I found very useful lately IPlayer interface with all its goodies....
Here is example script to execute chat info in good old style
check available commands:
<stats , <guns, <kills, <stats<all, <tl, <te...etc
That is just simple examples but You can convert lot of things from game to it....
If Any one is interested to give it a go on servers let me know if You experience any troubles with it... There is some delay on data read and some things are not working or are just not activated maybe
Enjoy...
Code:
//$reference parts/core/Strategy.dll
//$reference parts/core/MySql.Data.dll
//$reference parts/core/System.Data.dll
//$reference parts/core/gamePlay.dll
#region timer
long Tick_Mission_Time { get; set; }// Sets the Mission Clock for Time Remaining in Mission.
Random random = new Random();//Function for Randomising events
Stopwatch stopWatch = new Stopwatch();
public string GetTimeElapsed()
{
string StringToReturn = "";
StringToReturn = "";
TimeSpan ts = stopWatch.Elapsed;
// Format and display the TimeSpan value.
string elapsedTime = String.Format("{0:00}h:{1:00}m:{2:00}s", ts.Hours, ts.Minutes, ts.Seconds);
StringToReturn = StringToReturn + elapsedTime;
return StringToReturn;
}
#endregion
#region Iplayer stats
public string GetDictionary<T>(Dictionary<string, T> ds)
{
StringBuilder sb = new StringBuilder();
foreach (string key in ds.Keys)
{
T d = ds[key];
if (sb.Length != 0)
{
sb.Append(", ");
}
//sb.AppnedFormat("[{0}]={1}", key, d);
sb.AppendFormat("[{0}]={1}", key, d);
}
return sb.ToString();
}
public string WritePlayerStatBase(Player player)
{
string Stats = "";
if (player is IPlayer)
{
IPlayerStat st = (player as IPlayer).GetBattleStat();
Stats = (String.Format("Take Offs: [{0}]; " + "Landings: [{1}]; " + "Deaths: [{2}]; " + "Bails: [{3}]; ",
st.takeoffs, st.landings, st.deaths, st.bails));
}
return Stats;
}
public string WritePlayerStatsGunnery(Player player)
{
string Stats = "";
if (player is IPlayer)
{
IPlayerStat st = (player as IPlayer).GetBattleStat();
if (st.bulletsFire != 0)
{
double accuracy = ((st.bulletsHit) / (st.bulletsFire)) * 100;
Stats = (String.Format("Accuracy: " + accuracy + " %;" + " Bullets Fired: [{0}]; " + "Bullets Hits: [{1}]; " + "Bullets Air Hits: [{2}]; ",
st.bulletsFire, st.bulletsHit, st.bulletsHitAir));
}
}
return Stats;
}
public string WritePlayerStatsKills(Player player)
{
string Stats = "";
if (player is IPlayer)
{
IPlayerStat st = (player as IPlayer).GetBattleStat();
Stats = (String.Format("Plane Kill Types: \"{0}\"; Planes Flown Types: \"{1}\";",
st.kills, GetDictionary(st.killsTypes), GetDictionary(st.tTotalTypes)));
}
return Stats;
}
public string WritePlayerStatsBombs(Player player)
{
string Stats = "";
if (player is IPlayer)
{
IPlayerStat st = (player as IPlayer).GetBattleStat();
Stats = (String.Format("Bombs Fired : [{0}]; " + "Bombs Hit : [{1}]; " + "Bombs Weight : [{2}]; " + "g kills: {3}; ",
st.bombsFire, st.bombsHit, st.bombsWeight, st.gkills[0]));
}
return Stats;
}
#endregion
#region Time Left
public string WriteTime_Remaining(Player player)
{
string Time_Remaining = "";
Tick_Mission_Time = ((32 * 60) * 240) - Time.tickCounter();
var Mission_Time = Tick_Mission_Time / 2000;
TimeSpan Convert_Ticks = TimeSpan.FromMinutes(Mission_Time);
Time_Remaining = string.Format("{0:D2}h:{1:D2}m:{2:D2}s", Convert_Ticks.Hours, Convert_Ticks.Minutes, Convert_Ticks.Seconds);
return Time_Remaining;
}
public string WriteTime_Elapsed(Player player)
{
string Time_Remaining = GetTimeElapsed();
return Time_Remaining;
}
#endregion
#region objectives
public string WriteRedObjectives(Player player)
{
string Objectives = Objective_Total_Red; ;
return Objectives;
}
public string WriteBlueObjectives(Player player)
{
string Objectives = Objective_Total_Blue;
return Objectives;
}
#endregion
#region chat
public void Chat(string line, Player player)
{
if (GamePlay is GameDef)
{
(GamePlay as GameDef).gameInterface.CmdExec("chat " + line + " TO " + player.Name());
}
}
void Mission_EventChat(IPlayer from, string msg)
{
if (msg.StartsWith("<obj"))
{
Chat("Red Triggers: " + WriteRedObjectives(from as Player), from);
//GamePlay.gpHUDLogCenter(new Player[] { from as Player }, "Time Elapsed is " + WriteObjectives(from as Player));
Chat("Blue Triggers: " + WriteBlueObjectives(from as Player), from);
//GamePlay.gpHUDLogCenter(new Player[] { from as Player }, "Time Elapsed is " + WriteObjectives(from as Player));
}
if (msg.StartsWith("<te"))
{
//Chat(Time_Elapsed(from as Player), from);
GamePlay.gpHUDLogCenter(new Player[] { from as Player }, "Time Elapsed is " + WriteTime_Elapsed(from as Player));
}
if (msg.StartsWith("<tl"))
{
GamePlay.gpHUDLogCenter(new Player[] { from as Player }, "Time Remaining is " + WriteTime_Remaining(from as Player));
}
if (msg.StartsWith("<timeleft"))
{
GamePlay.gpHUDLogCenter(new Player[] { from as Player }, "Time Remaining is " + WriteTime_Remaining(from as Player));
}
if (msg.StartsWith("<stats"))
{
GamePlay.gpHUDLogCenter(new Player[] { from as Player }, WritePlayerStatBase(from as Player));
}
if (msg.StartsWith("<guns"))
{
GamePlay.gpHUDLogCenter(new Player[] { from as Player }, WritePlayerStatsGunnery(from as Player));
}
if (msg.StartsWith("<kills"))
{
GamePlay.gpHUDLogCenter(new Player[] { from as Player }, WritePlayerStatsKills(from as Player));
}
if (msg.StartsWith("<bombs"))
{
GamePlay.gpHUDLogCenter(new Player[] { from as Player }, WritePlayerStatsBombs(from as Player));
}
if (msg.StartsWith("<stats<all"))
{
Timeout(1, () =>
{ GamePlay.gpHUDLogCenter(new Player[] { from as Player }, WritePlayerStatBase(from as Player)); }
);
Timeout(6, () =>
{ GamePlay.gpHUDLogCenter(new Player[] { from as Player }, WritePlayerStatsGunnery(from as Player)); }
);
Timeout(10, () =>
{ GamePlay.gpHUDLogCenter(new Player[] { from as Player }, WritePlayerStatsKills(from as Player)); }
);
Timeout(15, () =>
{ GamePlay.gpHUDLogCenter(new Player[] { from as Player }, WritePlayerStatsBombs(from as Player)); }
);
}
}
#endregion
__________________

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