public static void SetVehicle(string handle, string plate) { Player p = GetPlayerByHandle(handle); if (GetCivilian(handle) == null) { SendMessage("DispatchSystem", new[] { 0, 0, 0 }, "You must set your name before you can set your vehicle"); return; } if (GetCivilianVeh(handle) != null) { Int32 index = civVehs.IndexOf(GetCivilianVeh(handle)); civVehs[index] = new CivilianVeh(p, GetCivilian(handle), plate.ToUpper(), false, true, true); SendMessage("DispatchSystem", new[] { 0, 0, 0 }, $"New vehicle set to {plate.ToUpper()}"); } else { civVehs.Add(new CivilianVeh(p, GetCivilian(handle), plate.ToUpper(), false, true, true)); SendMessage("DispatchSystem", new[] { 0, 0, 0 }, $"New vehicle set to {plate.ToUpper()}"); } }
public static void RequestCivilianVeh(string handle, string plate) { Player invoker = GetPlayerByHandle(handle); // getting the invoker CivilianVeh civVeh = GetCivilianVehByPlate(plate); // finding the vehicle if (civVeh != null) { // results msg SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, "Results: "); SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, $"Plate: {civVeh.Plate.ToUpper()}"); SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, $"Stolen: {civVeh.StolenStatus}"); SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, $"Registered: {civVeh.Registered}"); SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, $"Insured: {civVeh.Insured}"); // for registration if (civVeh.Registered) { SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, $"R/O: {civVeh.Owner.First} {civVeh.Owner.Last}"); } } else { SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, "That vehicle 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 DisplayCurrentVehicle(string handle) { Player p = GetPlayerByHandle(handle); CivilianVeh veh = GetCivilianVeh(handle); if (veh != null) { SendMessage(p, "", new[] { 255, 255, 255 }, $"Plate: {veh.Plate.ToUpper()}"); SendMessage(p, "", new[] { 255, 255, 255 }, $"Stolen: {veh.StolenStatus}"); SendMessage(p, "", new[] { 255, 255, 255 }, $"Registered: {veh.Registered}"); SendMessage(p, "", new[] { 255, 255, 255 }, $"Insured: {veh.Insured}"); } else { SendMessage(p, "DispatchSystem", new [] { 0, 0, 0 }, "Your vehicle doesn't exist in the system"); } }
public static void SetVehicle(string handle, string plate) { Player p = GetPlayerByHandle(handle); // if no civilian exists if (GetCivilian(handle) == null) { SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, "You must set your name before you can set your vehicle"); return; } // checking if the plate already exists in the system if (GetCivilianVehByPlate(plate) != null && GetPlayerByIp(GetCivilianVeh(handle).SourceIP) != p) { SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, "That vehicle already exists in the system!"); return; } // checking if player already owns a vehicle if (GetCivilianVeh(handle) != null) { int index = CivVehs.IndexOf(GetCivilianVeh(handle)); // finding the existing index CivVehs[index] = new CivilianVeh(p.Identifiers["ip"]) { Plate = plate, Owner = GetCivilian(handle) }; // setting the index to a new vehicle item SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, $"New vehicle set to {CivVehs[index].Plate}"); // msg of creation } else { CivilianVeh veh = new CivilianVeh(p.Identifiers["ip"]) { Plate = plate, Owner = GetCivilian(handle) }; // creating the new vehicle CivVehs.Add(veh); // adding the new vehicle to the list of vehicles SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, $"New vehicle set to {veh.Plate}"); // msg } }
public static void SetName(string handle, string first, string last) { Player p = GetPlayerByHandle(handle); if (p == null) { return; } if (GetCivilian(handle) != null) { int index = civs.IndexOf(GetCivilian(handle)); civs[index] = new Civilian(p, first, last, false, 0); SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, $"New name set to: {civs[index].First} {civs[index].Last}"); } else { civs.Add(new Civilian(p, first, last, false, 0)); int index = civs.IndexOf(GetCivilian(handle)); SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, $"New name set to: {civs[index].First} {civs[index].Last}"); #if DEBUG SendMessage(p, "", new[] { 0, 0, 0 }, "Creating new civilian profile..."); #endif } #if ENABLE_VEH if (GetCivilianVeh(handle) != null) { int index = civVehs.IndexOf(GetCivilianVeh(handle)); civVehs[index] = new CivilianVeh(p); } #endif }
public static void RequestCivilianVeh(string handle, string plate) { Player invoker = GetPlayerByHandle(handle); CivilianVeh civVeh = GetCivilianVehByPlate(plate); if (civVeh != null) { WriteChatLine(invoker); SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, "Results: "); SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, $"Plate: {civVeh.Plate}"); SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, $"Stolen: {civVeh.StolenStatus.ToString()}"); SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, $"Registered: {civVeh.Registered.ToString()}"); SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, $"Insured: {civVeh.Insured.ToString()}"); if (civVeh.Registered) { SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, $"R/O: {civVeh.Owner.First} {civVeh.Owner.Last}"); } WriteChatLine(invoker); } else { SendMessage(invoker, "DispatchSystem", new[] { 0, 0, 0 }, "That name doesn't exist in the system"); } }
public static void ToggleVehicleInsurance(string handle) { Player p = GetPlayerByHandle(handle); if (GetCivilian(handle) == null) { SendMessage("DispatchSystem", new[] { 0, 0, 0 }, "You must set your name before you can set your vehicle insurance"); return; } if (GetCivilianVeh(handle) != null) { int index = civVehs.IndexOf(GetCivilianVeh(handle)); CivilianVeh last = civVehs[index]; civVehs[index] = new CivilianVeh(p, GetCivilian(handle), last.Plate, last.StolenStatus, last.Registered, !last.Insured); SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, $"Insurance status set to {civVehs[index].Insured.ToString()}"); } else { SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, "You must set your vehicle before you can set your Insurance"); } }