C# Class Infiniminer.InfiniminerServer

Mostrar archivo Open project: bobisfat/Infiniminer Class Usage Examples

Public Properties

Property Type Description
MAPSIZE int
ResearchComplete ].Int32[
ResearchProgress ].Int32[
allowBlock bool[,,]
artifactActive ].Int32[
artifactCost int
blockList BlockType[,,]
blockListContent Int32[,,,]
blockListHP Int32[,,]
lastTime DateTime
serverTime TimeSpan[]
timeQueue int

Public Methods

Method Description
AdminPlayer ( string ip ) : void
AdminPlayer ( string ip, bool name ) : void
AdminPlayer ( string ip, bool name, short authority ) : void
ArtifactTeamBonus ( PlayerTeam team, int cc, bool state ) : void
Auth_Heading ( Vector3 head ) : Vector3
Auth_Position ( Vector3 pos, Player pl, bool check ) : Vector3
Auth_Refuse ( Player pl ) : void
Auth_Slap ( Player p, uint playerId ) : void
BanPlayer ( string ip ) : void
BanPlayer ( string ip, bool name ) : void
BlockAtPoint ( Vector3 point ) : BlockType
BombAtPoint ( int x, int y, int z, PlayerTeam team ) : void
BroadcastGameOver ( ) : void
CalculateExplosionPattern ( ) : void
CommitUpdate ( ) : void
ConsoleDraw ( string text, int x, int y ) : void
ConsoleDrawCentered ( string text, int y ) : void
ConsoleProcessInput ( ) : void
ConsoleRedraw ( ) : void
ConsoleWrite ( string text ) : void
DebrisEffectAtPoint ( float x, float y, float z, BlockType block, int efftype ) : void
DebrisEffectAtPoint ( int x, int y, int z, BlockType block, int efftype ) : void
DeleteItem ( uint ID ) : void
DepositCash ( Player player ) : void
DepositOre ( Player player ) : void
DetonateAtPoint ( int x, int y, int z ) : void
Dist_Auth ( Vector3 x, Vector3 y ) : double
Distf ( Vector3 x, Vector3 y ) : double
Disturb ( ushort i, ushort j, ushort k ) : void
DoItems ( ) : void
DoMechanics ( ) : void
DoPhysics ( ) : void
DoStuff ( ) : void
DropItem ( Player player, uint ID ) : void
EarthquakeEffectAtPoint ( int x, int y, int z, int strength ) : void
EffectAtPoint ( Vector3 pos, uint efftype ) : void
EraseVacuum ( ) : void
ExplosionEffectAtPoint ( float x, float y, float z, int strength, PlayerTeam team ) : void
GenerateBeaconID ( ) : string
GenerateItemID ( ) : uint
Get3DDistance ( int x1, int y1, int z1, int x2, int y2, int z2 ) : double
GetAdmin ( string ip ) : short
GetExplosionPattern ( int n ) : string
GetExtraInfo ( ) : string
GetItem ( Player player, uint ID ) : void
GetNewHighestItem ( ) : void
GetTeamName ( PlayerTeam team ) : string
Hide ( Player player ) : void
HingeBlockTypes ( BlockType block ) : bool
HingeBlockTypes ( BlockType block, PlayerTeam team ) : bool
InfiniminerServer ( ) : System
KickPlayer ( string ip ) : void
KickPlayer ( string ip, bool name ) : void
LoadAdminList ( ) : short>.Dictionary
LoadBanList ( ) : List
LoadLevel ( string filename ) : bool
MessageAll ( string text ) : void
PlaySound ( InfiniminerSound sound, Vector3 position ) : void
PlaySoundForEveryoneElse ( InfiniminerSound sound, Vector3 position, Player p ) : void
PlayerInteract ( Player player, uint btn, uint x, uint y, uint z ) : void
Player_Dead ( Player player, string reason ) : void
ProcessCommand ( string chat ) : bool
ProcessCommand ( string input, short authority, Player sender ) : bool
PublicServerListUpdate ( ) : void
PublicServerListUpdate ( bool doIt ) : void
RayCollision ( Vector3 startPosition, Vector3 rayDirection, float distance, int searchGranularity, BlockType allow ) : bool
RayCollision ( Vector3 startPosition, Vector3 rayDirection, float distance, int searchGranularity, Vector3 &hitPoint, Vector3 &buildPoint ) : bool
RayCollision ( Vector3 startPosition, Vector3 rayDirection, float distance, int searchGranularity, Vector3 &hitPoint, Vector3 &buildPoint, BlockType ignore ) : bool
RayCollisionExact ( Vector3 startPosition, Vector3 rayDirection, float distance, int searchGranularity, Vector3 &hitPoint, Vector3 &buildPoint ) : Vector3
RayCollisionExactNone ( Vector3 startPosition, Vector3 rayDirection, float distance, int searchGranularity, Vector3 &hitPoint, Vector3 &buildPoint ) : Vector3
ResearchRecalculate ( PlayerTeam team, int cc ) : void
ResetLevel ( ) : void
RunUpdateThread ( ) : void
SaveAdminList ( ) : bool
SaveBanList ( List banList ) : void
SaveLevel ( string filename ) : void
SendActiveArtifactUpdate ( PlayerTeam team, int cc ) : void
SendCashUpdate ( Player player ) : void
SendContentSpecificUpdate ( Player player, int s ) : void
SendContentUpdate ( Player player ) : void
SendCurrentMap ( NetConnection client ) : void
SendHealthUpdate ( Player player ) : void
SendItemContentSpecificUpdate ( Item i, int cc ) : void
SendItemScaleUpdate ( Item i ) : void
SendItemUpdate ( Item i ) : void
SendOreUpdate ( Player player ) : void
SendPlayerAlive ( Player player ) : void
SendPlayerContentUpdate ( Player p, int cc ) : void
SendPlayerDead ( Player player ) : void
SendPlayerJoined ( Player player ) : void
SendPlayerLeft ( Player player, string reason ) : void
SendPlayerPing ( uint playerId ) : void
SendPlayerPosition ( Player player ) : void
SendPlayerRespawn ( Player player ) : void
SendPlayerSetClass ( Player player ) : void
SendPlayerSetTeam ( Player player ) : void
SendPlayerUpdate ( Player player ) : void
SendResourceUpdate ( Player player ) : void
SendScoreUpdate ( ) : void
SendServerMessage ( string message ) : void
SendServerMessageToPlayer ( string message, NetConnection conn ) : void
SendSetBeacon ( Vector3 position, string text, PlayerTeam team ) : void
SendSetItem ( uint id ) : void
SendSetItem ( uint id, ItemType iType, Vector3 position, PlayerTeam team, Vector3 heading ) : void
SendTeamCashUpdate ( Player player ) : void
SendTeamOreUpdate ( Player player ) : void
SendWeightUpdate ( Player player ) : void
SetBlock ( ushort x, ushort y, ushort z, BlockType blockType, PlayerTeam team ) : void
SetBlockDebris ( ushort x, ushort y, ushort z, BlockType blockType, PlayerTeam team ) : void
SetBlockForPlayer ( ushort x, ushort y, ushort z, BlockType blockType, PlayerTeam team, Player player ) : void
SetItem ( ItemType iType, Vector3 pos, Vector3 heading, Vector3 vel, PlayerTeam team, int val ) : uint
SetRemote ( Player player ) : void
SetRemote ( Player player, uint btn, uint x, uint y, uint z ) : void
Start ( ) : bool
Sunray ( ) : void
TerminateFinishedThreads ( ) : void
ThrowBomb ( Player player, Vector3 playerPosition, Vector3 playerHeading ) : void
ThrowRope ( Player player, Vector3 playerPosition, Vector3 playerHeading ) : void
Trigger ( int x, int y, int z, int ox, int oy, int oz, int btn, Player player ) : bool
TriggerConstructionGunAnimation ( Player player, float animationValue ) : void
UseConstructionGun ( Player player, Vector3 playerPosition, Vector3 playerHeading, BlockType blockType ) : void
UseDeconstructionGun ( Player player, Vector3 playerPosition, Vector3 playerHeading ) : void
UseDetonator ( Player player ) : void
UsePickaxe ( Player player, Vector3 playerPosition, Vector3 playerHeading ) : void
UseRemote ( Player player ) : void
UseSignPainter ( Player player, Vector3 playerPosition, Vector3 playerHeading ) : void
UseSmash ( Player player, Vector3 playerPosition, Vector3 playerHeading ) : void
UseStrongArm ( Player player, Vector3 playerPosition, Vector3 playerHeading ) : void
VictoryCheck ( ) : void
WithdrawOre ( Player player ) : void
_GenerateBeaconID ( ) : string
_GenerateItemID ( ) : uint
blockTrace ( ushort oX, ushort oY, ushort oZ, ushort dX, ushort dY, ushort dZ, BlockType allow ) : bool
createBase ( PlayerTeam team ) : void
disconnectAll ( ) : void
newMap ( ) : int
status ( ) : void
varBind ( string name, string desc, bool initVal, bool useAre ) : void
varBind ( string name, string desc, int initVal ) : void
varBind ( string name, string desc, string initVal ) : void
varBindingsInitialize ( ) : void
varChangeCheckSpecial ( string name ) : bool
varExists ( string name ) : int
varGetB ( string name ) : bool
varGetI ( string name ) : int
varGetS ( string name ) : string
varList ( ) : string
varList ( bool autoOut ) : string
varReportStatus ( string name ) : void
varReportStatus ( string name, bool full ) : void
varReportStatusString ( string name, bool full ) : string
varSet ( string name, bool val ) : void
varSet ( string name, bool val, bool silent ) : void
varSet ( string name, int val ) : void
varSet ( string name, int val, bool silent ) : void
varSet ( string name, string val ) : void
varSet ( string name, string val, bool silent ) : void

Private Methods

Method Description
varListType ( ICollection keys, string naming ) : void

Method Details

AdminPlayer() public method

public AdminPlayer ( string ip ) : void
ip string
return void

AdminPlayer() public method

public AdminPlayer ( string ip, bool name ) : void
ip string
name bool
return void

AdminPlayer() public method

public AdminPlayer ( string ip, bool name, short authority ) : void
ip string
name bool
authority short
return void

ArtifactTeamBonus() public method

public ArtifactTeamBonus ( PlayerTeam team, int cc, bool state ) : void
team PlayerTeam
cc int
state bool
return void

Auth_Heading() public method

public Auth_Heading ( Vector3 head ) : Vector3
head Vector3
return Vector3

Auth_Position() public method

public Auth_Position ( Vector3 pos, Player pl, bool check ) : Vector3
pos Vector3
pl Player
check bool
return Vector3

Auth_Refuse() public method

public Auth_Refuse ( Player pl ) : void
pl Player
return void

Auth_Slap() public method

public Auth_Slap ( Player p, uint playerId ) : void
p Player
playerId uint
return void

BanPlayer() public method

public BanPlayer ( string ip ) : void
ip string
return void

BanPlayer() public method

public BanPlayer ( string ip, bool name ) : void
ip string
name bool
return void

BlockAtPoint() public method

public BlockAtPoint ( Vector3 point ) : BlockType
point Vector3
return BlockType

BombAtPoint() public method

public BombAtPoint ( int x, int y, int z, PlayerTeam team ) : void
x int
y int
z int
team PlayerTeam
return void

BroadcastGameOver() public method

public BroadcastGameOver ( ) : void
return void

CalculateExplosionPattern() public method

public CalculateExplosionPattern ( ) : void
return void

CommitUpdate() public method

public CommitUpdate ( ) : void
return void

ConsoleDraw() public method

public ConsoleDraw ( string text, int x, int y ) : void
text string
x int
y int
return void

ConsoleDrawCentered() public method

public ConsoleDrawCentered ( string text, int y ) : void
text string
y int
return void

ConsoleProcessInput() public method

public ConsoleProcessInput ( ) : void
return void

ConsoleRedraw() public method

public ConsoleRedraw ( ) : void
return void

ConsoleWrite() public method

public ConsoleWrite ( string text ) : void
text string
return void

DebrisEffectAtPoint() public method

public DebrisEffectAtPoint ( float x, float y, float z, BlockType block, int efftype ) : void
x float
y float
z float
block BlockType
efftype int
return void

DebrisEffectAtPoint() public method

public DebrisEffectAtPoint ( int x, int y, int z, BlockType block, int efftype ) : void
x int
y int
z int
block BlockType
efftype int
return void

DeleteItem() public method

public DeleteItem ( uint ID ) : void
ID uint
return void

DepositCash() public method

public DepositCash ( Player player ) : void
player Player
return void

DepositOre() public method

public DepositOre ( Player player ) : void
player Player
return void

DetonateAtPoint() public method

public DetonateAtPoint ( int x, int y, int z ) : void
x int
y int
z int
return void

Dist_Auth() public method

public Dist_Auth ( Vector3 x, Vector3 y ) : double
x Vector3
y Vector3
return double

Distf() public method

public Distf ( Vector3 x, Vector3 y ) : double
x Vector3
y Vector3
return double

Disturb() public method

public Disturb ( ushort i, ushort j, ushort k ) : void
i ushort
j ushort
k ushort
return void

DoItems() public method

public DoItems ( ) : void
return void

DoMechanics() public method

public DoMechanics ( ) : void
return void

DoPhysics() public method

public DoPhysics ( ) : void
return void

DoStuff() public method

public DoStuff ( ) : void
return void

DropItem() public method

public DropItem ( Player player, uint ID ) : void
player Player
ID uint
return void

EarthquakeEffectAtPoint() public method

public EarthquakeEffectAtPoint ( int x, int y, int z, int strength ) : void
x int
y int
z int
strength int
return void

EffectAtPoint() public method

public EffectAtPoint ( Vector3 pos, uint efftype ) : void
pos Vector3
efftype uint
return void

EraseVacuum() public method

public EraseVacuum ( ) : void
return void

ExplosionEffectAtPoint() public method

public ExplosionEffectAtPoint ( float x, float y, float z, int strength, PlayerTeam team ) : void
x float
y float
z float
strength int
team PlayerTeam
return void

GenerateBeaconID() public method

public GenerateBeaconID ( ) : string
return string

GenerateItemID() public method

public GenerateItemID ( ) : uint
return uint

Get3DDistance() public method

public Get3DDistance ( int x1, int y1, int z1, int x2, int y2, int z2 ) : double
x1 int
y1 int
z1 int
x2 int
y2 int
z2 int
return double

GetAdmin() public method

public GetAdmin ( string ip ) : short
ip string
return short

GetExplosionPattern() public method

public GetExplosionPattern ( int n ) : string
n int
return string

GetExtraInfo() public method

public GetExtraInfo ( ) : string
return string

GetItem() public method

public GetItem ( Player player, uint ID ) : void
player Player
ID uint
return void

GetNewHighestItem() public method

public GetNewHighestItem ( ) : void
return void

GetTeamName() public method

public GetTeamName ( PlayerTeam team ) : string
team PlayerTeam
return string

Hide() public method

public Hide ( Player player ) : void
player Player
return void

HingeBlockTypes() public method

public HingeBlockTypes ( BlockType block ) : bool
block BlockType
return bool

HingeBlockTypes() public method

public HingeBlockTypes ( BlockType block, PlayerTeam team ) : bool
block BlockType
team PlayerTeam
return bool

InfiniminerServer() public method

public InfiniminerServer ( ) : System
return System

KickPlayer() public method

public KickPlayer ( string ip ) : void
ip string
return void

KickPlayer() public method

public KickPlayer ( string ip, bool name ) : void
ip string
name bool
return void

LoadAdminList() public method

public LoadAdminList ( ) : short>.Dictionary
return short>.Dictionary

LoadBanList() public method

public LoadBanList ( ) : List
return List

LoadLevel() public method

public LoadLevel ( string filename ) : bool
filename string
return bool

MessageAll() public method

public MessageAll ( string text ) : void
text string
return void

PlaySound() public method

public PlaySound ( InfiniminerSound sound, Vector3 position ) : void
sound InfiniminerSound
position Vector3
return void

PlaySoundForEveryoneElse() public method

public PlaySoundForEveryoneElse ( InfiniminerSound sound, Vector3 position, Player p ) : void
sound InfiniminerSound
position Vector3
p Player
return void

PlayerInteract() public method

public PlayerInteract ( Player player, uint btn, uint x, uint y, uint z ) : void
player Player
btn uint
x uint
y uint
z uint
return void

Player_Dead() public method

public Player_Dead ( Player player, string reason ) : void
player Player
reason string
return void

ProcessCommand() public method

public ProcessCommand ( string chat ) : bool
chat string
return bool

ProcessCommand() public method

public ProcessCommand ( string input, short authority, Player sender ) : bool
input string
authority short
sender Player
return bool

PublicServerListUpdate() public method

public PublicServerListUpdate ( ) : void
return void

PublicServerListUpdate() public method

public PublicServerListUpdate ( bool doIt ) : void
doIt bool
return void

RayCollision() public method

public RayCollision ( Vector3 startPosition, Vector3 rayDirection, float distance, int searchGranularity, BlockType allow ) : bool
startPosition Vector3
rayDirection Vector3
distance float
searchGranularity int
allow BlockType
return bool

RayCollision() public method

public RayCollision ( Vector3 startPosition, Vector3 rayDirection, float distance, int searchGranularity, Vector3 &hitPoint, Vector3 &buildPoint ) : bool
startPosition Vector3
rayDirection Vector3
distance float
searchGranularity int
hitPoint Vector3
buildPoint Vector3
return bool

RayCollision() public method

public RayCollision ( Vector3 startPosition, Vector3 rayDirection, float distance, int searchGranularity, Vector3 &hitPoint, Vector3 &buildPoint, BlockType ignore ) : bool
startPosition Vector3
rayDirection Vector3
distance float
searchGranularity int
hitPoint Vector3
buildPoint Vector3
ignore BlockType
return bool

RayCollisionExact() public method

public RayCollisionExact ( Vector3 startPosition, Vector3 rayDirection, float distance, int searchGranularity, Vector3 &hitPoint, Vector3 &buildPoint ) : Vector3
startPosition Vector3
rayDirection Vector3
distance float
searchGranularity int
hitPoint Vector3
buildPoint Vector3
return Vector3

RayCollisionExactNone() public method

public RayCollisionExactNone ( Vector3 startPosition, Vector3 rayDirection, float distance, int searchGranularity, Vector3 &hitPoint, Vector3 &buildPoint ) : Vector3
startPosition Vector3
rayDirection Vector3
distance float
searchGranularity int
hitPoint Vector3
buildPoint Vector3
return Vector3

ResearchRecalculate() public method

public ResearchRecalculate ( PlayerTeam team, int cc ) : void
team PlayerTeam
cc int
return void

ResetLevel() public method

public ResetLevel ( ) : void
return void

RunUpdateThread() public method

public RunUpdateThread ( ) : void
return void

SaveAdminList() public method

public SaveAdminList ( ) : bool
return bool

SaveBanList() public method

public SaveBanList ( List banList ) : void
banList List
return void

SaveLevel() public method

public SaveLevel ( string filename ) : void
filename string
return void

SendActiveArtifactUpdate() public method

public SendActiveArtifactUpdate ( PlayerTeam team, int cc ) : void
team PlayerTeam
cc int
return void

SendCashUpdate() public method

public SendCashUpdate ( Player player ) : void
player Player
return void

SendContentSpecificUpdate() public method

public SendContentSpecificUpdate ( Player player, int s ) : void
player Player
s int
return void

SendContentUpdate() public method

public SendContentUpdate ( Player player ) : void
player Player
return void

SendCurrentMap() public method

public SendCurrentMap ( NetConnection client ) : void
client NetConnection
return void

SendHealthUpdate() public method

public SendHealthUpdate ( Player player ) : void
player Player
return void

SendItemContentSpecificUpdate() public method

public SendItemContentSpecificUpdate ( Item i, int cc ) : void
i Item
cc int
return void

SendItemScaleUpdate() public method

public SendItemScaleUpdate ( Item i ) : void
i Item
return void

SendItemUpdate() public method

public SendItemUpdate ( Item i ) : void
i Item
return void

SendOreUpdate() public method

public SendOreUpdate ( Player player ) : void
player Player
return void

SendPlayerAlive() public method

public SendPlayerAlive ( Player player ) : void
player Player
return void

SendPlayerContentUpdate() public method

public SendPlayerContentUpdate ( Player p, int cc ) : void
p Player
cc int
return void

SendPlayerDead() public method

public SendPlayerDead ( Player player ) : void
player Player
return void

SendPlayerJoined() public method

public SendPlayerJoined ( Player player ) : void
player Player
return void

SendPlayerLeft() public method

public SendPlayerLeft ( Player player, string reason ) : void
player Player
reason string
return void

SendPlayerPing() public method

public SendPlayerPing ( uint playerId ) : void
playerId uint
return void

SendPlayerPosition() public method

public SendPlayerPosition ( Player player ) : void
player Player
return void

SendPlayerRespawn() public method

public SendPlayerRespawn ( Player player ) : void
player Player
return void

SendPlayerSetClass() public method

public SendPlayerSetClass ( Player player ) : void
player Player
return void

SendPlayerSetTeam() public method

public SendPlayerSetTeam ( Player player ) : void
player Player
return void

SendPlayerUpdate() public method

public SendPlayerUpdate ( Player player ) : void
player Player
return void

SendResourceUpdate() public method

public SendResourceUpdate ( Player player ) : void
player Player
return void

SendScoreUpdate() public method

public SendScoreUpdate ( ) : void
return void

SendServerMessage() public method

public SendServerMessage ( string message ) : void
message string
return void

SendServerMessageToPlayer() public method

public SendServerMessageToPlayer ( string message, NetConnection conn ) : void
message string
conn NetConnection
return void

SendSetBeacon() public method

public SendSetBeacon ( Vector3 position, string text, PlayerTeam team ) : void
position Vector3
text string
team PlayerTeam
return void

SendSetItem() public method

public SendSetItem ( uint id ) : void
id uint
return void

SendSetItem() public method

public SendSetItem ( uint id, ItemType iType, Vector3 position, PlayerTeam team, Vector3 heading ) : void
id uint
iType ItemType
position Vector3
team PlayerTeam
heading Vector3
return void

SendTeamCashUpdate() public method

public SendTeamCashUpdate ( Player player ) : void
player Player
return void

SendTeamOreUpdate() public method

public SendTeamOreUpdate ( Player player ) : void
player Player
return void

SendWeightUpdate() public method

public SendWeightUpdate ( Player player ) : void
player Player
return void

SetBlock() public method

public SetBlock ( ushort x, ushort y, ushort z, BlockType blockType, PlayerTeam team ) : void
x ushort
y ushort
z ushort
blockType BlockType
team PlayerTeam
return void

SetBlockDebris() public method

public SetBlockDebris ( ushort x, ushort y, ushort z, BlockType blockType, PlayerTeam team ) : void
x ushort
y ushort
z ushort
blockType BlockType
team PlayerTeam
return void

SetBlockForPlayer() public method

public SetBlockForPlayer ( ushort x, ushort y, ushort z, BlockType blockType, PlayerTeam team, Player player ) : void
x ushort
y ushort
z ushort
blockType BlockType
team PlayerTeam
player Player
return void

SetItem() public method

public SetItem ( ItemType iType, Vector3 pos, Vector3 heading, Vector3 vel, PlayerTeam team, int val ) : uint
iType ItemType
pos Vector3
heading Vector3
vel Vector3
team PlayerTeam
val int
return uint

SetRemote() public method

public SetRemote ( Player player ) : void
player Player
return void

SetRemote() public method

public SetRemote ( Player player, uint btn, uint x, uint y, uint z ) : void
player Player
btn uint
x uint
y uint
z uint
return void

Start() public method

public Start ( ) : bool
return bool

Sunray() public method

public Sunray ( ) : void
return void

TerminateFinishedThreads() public method

public TerminateFinishedThreads ( ) : void
return void

ThrowBomb() public method

public ThrowBomb ( Player player, Vector3 playerPosition, Vector3 playerHeading ) : void
player Player
playerPosition Vector3
playerHeading Vector3
return void

ThrowRope() public method

public ThrowRope ( Player player, Vector3 playerPosition, Vector3 playerHeading ) : void
player Player
playerPosition Vector3
playerHeading Vector3
return void

Trigger() public method

public Trigger ( int x, int y, int z, int ox, int oy, int oz, int btn, Player player ) : bool
x int
y int
z int
ox int
oy int
oz int
btn int
player Player
return bool

TriggerConstructionGunAnimation() public method

public TriggerConstructionGunAnimation ( Player player, float animationValue ) : void
player Player
animationValue float
return void

UseConstructionGun() public method

public UseConstructionGun ( Player player, Vector3 playerPosition, Vector3 playerHeading, BlockType blockType ) : void
player Player
playerPosition Vector3
playerHeading Vector3
blockType BlockType
return void

UseDeconstructionGun() public method

public UseDeconstructionGun ( Player player, Vector3 playerPosition, Vector3 playerHeading ) : void
player Player
playerPosition Vector3
playerHeading Vector3
return void

UseDetonator() public method

public UseDetonator ( Player player ) : void
player Player
return void

UsePickaxe() public method

public UsePickaxe ( Player player, Vector3 playerPosition, Vector3 playerHeading ) : void
player Player
playerPosition Vector3
playerHeading Vector3
return void

UseRemote() public method

public UseRemote ( Player player ) : void
player Player
return void

UseSignPainter() public method

public UseSignPainter ( Player player, Vector3 playerPosition, Vector3 playerHeading ) : void
player Player
playerPosition Vector3
playerHeading Vector3
return void

UseSmash() public method

public UseSmash ( Player player, Vector3 playerPosition, Vector3 playerHeading ) : void
player Player
playerPosition Vector3
playerHeading Vector3
return void

UseStrongArm() public method

public UseStrongArm ( Player player, Vector3 playerPosition, Vector3 playerHeading ) : void
player Player
playerPosition Vector3
playerHeading Vector3
return void

VictoryCheck() public method

public VictoryCheck ( ) : void
return void

WithdrawOre() public method

public WithdrawOre ( Player player ) : void
player Player
return void

_GenerateBeaconID() public method

public _GenerateBeaconID ( ) : string
return string

_GenerateItemID() public method

public _GenerateItemID ( ) : uint
return uint

blockTrace() public method

public blockTrace ( ushort oX, ushort oY, ushort oZ, ushort dX, ushort dY, ushort dZ, BlockType allow ) : bool
oX ushort
oY ushort
oZ ushort
dX ushort
dY ushort
dZ ushort
allow BlockType
return bool

createBase() public method

public createBase ( PlayerTeam team ) : void
team PlayerTeam
return void

disconnectAll() public method

public disconnectAll ( ) : void
return void

newMap() public method

public newMap ( ) : int
return int

status() public method

public status ( ) : void
return void

varBind() public method

public varBind ( string name, string desc, bool initVal, bool useAre ) : void
name string
desc string
initVal bool
useAre bool
return void

varBind() public method

public varBind ( string name, string desc, int initVal ) : void
name string
desc string
initVal int
return void

varBind() public method

public varBind ( string name, string desc, string initVal ) : void
name string
desc string
initVal string
return void

varBindingsInitialize() public method

public varBindingsInitialize ( ) : void
return void

varChangeCheckSpecial() public method

public varChangeCheckSpecial ( string name ) : bool
name string
return bool

varExists() public method

public varExists ( string name ) : int
name string
return int

varGetB() public method

public varGetB ( string name ) : bool
name string
return bool

varGetI() public method

public varGetI ( string name ) : int
name string
return int

varGetS() public method

public varGetS ( string name ) : string
name string
return string

varList() public method

public varList ( ) : string
return string

varList() public method

public varList ( bool autoOut ) : string
autoOut bool
return string

varReportStatus() public method

public varReportStatus ( string name ) : void
name string
return void

varReportStatus() public method

public varReportStatus ( string name, bool full ) : void
name string
full bool
return void

varReportStatusString() public method

public varReportStatusString ( string name, bool full ) : string
name string
full bool
return string

varSet() public method

public varSet ( string name, bool val ) : void
name string
val bool
return void

varSet() public method

public varSet ( string name, bool val, bool silent ) : void
name string
val bool
silent bool
return void

varSet() public method

public varSet ( string name, int val ) : void
name string
val int
return void

varSet() public method

public varSet ( string name, int val, bool silent ) : void
name string
val int
silent bool
return void

varSet() public method

public varSet ( string name, string val ) : void
name string
val string
return void

varSet() public method

public varSet ( string name, string val, bool silent ) : void
name string
val string
silent bool
return void

Property Details

MAPSIZE public_oe property

public int MAPSIZE
return int

ResearchComplete public_oe property

public Int32[,] ResearchComplete
return ].Int32[

ResearchProgress public_oe property

public Int32[,] ResearchProgress
return ].Int32[

allowBlock public_oe property

public bool[,,] allowBlock
return bool[,,]

artifactActive public_oe property

public Int32[,] artifactActive
return ].Int32[

artifactCost public_oe property

public int artifactCost
return int

blockList public_oe property

public BlockType[,,] blockList
return BlockType[,,]

blockListContent public_oe property

public Int32[,,,] blockListContent
return Int32[,,,]

blockListHP public_oe property

public Int32[,,] blockListHP
return Int32[,,]

lastTime public_oe property

public DateTime lastTime
return DateTime

serverTime public_oe property

public TimeSpan[] serverTime
return TimeSpan[]

timeQueue public_oe property

public int timeQueue
return int