procSheen) { // Fire Ult if player is out of AA range, with Q not up or not in range if (target.Distance(Player) > Orbwalking.GetRealAutoAttackRange(Player)) { R.Cast(rTarget); } else { if (!HasSheenBuff) { R.Cast(rTarget); } } } else { R.Cast(rTarget); } } if (!target.IsValidTarget()) { return; } if (Botrk.IsReady()) { Botrk.Cast(target); } if (Cutlass.IsReady()) { Cutlass.Cast(target); } if (Omen.IsReady() && Omen.IsInRange(target) && target.Distance(Player) > Orbwalking.GetRealAutoAttackRange(Player)) { Omen.Cast(); } if (useIgnite && target != null && target.IsValidTarget(600) && (IgniteSlot.IsReady() && Player.GetSummonerSpellDamage(target, Damage.SummonerSpell.Ignite) > target.Health)) { Player.Spellbook.CastSpell(IgniteSlot, target); } if (useWBeforeQ) { if (useW && W.IsReady()) { W.Cast(); } if (useQ && Q.IsReady() && target.Distance(Player.ServerPosition) > minQRange) { Q.CastOnUnit(target); } } else { if (useQ && Q.IsReady() && target.Distance(Player.ServerPosition) > minQRange) { Q.CastOnUnit(target); } if (useW && W.IsReady()) { W.Cast(); } } if (useEStun) { if (target.CanStunTarget() && useE && E.IsReady()) { E.Cast(target); } } else { if (useE && E.IsReady()) { E.Cast(target); } } if (useR && R.IsReady() && !UltActivated) { R.Cast(target); } }
void ShowBags(Random rand, IEnumerable <Item> loots, Player owner) { int bagType = 0; Item[] items = new Item[8]; int idx = 0; short bag; Container container; foreach (var i in loots) { if (i.BagType > bagType) { bagType = i.BagType; } items[idx] = i; idx++; if (idx == 8) { bag = 0x0500; switch (bagType) { case 0: bag = 0x0500; break; case 1: bag = 0x0503; break; case 2: bag = 0x0507; break; case 3: bag = 0x0508; break; case 4: bag = 0x0509; break; } container = new Container(bag, 1000 * 60, true); for (int j = 0; j < 8; j++) { container.Inventory[j] = items[j]; } container.BagOwner = owner == null ? (int?)null : owner.AccountId; container.Move( Host.Self.X + (float)((rand.NextDouble() * 2 - 1) * 0.5), Host.Self.Y + (float)((rand.NextDouble() * 2 - 1) * 0.5)); container.Size = 80; Host.Self.Owner.EnterWorld(container); bagType = 0; items = new Item[8]; idx = 0; } } if (idx > 0) { bag = 0x0500; switch (bagType) { case 0: bag = 0x0500; break; case 1: bag = 0x0503; break; case 2: bag = 0x0507; break; case 3: bag = 0x0508; break; case 4: bag = 0x0509; break; } container = new Container(bag, 1000 * 60, true); for (int j = 0; j < idx; j++) { container.Inventory[j] = items[j]; } container.BagOwner = owner == null ? (int?)null : owner.AccountId; container.Move( Host.Self.X + (float)((rand.NextDouble() * 2 - 1) * 0.5), Host.Self.Y + (float)((rand.NextDouble() * 2 - 1) * 0.5)); container.Size = 80; Host.Self.Owner.EnterWorld(container); } }
private void Update() { if (m_isActive) { var mainUI = GameLogic.Get().m_mainGameUI; mainUI.m_isActionEnable[(PlayerAction)mainUI.GetActionDropdownItemIndex(m_cardAction)] = Player.Get().GetHp() < Player.Get().m_investigatorCard.m_health || Player.Get().GetSan() < Player.Get().m_investigatorCard.m_sanity; } }
private void modEnforceBounds(On.Celeste.Level.orig_EnforceBounds orig, Level self, Player player) { if (isTheoCrystalsEverywhere() && !isAllowLeavingTheoBehind() && // the player is holding nothing... (player.Holding == null || player.Holding.Entity == null || !player.Holding.IsHeld || // or this thing is not a Theo crystal (f.e. jellyfish) (player.Holding.Entity.GetType() != typeof(TheoCrystal) && player.Holding.Entity.GetType() != typeof(ExtendedVariantTheoCrystal) && player.Holding.Entity.GetType() != typeof(ExtendedVariantTheoCrystalGoingOffscreen))) && // but there is a Theo crystal on screen so the player has to grab it self.Tracker.CountEntities<ExtendedVariantTheoCrystal>() != 0) { // the player does not hold Theo, check if they try to leave the screen without him Rectangle bounds = self.Bounds; if (player.Left < bounds.Left) { // prevent the player from going left player.Left = bounds.Left; player.OnBoundsH(); } else if (player.Right > bounds.Right) { // prevent the player from going right player.Right = bounds.Right; player.OnBoundsH(); } else if (player.Top < bounds.Top) { // prevent the player from going up player.Top = bounds.Top; player.OnBoundsV(); } else if (player.Bottom > bounds.Bottom) { if (SaveData.Instance.Assists.Invincible) { // bounce the player off the bottom of the screen (= falling into a pit with invincibility on) player.Play("event:/game/general/assist_screenbottom"); player.Bounce(bounds.Bottom); } else { // kill the player if they try to go down player.Die(Vector2.Zero); } } else { // no screen transition detected => proceed to vanilla orig(self, player); } } else { // the variant is disabled, we are allowed to leave Theo behind, or the player is holding Theo => we have no business here. orig(self, player); } }
public bool Trigger(TriggerEvent triggerEvent, Room room, Player target) { object data = new object(); return Trigger(triggerEvent, room, target, ref data); }
private void PlayerOnOnExecuteOrder(Player player, ExecuteOrderEventArgs args) { /*if (!args.IsPlayerInput) * return;*/ if (!args.Entities.Any(x => x.Equals(Me))) { return; } if (_config.ComboKey || DisableKey) { return; } if (Me.IsInvisible() || UnitExtensions.HasAnyModifiers(Me, "modifier_invoker_ghost_walk_self", "modifier_rune_invis", "modifier_invisible")) { return; } var order = args.OrderId; if (args.IsPlayerInput) { if (order == OrderId.Ability) { var abilityId = args.Ability.Id; if (abilityId == AbilityId.invoker_quas || abilityId == AbilityId.invoker_wex || abilityId == AbilityId.invoker_exort || abilityId == AbilityId.invoker_invoke || abilityId == AbilityId.invoker_ghost_walk) { Sleeper.Sleep(1500); } } } if (Sleeper.Sleeping || Me.IsSilenced()) { return; } if (order == OrderId.AttackLocation || order == OrderId.AttackTarget) { if (_multySleeper.Sleeping("attack")) { return; } _multySleeper.Sleep(250, "attack"); var activeSphereForAttack = Me.GetAbilityById(Buttons.First(x => x.IsActive && x.Type == TypeEnum.Attack).Id); if (activeSphereForAttack.CanBeCasted()) { if (CheckForModifiers) { var countOfModifiers = Me.Modifiers.Count(x => x.Name == $"modifier_{activeSphereForAttack.Id}_instance"); if (countOfModifiers >= 3) { return; } for (var i = countOfModifiers; i < 3; i++) { activeSphereForAttack.UseAbility(); } InChanging.Sleep(250); } else { InChanging.Sleep(250); activeSphereForAttack.UseAbility(); activeSphereForAttack.UseAbility(); activeSphereForAttack.UseAbility(); } } } else if (order == OrderId.MoveLocation || order == OrderId.MoveTarget) { if (args.Target != null && args.Target.NetworkName == ClassId.CDOTA_BaseNPC_Healer.ToString()) { return; } if (_multySleeper.Sleeping("move")) { return; } _multySleeper.Sleep(250, "move"); var activeSphereForMove = Me.GetAbilityById(Buttons.First(x => x.IsActive && x.Type == TypeEnum.Move).Id); if (VerySmartSpheres) { if (UnitExtensions.HealthPercent(Me) <= HpSlider / 100f) { if (_config.Main.AbilitiesInCombo.Quas.Level > 0) { activeSphereForMove = _config.Main.AbilitiesInCombo.Quas; } else { activeSphereForMove = _config.Main.AbilitiesInCombo.Wex; } } else { if (_config.Main.AbilitiesInCombo.Wex.Level > 0) { activeSphereForMove = _config.Main.AbilitiesInCombo.Wex; } else { activeSphereForMove = _config.Main.AbilitiesInCombo.Quas; } } foreach (var typeButton in Buttons.Where(x => x.Type == TypeEnum.Move)) { typeButton.IsActive = typeButton.Id == activeSphereForMove.Id; } } if (activeSphereForMove.CanBeCasted()) { if (CheckForModifiers) { var countOfModifiers = Me.Modifiers.Count(x => x.Name == $"modifier_{activeSphereForMove.Id}_instance"); if (countOfModifiers >= 3) { return; } for (var i = countOfModifiers; i < 3; i++) { activeSphereForMove.UseAbility(); } InChanging.Sleep(250); } else { InChanging.Sleep(250); activeSphereForMove.UseAbility(); activeSphereForMove.UseAbility(); activeSphereForMove.UseAbility(); } } } if (!args.IsPlayerInput) { if (!InChanging.Sleeping && order == OrderId.Ability) { var abilityId = args.Ability.Id; if (abilityId == AbilityId.invoker_quas || abilityId == AbilityId.invoker_wex || abilityId == AbilityId.invoker_exort || abilityId == AbilityId.invoker_invoke || abilityId == AbilityId.invoker_ghost_walk) { _multySleeper.Sleep(250, "attack"); _multySleeper.Sleep(250, "move"); //InvokerCrappahilationPaid.Log.Warn($"On Sleep"); } } } }
void Awake() { playerRef = FindObjectOfType <Player>(); }
public override void UpdateArmorSet(Player player) { player.setBonus = "The dark is your allie"; player.AddBuff(ModContent.BuffType <Buffs.DarkFlame>(), 1, true); }
public bool Trigger(TriggerEvent triggerEvent, Room room, Player target, ref object data) { // push it to event stack if (!string.IsNullOrEmpty(room.PreWinner)) return true; _m_trigger_id++; int trigger_id = _m_trigger_id; trigger_count.Add(trigger_id, new Dictionary<string, int>()); bool broken = false; List <TriggerSkill> will_trigger = new List<TriggerSkill>(); List<TriggerSkill> triggerable_tested = new List<TriggerSkill>(); List<TriggerSkill> rules = new List<TriggerSkill>(); // we can't get a GameRule with Engine::getTriggerSkill() :( Dictionary<Player, List<TriggerStruct>> trigger_who = new Dictionary<Player, List<TriggerStruct>>(); List<TriggerSkill> triggered = new List<TriggerSkill>(); Dictionary<Player, List<TriggerStruct>> already_triggered = new Dictionary<Player, List<TriggerStruct>>(); do { List<TriggerSkill> skills = skill_table.ContainsKey(triggerEvent) ? new List<TriggerSkill>(skill_table[triggerEvent]) : new List<TriggerSkill>(); trigger_who.Clear(); foreach (TriggerSkill skill in skills) { if (!triggered.Contains(skill)) { if (skill is GameRule) { if (will_trigger.Count == 0 || skill.GetDynamicPriority(triggerEvent) == will_trigger[will_trigger.Count - 1].GetDynamicPriority(triggerEvent)) { will_trigger.Add(skill); if (trigger_who.ContainsKey(rule_player)) trigger_who[rule_player].Add(new TriggerStruct(skill.Name)); // Don't assign game rule to some player. else trigger_who[rule_player] = new List<TriggerStruct> { new TriggerStruct(skill.Name) }; rules.Add(skill); } else if (skill.GetDynamicPriority(triggerEvent) != will_trigger[will_trigger.Count - 1].GetDynamicPriority(triggerEvent)) break; triggered.Insert(0, skill); } else { if (will_trigger.Count == 0 || skill.GetDynamicPriority(triggerEvent) == will_trigger[will_trigger.Count - 1].GetDynamicPriority(triggerEvent)) { skill.Record(triggerEvent, room, target, ref data); //to record something for next. List<TriggerStruct> triggerSkillList = skill.Triggerable(triggerEvent, room, target, ref data); foreach (TriggerStruct skill_struct in triggerSkillList) { TriggerStruct tskill = skill_struct; if (tskill.Times != 1) tskill.Times = 1; //make sure times == 1 TriggerSkill trskill = Engine.GetTriggerSkill(tskill.SkillName); Player p = room.FindPlayer(tskill.Invoker, true); if (trskill != null) { will_trigger.Add(trskill); if (trigger_who.ContainsKey(p)) trigger_who[p].Add(tskill); else trigger_who[p] = new List<TriggerStruct> { tskill }; } } } else if (skill.GetDynamicPriority(triggerEvent) != will_trigger[will_trigger.Count - 1].GetDynamicPriority(triggerEvent)) break; triggered.Insert(0, skill); } } if (!triggerable_tested.Contains(skill)) triggerable_tested.Add(skill); } if (will_trigger.Count > 0) { will_trigger.Clear(); foreach (Player p in room.GetAllPlayers(true)) { if (!trigger_who.ContainsKey(p)) continue; //List<TriggerStruct> already_triggered = new List<TriggerStruct>(); Dictionary<Player, List<TriggerStruct>> refuse = new Dictionary<Player, List<TriggerStruct>>(); while (true) { List<TriggerStruct> who_skills = trigger_who.ContainsKey(p) ? new List<TriggerStruct>(trigger_who[p]) : new List<TriggerStruct>(); if (who_skills.Count == 0) break; TriggerStruct name = new TriggerStruct(); foreach (TriggerStruct skill in who_skills) { TriggerSkill tskill = Engine.GetTriggerSkill(skill.SkillName); if (tskill != null && tskill.Global && tskill.SkillFrequency == Skill.Frequency.Compulsory) { TriggerStruct name_copy = skill; if (skill.Targets.Count > 0) name_copy.ResultTarget = skill.Targets[0]; name = name_copy; // a new trick to deal with all "record-skill" or "compulsory-global", // they should always be triggered first. break; } } if (string.IsNullOrEmpty(name.SkillName)) { if (p != null && !p.HasShownAllGenerals()) p.SetFlags("Global_askForSkillCost"); // TriggerOrder need protect if (who_skills.Count == 1 && (p == null || who_skills[0].SkillName.Contains("global-fake-move"))) { TriggerStruct name_copy = who_skills[0]; if (who_skills[0].Targets.Count > 0) name_copy.ResultTarget = who_skills[0].Targets[0]; name = name_copy; } else if (p != null) { string reason = "GameRule:TriggerOrder"; foreach (TriggerStruct skill in who_skills) { if (triggerEvent == TriggerEvent.EventPhaseStart && skill.SkillName.Contains("GameRule_AskForGeneralShow")) { reason = "GameRule:TurnStart"; break; } } name = room.AskForSkillTrigger(p, reason, who_skills, true, data); } else name = who_skills[who_skills.Count - 1]; if (p != null && p.HasFlag("Global_askForSkillCost")) p.SetFlags("-Global_askForSkillCost"); } if (string.IsNullOrEmpty(name.SkillName)) break; TriggerSkill result_skill = Engine.GetTriggerSkill(name.SkillName); Player skill_target = room.FindPlayer(name.ResultTarget, true); if (skill_target == null && target != null) { skill_target = target; name.ResultTarget = target.Name; } if (name.Targets.Count > 0) { bool deplicated = false; List<TriggerStruct> already = already_triggered.ContainsKey(p) ? new List<TriggerStruct>(already_triggered[p]) : new List<TriggerStruct>(); foreach (TriggerStruct already_s in already) //类似铁骑对多目标发动的触发技 { //若先选择了对后位角色发动,则直接跳过前位的其他角色 if (already_s.Equals(name) && already_s.Targets.Count > 0) { Player triggered_target = room.FindPlayer(already_s.ResultTarget, true); Player _target = room.FindPlayer(name.ResultTarget, true); List<Player> all = room.GetAllPlayers(true); if (all.IndexOf(_target) > all.IndexOf(triggered_target)) { already_triggered[p][already.IndexOf(already_s)] = name; deplicated = true; break; } } } if (!deplicated) { if (already_triggered.ContainsKey(p)) already_triggered[p].Add(name); else already_triggered[p] = new List<TriggerStruct> { name }; } } else { if (already_triggered.ContainsKey(p)) already_triggered[p].Add(name); else already_triggered[p] = new List<TriggerStruct> { name }; } //----------------------------------------------- TriggerSkill::cost bool do_effect = false; if (p != null && !RoomLogic.PlayerHasShownSkill(room, p, result_skill)) p.SetFlags("Global_askForSkillCost"); // SkillCost need protect string mark = string.Format("{0}_{1}_{2}", name.SkillName, p.Name, skill_target != null ? skill_target.Name : "null"); if (!trigger_count[trigger_id].ContainsKey(mark)) trigger_count[trigger_id][mark] = 1; else trigger_count[trigger_id][mark]++; TriggerStruct cost = name; cost.Times = trigger_count[trigger_id][mark]; TriggerStruct cost_str = result_skill.Cost(triggerEvent, room, skill_target, ref data, p, cost); result_skill = Engine.GetTriggerSkill(cost_str.SkillName); if (result_skill != null) { do_effect = true; if (p != null) { bool compulsory_shown = false; if (result_skill.SkillFrequency == Skill.Frequency.Compulsory && RoomLogic.PlayerHasShownSkill(room, p, result_skill)) compulsory_shown = true; bool show = room.ShowSkill(p, result_skill.Name, cost_str.SkillPosition); if (!compulsory_shown && show) p.SetTag("JustShownSkill", result_skill.Name); } } if (p != null && p.HasFlag("Global_askForSkillCost")) // for next time p.SetFlags("-Global_askForSkillCost"); //----------------------------------------------- TriggerSkill::effect if (do_effect) { Player invoker = room.FindPlayer(cost_str.Invoker, true); //it may point to another skill, such as EightDiagram to bazhen skill_target = room.FindPlayer(cost_str.ResultTarget, true); broken = result_skill.Effect(triggerEvent, room, skill_target, ref data, invoker, cost_str); if (broken) { //if (room.Setting.GameMode == "Hegemony") // room.Debug(string.Format("{0}-{1}", triggerEvent, result_skill.Name)); p.RemoveTag("JustShownSkill"); break; } } else { if (refuse.ContainsKey(p)) refuse[p].Add(name); else refuse[p] = new List<TriggerStruct> { name }; } //----------------------------------------------- p.RemoveTag("JustShownSkill"); trigger_who.Clear(); foreach (TriggerSkill skill in triggered) { if (skill is GameRule) { //room->tryPause(); continue; // dont assign them to some person. } else { //room->tryPause(); if (skill.GetDynamicPriority(triggerEvent) == triggered[0].GetDynamicPriority(triggerEvent)) { List<TriggerStruct> triggerSkillList = skill.Triggerable(triggerEvent, room, target, ref data); foreach (Player _p in room.Players) { foreach (TriggerStruct _skill in triggerSkillList) { if (_p.Name != _skill.Invoker) continue; bool refuse_before = false; if (refuse.ContainsKey(_p)) { foreach (TriggerStruct refused in refuse[_p]) { if (_skill.Equals(refused) && _skill.Targets.Count == 0) { refuse_before = true; break; } } } if (refuse_before) break; TriggerStruct tskill = _skill; if (tskill.Times != 1) tskill.Times = 1; //make sure times == 1 TriggerSkill trskill = Engine.GetTriggerSkill(tskill.SkillName); if (trskill != null) { if (trigger_who.ContainsKey(_p)) trigger_who[_p].Add(tskill); else trigger_who[_p] = new List<TriggerStruct> { tskill }; } } } } else break; } } foreach (TriggerStruct already_s in already_triggered[p]) { List<TriggerStruct> who_skills_q = trigger_who.ContainsKey(p) ? new List<TriggerStruct>(trigger_who[p]) : new List<TriggerStruct>(); foreach (TriggerStruct re_skill in who_skills_q) { if (already_s.Equals(re_skill)) //类似铁骑、烈弓多目标的触发技 { //筛选剩余未发动的目标 if (already_s.Targets.Count > 0 && re_skill.Targets.Count > 0 && re_skill.Targets.Contains(already_s.ResultTarget)) { List<string> targets = new List<string>(re_skill.Targets); for (int i = 0; i <= targets.IndexOf(already_s.ResultTarget); i++) re_skill.Targets.Remove(targets[i]); if (re_skill.Targets.Count > 0) { TriggerStruct re_skill2 = already_s; re_skill2.Targets = re_skill.Targets; re_skill2.ResultTarget = null; trigger_who[p][trigger_who[p].IndexOf(re_skill)] = re_skill2; break; } } trigger_who[p].Remove(re_skill); break; } } } } if (broken) break; } } if (broken) break; } while (skill_table.ContainsKey(triggerEvent) && skill_table[triggerEvent].Count != triggerable_tested.Count && string.IsNullOrEmpty(room.PreWinner)); // @todo_Slob: for drawing cards when game starts -- stupid design of triggering no player! if (!broken && trigger_who.ContainsKey(rule_player) && trigger_who[rule_player].Count > 0) { List<TriggerStruct> triggers = new List<TriggerStruct>(trigger_who[rule_player]); foreach (TriggerStruct s in triggers) { if (!string.IsNullOrEmpty(room.PreWinner)) break; TriggerSkill skill = null; foreach (TriggerSkill rule in rules) { // because we cannot get a GameRule with Engine::getTriggerSkill() if (rule.Name == s.SkillName) { skill = rule; break; } } TriggerStruct skill_cost = skill.Cost(triggerEvent, room, target, ref data, null, s); if (!string.IsNullOrEmpty(skill_cost.SkillName)) { broken = skill.Effect(triggerEvent, room, target, ref data, null, skill_cost); if (broken) break; } } } foreach (TrustedAI ai in room.AIs) ai.Event(triggerEvent, target, data); //Bot聊天 Bot.BotChat(triggerEvent, room, target, data); //成就 AchieveCollector.Event(triggerEvent, room, target, data); // pop event stack //event_stack.pop_back(); //room->tryPause(); trigger_count.Remove(trigger_id); return broken; }
// Use this for initialization void Start () { controller = GetComponent<Controller2D>(); player = GetComponent<Player>(); }
private async Task SendStatsMessage(CommandEventArgs e, Player player) { Message message = await e.Channel.SendMessage(e.User.Mention + "\n" + player.ToString()); }
// Se poate duplica o tabla public Simulator(Simulator sim) { pieces = (GameObject[,]) sim.pieces.Clone(); movedPawns = new List<GameObject>(sim.movedPawns); currentPlayer = sim.currentPlayer; otherPlayer = sim.otherPlayer; }
public override void AI() { //Making player variable "p" set as the projectile's owner Player player = Main.player[projectile.owner]; int[] array = new int[20]; int num428 = 0; float num429 = 300f; //Factors for calculations double deg = (double)projectile.ai[1]; //The degrees, you can multiply projectile.ai[1] to make it orbit faster, may be choppy depending on the value double rad = deg * (Math.PI / 180); //Convert degrees to radians double dist = 50; //Distance away from the player /*Position the player based on where the player is, the Sin/Cos of the angle times the / * /distance for the desired distance away from the player minus the projectile's width / * /and height divided by two so the center of the projectile is at the right place. */ projectile.position.X = player.Center.X - (int)(Math.Cos(rad) * dist) - projectile.width / 2; projectile.position.Y = player.Center.Y - (int)(Math.Sin(rad) * dist) - projectile.height / 2; //Increase the counter/angle in degrees by 1 point, you can change the rate here too, but the orbit may look choppy depending on the value projectile.ai[1] += 2f; bool flag64 = projectile.type == mod.ProjectileType("EarthTurret"); MyPlayer modPlayer = (MyPlayer)player.GetModPlayer(mod, "MyPlayer"); if (player.dead) { modPlayer.EarthTurret = false; } if (modPlayer.EarthTurret) { projectile.timeLeft = 2; } if (!modPlayer.BiologicalCrit) { projectile.Kill(); } int num3 = projectile.frameCounter; int num433 = 0; float num434 = 300f; bool flag14 = false; for (int num435 = 0; num435 < 200; num435 = num3 + 1) { if (Main.npc[num435].CanBeChasedBy(projectile, false)) { float num436 = Main.npc[num435].position.X + (float)(Main.npc[num435].width / 2); float num437 = Main.npc[num435].position.Y + (float)(Main.npc[num435].height / 2); float num438 = Math.Abs(projectile.position.X + (float)(projectile.width / 2) - num436) + Math.Abs(projectile.position.Y + (float)(projectile.height / 2) - num437); if (num438 < num434 && Collision.CanHit(projectile.Center, 1, 1, Main.npc[num435].Center, 1, 1)) { if (num433 < 20) { array[num433] = num435; num3 = num433; num433 = num3 + 1; } flag14 = true; } } num3 = num435; } if (flag14) { int num439 = Main.rand.Next(num433); num439 = array[num439]; float num440 = Main.npc[num439].position.X + (float)(Main.npc[num439].width / 2); float num441 = Main.npc[num439].position.Y + (float)(Main.npc[num439].height / 2); projectile.localAI[0] += 1f; if (projectile.localAI[0] > 50f) { projectile.localAI[0] = 0f; float num442 = 18f; Vector2 vector32 = new Vector2(projectile.position.X + (float)projectile.width, projectile.position.Y + (float)projectile.height); vector32 += projectile.velocity * 4f; float num443 = num440 - vector32.X; float num444 = num441 - vector32.Y; float num445 = (float)Math.Sqrt((double)(num443 * num443 + num444 * num444)); num445 = num442 / num445; num443 *= num445; num444 *= num445; int num666 = 30; int num307 = mod.ProjectileType("StoneFossilFriendly"); Projectile.NewProjectile(vector32.X, vector32.Y, num443, num444, num307, num666, projectile.knockBack, projectile.owner, 0f, 0f); return; } } }
// De apelat la final de mutare public void NextPlayer() { Player tempPlayer = currentPlayer; currentPlayer = otherPlayer; otherPlayer = tempPlayer; }
public override bool Operate(bool isKeyboard) { Player.Save(); return(true); }
public override short ManaCost(Player p, short stack) => 25;
/// <summary> /// Tries to delete the character. /// </summary> /// <param name="player">The player.</param> /// <param name="characterName">Name of the character.</param> /// <param name="securityCode">The security code.</param> public void DeleteCharacter(Player player, string characterName, string securityCode) { var result = this.DeleteCharacterRequest(player, characterName, securityCode); player.PlayerView.ShowCharacterDeleteResponse(result); }
public void AddPlayer(Player ply) { playerDAL.AddPlayer(ply); }
public override void Update(Player player, ref int buffIndex) { MyPlayer modPlayer = player.GetSpiritPlayer(); player.buffTime[buffIndex] = modPlayer.timeLeft; }
public King(Player player) : base(player) { }
public async Task<bool> Execute(GameServer server, Player plr, string[] args) { return true; }
public override void RightClick(Player player) { int loots = Main.rand.Next(18); switch (loots) { case 1: player.QuickSpawnItem(ModContent.ItemType<TrenagonBar>(), Main.rand.Next(7, 10)); break; case 2: player.QuickSpawnItem(ItemID.CopperBar, Main.rand.Next(7, 10)); break; case 3: player.QuickSpawnItem(ItemID.TinBar, Main.rand.Next(7, 10)); break; case 4: player.QuickSpawnItem(ItemID.IronBar, Main.rand.Next(7, 10)); break; case 5: player.QuickSpawnItem(ItemID.LeadBar, Main.rand.Next(7, 10)); break; case 6: player.QuickSpawnItem(ItemID.SilverBar, Main.rand.Next(7, 10)); break; case 7: player.QuickSpawnItem(ItemID.TungstenBar, Main.rand.Next(7, 10)); break; case 8: player.QuickSpawnItem(ItemID.GoldBar, Main.rand.Next(7, 10)); break; case 9: player.QuickSpawnItem(ItemID.PlatinumBar, Main.rand.Next(7, 10)); break; case 10: player.QuickSpawnItem(ItemID.Topaz, Main.rand.Next(7, 10)); break; case 11: player.QuickSpawnItem(ItemID.Amethyst, Main.rand.Next(7, 10)); break; case 12: player.QuickSpawnItem(ItemID.Sapphire, Main.rand.Next(7, 10)); break; case 13: player.QuickSpawnItem(ItemID.Emerald, Main.rand.Next(7, 10)); break; case 14: player.QuickSpawnItem(ItemID.Ruby, Main.rand.Next(7, 10)); break; case 15: player.QuickSpawnItem(ItemID.Diamond, Main.rand.Next(7, 10)); break; case 16: player.QuickSpawnItem(ModContent.ItemType<ShadowCrystal>(), Main.rand.Next(7, 10)); break; case 17: player.QuickSpawnItem(ModContent.ItemType<SeafoamCrystal>(), Main.rand.Next(7, 10)); break; } }