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Combine ZombieGame.Props.cs / ZombieGame.cs file
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@ -25,16 +25,12 @@ namespace MCGalaxy.Games {
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public VolatileArray<Player> Players = new VolatileArray<Player>();
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public VolatileArray<Player> Remaining = new VolatileArray<Player>();
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public CountdownGameStatus Status = CountdownGameStatus.Disabled;
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public CountdownGameStatus Status = CountdownGameStatus.Disabled;
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public override bool Running { get { return Status != CountdownGameStatus.Disabled; } }
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/// <summary> Whether players are allowed to teleport to others when not in referee mode. </summary>
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public override bool TeleportAllowed { get { return Status == CountdownGameStatus.RoundInProgress; } }
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public bool FreezeMode = false;
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public int Interval;
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public string SpeedType;
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public string SpeedType;
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CountdownPlugin plugin = new CountdownPlugin();
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List<SquarePos> squaresLeft = new List<SquarePos>();
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@ -72,30 +72,23 @@ namespace MCGalaxy.Games {
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[ConfigString("revive-notime-msg", "Revive",
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"It's too late. The humans do not have enough time left to make more revive potions.")]
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public static string ReviveNoTimeMessage = "It's too late. The humans do not have enough time left to produce more revive potions.";
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public static string ReviveNoTimeMessage = "It's too late. The humans do not have enough time left to produce more revive potions.";
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[ConfigInt("revive-no-time", "Revive", 120, 0)]
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public static int ReviveNoTime = 120;
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[ConfigString("revive-fewzombies-msg", "Revive",
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"There aren't enough zombies for it to be worthwhile to produce revive potions.")]
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public static string ReviveFewZombiesMessage = "There aren't enough zombies for it to be worthwhile to produce revive potions.";
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public static string ReviveFewZombiesMessage = "There aren't enough zombies for it to be worthwhile to produce revive potions.";
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[ConfigInt("revive-fewzombies", "Revive", 3, 0)]
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public static int ReviveFewZombies = 3;
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public static int ReviveFewZombies = 3;
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[ConfigInt("revive-tooslow", "Revive", 60, 0)]
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public static int ReviveTooSlow = 60;
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public static int ReviveTooSlow = 60;
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[ConfigInt("revive-chance", "Revive", 80, 0, 100)]
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public static int ReviveChance = 80;
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public static int ReviveChance = 80;
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[ConfigInt("revive-times", "Revive", 1, 0)]
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public static int ReviveTimes = 1;
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public static int ReviveTimes = 1;
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[ConfigString("revive-success", "Revive", "used a revive potion. &aIt was super effective!")]
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public static string ReviveSuccessMessage = "used a revive potion. &aIt was super effective!";
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[ConfigString("revive-failure", "Revive", "tried using a revive potion. &cIt was not very effective..")]
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public static string ReviveFailureMessage = "tried using a revive potion. &cIt was not very effective..";
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@ -25,6 +25,7 @@ namespace MCGalaxy.Games {
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public LevelPicker Picker = new ZSLevelPicker();
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public override bool TeleportAllowed { get { return !RoundInProgress; } }
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public override bool Running { get { return Status != ZombieGameStatus.NotStarted; } }
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public override void PlayerLeftGame(Player p) {
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Alive.Remove(p);
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@ -1,83 +0,0 @@
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/*
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Copyright 2010 MCLawl Team -
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Created by Snowl (David D.) and Cazzar (Cayde D.)
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Dual-licensed under the Educational Community License, Version 2.0 and
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the GNU General Public License, Version 3 (the "Licenses"); you may
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not use this file except in compliance with the Licenses. You may
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obtain a copy of the Licenses at
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http://www.osedu.org/licenses/ECL-2.0
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http://www.gnu.org/licenses/gpl-3.0.html
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Unless required by applicable law or agreed to in writing,
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software distributed under the Licenses are distributed on an "AS IS"
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BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
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or implied. See the Licenses for the specific language governing
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permissions and limitations under the Licenses.
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*/
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Threading;
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using MCGalaxy.Config;
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namespace MCGalaxy.Games {
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public class BountyData {
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public string Origin, Target;
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public int Amount;
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public BountyData(string origin, string target, int amount) {
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Origin = origin; Target = target; Amount = amount;
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}
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}
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public enum ZombieGameStatus { NotStarted, InfiniteRounds, SingleRound, VariableRounds, LastRound }
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public sealed partial class ZSGame {
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public const string InfectCol = "&infect";
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/// <summary> The number of rounds that have been played in this game so far. </summary>
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public int RoundsDone = 0;
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/// <summary> The maximum number of rounds that can be played before the game ends. </summary>
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public int MaxRounds = 0;
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/// <summary> Current round status of the game. </summary>
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public ZombieGameStatus Status = ZombieGameStatus.NotStarted;
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/// <summary> Gets whether zombie survival is currently running. </summary>
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public override bool Running { get { return Status != ZombieGameStatus.NotStarted; } }
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/// <summary> Whether a round is currently in progress. </summary>
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public bool RoundInProgress = false;
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/// <summary> Time at which the next round is scheduled to start. </summary>
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public DateTime RoundStart;
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/// <summary> Time at which the next round is scheduled to end. </summary>
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public DateTime RoundEnd;
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/// <summary> The name of the level that the last round of zombie survival was played on. </summary>
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public string LastLevelName = "";
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/// <summary> List of alive/human players. </summary>
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public VolatileArray<Player> Alive = new VolatileArray<Player>();
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/// <summary> List of dead/infected players. </summary>
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public VolatileArray<Player> Infected = new VolatileArray<Player>();
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/// <summary> Name of the player queued to be the first zombie in the next round. </summary>
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public string QueuedZombie;
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List<string> infectMessages = new List<string>();
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string lastPlayerToInfect = "";
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int infectCombo = 0;
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/// <summary> List of players who have a bounty on them. </summary>
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public VolatileArray<BountyData> Bounties = new VolatileArray<BountyData>();
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}
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}
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@ -28,11 +28,39 @@ using MCGalaxy.SQL;
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namespace MCGalaxy.Games {
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public class BountyData {
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public string Origin, Target;
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public int Amount;
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public BountyData(string origin, string target, int amount) {
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Origin = origin; Target = target; Amount = amount;
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}
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}
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public enum ZombieGameStatus { NotStarted, InfiniteRounds, SingleRound, VariableRounds, LastRound }
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public struct ZombieStats {
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public int TotalRounds, MaxRounds, TotalInfected, MaxInfected;
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}
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public sealed partial class ZSGame {
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public const string InfectCol = "&infect";
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public int RoundsDone = 0;
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public int MaxRounds = 0;
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public ZombieGameStatus Status = ZombieGameStatus.NotStarted;
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public bool RoundInProgress = false;
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public DateTime RoundStart, RoundEnd;
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public string LastLevelName = "";
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public VolatileArray<Player> Alive = new VolatileArray<Player>();
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public VolatileArray<Player> Infected = new VolatileArray<Player>();
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public string QueuedZombie;
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public VolatileArray<BountyData> Bounties = new VolatileArray<BountyData>();
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List<string> infectMessages = new List<string>();
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string lastPlayerToInfect = "";
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int infectCombo = 0;
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ZSPlugin plugin = new ZSPlugin();
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public void Start(ZombieGameStatus status, Level level, int rounds) {
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@ -514,7 +514,6 @@
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<Compile Include="Games\ZombieSurvival\Rewards.cs" />
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<Compile Include="Games\ZombieSurvival\ZombieGame.cs" />
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<Compile Include="Games\ZombieSurvival\ZombieGame.Game.cs" />
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<Compile Include="Games\ZombieSurvival\ZombieGame.Props.cs" />
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<Compile Include="Games\ZombieSurvival\ZSConfig.cs" />
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<Compile Include="Games\ZombieSurvival\ZSPlugin.cs" />
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<Compile Include="Generator\AdvNoiseGen.cs" />
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