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// Modifications Copyright (c) 2013 Michael Cummings <[email protected]> | |
// All rights reserved. | |
// | |
// Redistribution and use in source and binary forms, with or without | |
// modification, are permitted provided that the following conditions are met: | |
// * Redistributions of source code must retain the above copyright | |
// notice, this list of conditions and the following disclaimer. | |
// * Redistributions in binary form must reproduce the above copyright | |
// notice, this list of conditions and the following disclaimer in the | |
// documentation and/or other materials provided with the distribution. | |
// * Neither the name of AtomicCraft or the names of its | |
// contributors may be used to endorse or promote products derived from this | |
// software without specific prior written permission. | |
// | |
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND | |
// ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | |
// WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | |
// DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY | |
// DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | |
// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | |
// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | |
// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | |
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | |
// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
namespace fCraft | |
{ | |
class PropHunt | |
{ | |
private string[] blockId = {"1", "2", "4", "5", "7", "12", "13", "17", "19", "64", "65"}; | |
private Random randBlock = new Random(); | |
//Time stuff | |
private static SchedulerTask task_; | |
private static SchedulerTask _task; | |
private DateTime startTime; | |
public static DateTime lastChecked; | |
public static int timeLeft = 0; | |
public static int timeLimit = 300; | |
public static int timeDelay = 10; | |
public static bool isOn = false; | |
public static PropHunt instance; | |
private static World _world; | |
public static List<Player> PropHuntPlayers = new List<Player>(); | |
public PropHunt (World world) | |
{ | |
startTime = DateTime.UtcNow; | |
_world = world; | |
task_ = new SchedulerTask(Interval, true).RunForever(TimeSpan.FromSeconds(1)); | |
_task = new SchedulerTask(Interval, true).RunForever(TimeSpan.FromSeconds(1)); | |
} | |
public void Start() | |
{ | |
_world.gameMode = GameMode.PropHunt; | |
startTime = DateTime.UtcNow; | |
foreach (Player p in _world.Players) | |
{ | |
p.Model = blockId[randBlock.Next(0, blockId.Length)]; | |
} | |
} | |
public void Interval(SchedulerTask task) | |
{ | |
//Temp debug message | |
//Server.Message("Doing stuff"); | |
//check to stop Interval | |
if (_world.gameMode != GameMode.PropHunt || _world == null) | |
{ | |
_world = null; | |
task.Stop(); | |
return; | |
} | |
if (!isOn) | |
{ | |
if (_world.Players.Count() < 0 /*2*/) //in case players leave the world or disconnect during the start delay | |
{ | |
_world.Players.Message("&WPropHunt&s requires at least (4) people to play."); | |
} | |
if (startTime != null && (DateTime.UtcNow - startTime).TotalSeconds > timeDelay) | |
{ | |
foreach (Player p in _world.Players) | |
{ | |
beginGame(p); | |
chooseSeeker(); | |
} | |
Player.Moving += CheckIdles; | |
//Player.Moving += PlayerMovedTag; | |
isOn = true; | |
lastChecked = DateTime.UtcNow; //used for intervals | |
//Temp debug message | |
Server.Message("It is on and stuff..."); | |
return; | |
} | |
} | |
/*if (isOn && (DateTime.UtcNow - lastChecked).TotalSeconds > 10) //check if players left the world, forfeits if no players of that team left | |
{ | |
if (_world.Players.Count(player => player.Info.isInfected) == _world.Players.Count()) | |
{ | |
ZombiesWin(); | |
return; | |
} | |
if (_world.Players.Count(player => player.Info.isInfected) == 0 && _world.Players.Count() > 0) | |
{ | |
HumansWin(); | |
return; | |
} | |
}*/ | |
timeLeft = Convert.ToInt16(((timeDelay + timeLimit) - (DateTime.Now - startTime).TotalSeconds)); | |
if (lastChecked != null && (DateTime.UtcNow - lastChecked).TotalSeconds > 29.9 && timeLeft <= timeLimit) | |
{ | |
_world.Players.Message("There are currently {0} human(s) and {1} zombie(s) left on {2}", _world.Players.Count() - _world.Players.Count(player => player.isInfected), _world.Players.Count(player => player.isInfected), _world.ClassyName); | |
} | |
} | |
public static void beginGame(Player player) | |
{ | |
player.isPlayingPropHunt = true; | |
PropHuntPlayers.Add(player); | |
//Temp debug message | |
Server.Message("Beginning game...."); | |
} | |
// Choose a random player as the seeker | |
public static void chooseSeeker() | |
{ | |
Random randNumber = new Random(); | |
int randSeeker = randNumber.Next(0, _world.Players.Length); | |
Player seeker = _world.Players[randSeeker]; | |
if (_world.Players.Count(player => player.isSeeker) == 0) | |
{ | |
seeker.Message("&cYou were chosen as the seeker!"); | |
} | |
} | |
/*public static void PlayerMovedSolid(object var, fCraft.Events.PlayerMovingEventArgs e) | |
{ | |
if (!e.Player.isSolidBlock) | |
{ | |
TimeSpan idle = e.Player.IdleTime; | |
//Player has to be not move for 5 seconds | |
if (idle.TotalSeconds > 5) | |
{ | |
Server.Message("{0} is idle!", e.Player.ClassyName); | |
e.Player.Info.IsHidden = true; | |
e.Player.isSolidBlock = true; | |
//Gets the coords of the player | |
short x = (short)(e.Player.Position.X / 32 * 32 + 16); | |
short y = (short)(e.Player.Position.Y / 32 * 32 + 16); | |
short z = (short)(e.Player.Position.Z / 32 * 32); | |
Vector3I Pos = new Vector3I(e.Player.Position.X / 32, e.Player.Position.Y / 32, (e.Player.Position.Z - 32) / 32); | |
//Converts player's model block into Block.*blockname* | |
Block playerBlock = Map.GetBlockByName(e.Player.Model); | |
//Places the block at the players current location | |
BlockUpdate blockUpdate = new BlockUpdate(null, Pos, playerBlock); | |
e.Player.World.Map.QueueUpdate(blockUpdate); | |
e.Player.WorldMap.SetBlock(Pos, playerBlock); | |
e.Player.Message("&cYou are now a solid block. Don't move!"); | |
} | |
} | |
else | |
{ | |
// We need to have block positions, so we divide by 32 | |
Vector3I oldPos = new Vector3I(e.OldPosition.X / 32, e.OldPosition.Y / 32, e.OldPosition.Z / 32); | |
Vector3I newPos = new Vector3I(e.NewPosition.X / 32, e.NewPosition.Y / 32, e.NewPosition.Z / 32); | |
// Check if the player actually moved and not just rotated | |
if ((oldPos.X != newPos.X) || (oldPos.Y != newPos.Y) || (oldPos.Z != newPos.Z)) | |
{ | |
e.Player.Message("You are no longer a solid block!"); | |
e.Player.isSolidBlock = false; | |
e.Player.Info.IsHidden = false; | |
} | |
} | |
}*/ | |
public static void CheckIdles(object sender, fCraft.Events.PlayerMovingEventArgs e) | |
{ | |
if (e.Player.IdleTime.ToSeconds() == 4 && !e.Player.isSolidBlock) | |
{ | |
//Temp debug message | |
Server.Message("{0} is idle!", e.Player.ClassyName); | |
e.Player.Info.IsHidden = true; | |
e.Player.isSolidBlock = true; | |
//Gets the coords of the player | |
short x = (short)(e.Player.Position.X / 32 * 32 + 16); | |
short y = (short)(e.Player.Position.Y / 32 * 32 + 16); | |
short z = (short)(e.Player.Position.Z / 32 * 32); | |
Vector3I Pos = new Vector3I(e.Player.Position.X / 32, e.Player.Position.Y / 32, (e.Player.Position.Z - 32) / 32); | |
//Converts player's model block into Block.*blockname* | |
Block playerBlock = Map.GetBlockByName(e.Player.Model); | |
//Places the block at the players current location | |
BlockUpdate blockUpdate = new BlockUpdate(null, Pos, playerBlock); | |
e.Player.World.Map.QueueUpdate(blockUpdate); | |
e.Player.WorldMap.SetBlock(Pos, playerBlock); | |
e.Player.prophuntLastSolidPos = Pos; | |
e.Player.Message("&cYou are now a solid block. Don't move!"); | |
} | |
else | |
{ | |
// We need to have block positions, so we divide by 32 | |
Vector3I oldPos = new Vector3I(e.OldPosition.X / 32, e.OldPosition.Y / 32, e.OldPosition.Z / 32); | |
Vector3I newPos = new Vector3I(e.NewPosition.X / 32, e.NewPosition.Y / 32, e.NewPosition.Z / 32); | |
// Check if the player actually moved and not just rotated | |
if ((oldPos.X != newPos.X) || (oldPos.Y != newPos.Y) || (oldPos.Z != newPos.Z)) | |
{ | |
//Remove the players block | |
Block airBlock = Block.Air; | |
e.Player.WorldMap.SetBlock(e.Player.prophuntLastSolidPos, airBlock); | |
BlockUpdate blockUpdate = new BlockUpdate(null, e.Player.prophuntLastSolidPos, airBlock); | |
e.Player.World.Map.QueueUpdate(blockUpdate); | |
//Do the other stuff | |
e.Player.Message("You are no longer a solid block!"); | |
e.Player.isSolidBlock = false; | |
e.Player.Info.IsHidden = false; | |
} | |
} | |
} | |
} | |
} |
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