Overwrite
Complete Overwrite of the Folder with the free shard. ServUO 57.3 has been added.
This commit is contained in:
6
Scripts/Scripts-master/Games/LiarsDice/COPYRIGHT.txt
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6
Scripts/Scripts-master/Games/LiarsDice/COPYRIGHT.txt
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@@ -0,0 +1,6 @@
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Liars Dice for UO copyright information, released under GPL 3.0 license
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Any redistribution, source code or game must retain the original attribution(s) to the author Bobby Kramer.
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In addition, you may not use this software/algorithm in any way proprietary,
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without explicit permission from Bobby Kramer.
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78
Scripts/Scripts-master/Games/LiarsDice/CallBluffGump.cs
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78
Scripts/Scripts-master/Games/LiarsDice/CallBluffGump.cs
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/**
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LIARS DICE for Ultima Online
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Copyright: Bobby Kramer 2011, http://www.panthar.net
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Released under GPL V3.
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*/
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using System;
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using Server;
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using Server.Gumps;
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using Server.Network;
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using Server.Commands;
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using Server.LiarsDice;
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using System.Collections.Generic;
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namespace Server.Gumps
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{
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public class CallBluffGump : Gump
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{
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private const int LEFT_BAR=25;
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private DiceState ds;
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private int[] Dice1Values = new int[] { 2,6,5,4,3,2,1,6,6,6,6,6,5,5,5,5,4,4,4,3,3};
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private int[] Dice2Values = new int[] { 1,6,5,4,3,2,1,5,4,3,2,1,4,3,2,1,3,2,1,2,1};
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public CallBluffGump(DiceState _ds, int bluffedRoll) : base( 325, 345){
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this.ds = _ds;
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AddCallBluffGump();
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AddInformation(bluffedRoll);
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}
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public CallBluffGump(DiceState _ds) : base( 325, 345){
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this.ds = _ds;
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AddCallBluffGump();
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}
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public void AddCallBluffGump(){
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this.Closable=false;
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this.Disposable=false;
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this.Dragable=true;
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this.Resizable=false;
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this.AddPage(0);
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this.AddBackground(6, 4, 225, 150, 9200);
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this.AddLabel(LEFT_BAR, 25, 0, @"Last Roll Before You:");
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this.AddLabel(LEFT_BAR, 80, 32, @"Call Bluff:");
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AddButton(LEFT_BAR, 110, 4005, 4006, 2, GumpButtonType.Reply, 3);
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this.AddLabel(LEFT_BAR + 95, 80, 32, @"Accept Roll:");
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AddButton(LEFT_BAR +95, 110, 4005, 4006, 3, GumpButtonType.Reply, 3);
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}
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private void AddInformation(int bluffedRoll){
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this.DisplayDiceCombo(LEFT_BAR,50,Dice1Values[bluffedRoll],Dice2Values[bluffedRoll]);
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}
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/**
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Displays a dice combo
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*/
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private void DisplayDiceCombo(int x, int y, int first_die, int second_die){
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int swap=0;
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if(second_die > first_die){
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swap = first_die;
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second_die = first_die;
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second_die = swap;
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}
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AddImageTiled(x, y, 21, 21, 11280 + (first_die-1));
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AddImageTiled(x+30, y, 21, 21, 11280 + (second_die-1));
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}
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public override void OnResponse( NetState state, RelayInfo info ){
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int btd = info.ButtonID;
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if(info.ButtonID == 2 || info.ButtonID == 3 ){
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ds.UpdateGameChannel(state.Mobile,btd);
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}
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else{
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state.Mobile.SendMessage( "Illegal option selected");
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}
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}
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}
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}
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644
Scripts/Scripts-master/Games/LiarsDice/DiceChannel.cs
Normal file
644
Scripts/Scripts-master/Games/LiarsDice/DiceChannel.cs
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@@ -0,0 +1,644 @@
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/**
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LIARS DICE for Ultima Online
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Copyright: Bobby Kramer 2011, http://www.panthar.net
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Released under GPL V3.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using Server;
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using Server.Items;
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using Server.Mobiles;
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using Server.Network;
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using Server.Gumps;
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namespace Server.LiarsDice
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{
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public class MobileDiceStstatus{
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private Mobile m;
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private int tableBalance = 0;
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private int prevRoll ;
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private int prevRollOrBluff;
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private DateTime dt;
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public MobileDiceStstatus(Mobile _m, int _tableBalance){
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this.m = _m;
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this.tableBalance = _tableBalance;
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}
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/**
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Get current mobile associated with object
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*/
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public Mobile getMobile(){
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return this.m;
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}
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public void SetTimeStamp(DateTime _dt){
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this.dt = _dt;
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}
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public DateTime GetTimeStamp(){
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return this.dt;
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}
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/**
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get table balance for player
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*/
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public int GetTableBalance(){
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return this.tableBalance;
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}
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/**
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Sets the table balance of the player
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*/
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public void SetTableBalance(int newVal){
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this.tableBalance = newVal;
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}
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/**
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Sets the actual PREVIOUS roll the player rolled
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*/
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public void SetPrevRoll( int _prevRoll){
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this.prevRoll = _prevRoll;
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}
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/**
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Gets the previous roll for use in bluff checking. This is the actual roll of the player
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*/
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public int GetPrevRoll(){
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return this.prevRoll;
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}
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/**
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Get the "bluffed" dice roll of the player on their previous roll
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*/
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public int GetPrevRollOrBluff(){
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return this.prevRollOrBluff;
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}
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/**
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Sets the prevRollOrBluff (the value the user "pretends" to have)
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*/
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public void SetPrevRollOrBluff(int _prevRollOrBluff){
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this.prevRollOrBluff = _prevRollOrBluff;
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}
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/**
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hackish way to roll MORE randomly like liars dice would
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*/
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public int Roll(){
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Random random = new Random();
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int tmp = random.Next(0, 35);
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int roll=-1;
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//best roll
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if(tmp <= 1){
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roll = 0;
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}
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//doubles
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else if(tmp >= 30){
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//lower porbability for doubles.
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roll = random.Next(1, 6);
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}
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//all other rolls
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else {
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roll = random.Next(7, 20);
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}
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//set prev roll
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this.prevRoll = roll;
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return roll;
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}
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}
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public class DiceState{
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private const int DICE_RESET=20;
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//wager per game
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private int goldPerGame;
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//game min/max balances for buy in
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private int gameBalanceMin;
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private int gameBalanceMax;
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private int playerToActSeconds;
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private int maxNumberOfPlayers;
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//list of mobiles in the game
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private List<MobileDiceStstatus> dicePlayers = new List<MobileDiceStstatus>();
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//all the gumps
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private GameDiceGump gdg;
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private StatusDiceGump sdg;
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private CallBluffGump cbg;
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private ExitDiceGump edg;
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private NewDiceGameGump ndgg;
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//Timer for refreshing status gump
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Timer statusGumpTimer;
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//liars dice roll values
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private int[] Dice1Values = new int[] { 2,6,5,4,3,2,1,6,6,6,6,6,5,5,5,5,4,4,4,3,3};
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private int[] Dice2Values = new int[] { 1,6,5,4,3,2,1,5,4,3,2,1,4,3,2,1,3,2,1,2,1};
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private int playerCnt = 0;
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//player roll historys
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private int updatedMobileIdx;
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private int prevPlayerIdx;
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private int nextPlayerIdx;
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public DiceState(int _goldPerGame, int _gameBalanceMin, int _gameBalanceMax, int _playerToActSeconds, int _maxNumberOfPlayers){
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this.goldPerGame = _goldPerGame;
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this.gameBalanceMin = _gameBalanceMin;
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this.gameBalanceMax = _gameBalanceMax;
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this.playerToActSeconds = _playerToActSeconds;
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this.maxNumberOfPlayers = _maxNumberOfPlayers;
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gdg = new GameDiceGump(this);
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sdg = new StatusDiceGump(this);
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cbg = new CallBluffGump(this);
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edg = new ExitDiceGump(this);
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ndgg = new NewDiceGameGump(this,0);
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//setup timer to kick player if applicable, really only applies to frozen character when you log off.
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statusGumpTimer= Timer.DelayCall( TimeSpan.FromSeconds(15), new TimerCallback( StatusTimerCheck));
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}
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/**
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Callacback to statusGumpTimer, create a new timer to call again
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*/
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public void StatusTimerCheck(){
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if(this.updatedMobileIdx >= 0 && this.playerCnt > 0){
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AddPlayerWaitingNoStatus(updatedMobileIdx);
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}
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statusGumpTimer = Timer.DelayCall( TimeSpan.FromSeconds(15), new TimerCallback( StatusTimerCheck));
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}
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/**
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Displays status gump with no message to users, currently only used for the timer.
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*/
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public void AddPlayerWaitingNoStatus(int currentHighlightedPlayerIdx){
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for (int i = 0; i < this.playerCnt; i++){
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if ( dicePlayers[i].getMobile().HasGump(typeof(ExitDiceGump)) == false){
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RemoveStatusGump(dicePlayers[i]);
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PlayerWaiting(dicePlayers[i], currentHighlightedPlayerIdx);
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}
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}
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}
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/**
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Adds player to the dice game, by adding them to the dicePlayers array, and starting game loop
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if enough players.
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*/
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public MobileDiceStstatus AddPlayer(Mobile m, int tableBalance){
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//create our data storage structure
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MobileDiceStstatus mds = new MobileDiceStstatus(m, tableBalance);
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if ( m.HasGump(typeof(GameDiceGump))){
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m.CloseGump(typeof(GameDiceGump));
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}
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//is the mobile already in game?
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for (int i = 0; i < this.playerCnt; i++){
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if(m == dicePlayers[i].getMobile()){
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m.SendMessage( "You are already playing!" );
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return null;
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}
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}
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//to many players already?
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if(this.playerCnt >= this.maxNumberOfPlayers){
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m.SendMessage( "Liars Dice is currently at it maximum capacity of " + this.maxNumberOfPlayers + " players, try again later.");
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mds.getMobile().Frozen = false;
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return mds;
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}
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//add to our main dice players list
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dicePlayers.Add(mds);
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//increment player count
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this.playerCnt +=1;
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//Wait for 2nd player before starting
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if(dicePlayers.Count == 1){
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AddPlayerWaiting(0);
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m.SendMessage( "Must have at least 2 players to play! Waiting.." );
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}
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//Don't start with more than 2 ppl, otherwise we get missing gumps
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else if(dicePlayers.Count == 2){
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//start game at index 0 of player list
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updatedMobileIdx = 0;
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prevPlayerIdx = GetNextDicePlayerIdx(updatedMobileIdx);
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nextPlayerIdx=GetNextDicePlayerIdx(updatedMobileIdx);
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PlayerTurn(dicePlayers[updatedMobileIdx],DICE_RESET);
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AddPlayerWaiting(updatedMobileIdx);
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SetTimerAction(dicePlayers[prevPlayerIdx], dicePlayers[updatedMobileIdx]);
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}else if(dicePlayers.Count > 2){
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AddPlayerWaiting(updatedMobileIdx);
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}
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return mds;
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}
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/**
|
||||
Way more complex code than it should actually be.. Removes a player, changes turn, updates bank balance
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*/
|
||||
public void RemovePlayer(Mobile m, bool exchangeBalance){
|
||||
int exitMobileIdx = GetCurrentDicePlayerIdx(m);
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||||
int prevExitPlayerIdx = GetPrevDicePlayerIdx(exitMobileIdx);
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||||
//make the next updated mobile idx
|
||||
MobileDiceStstatus mds = dicePlayers[exitMobileIdx] ;
|
||||
RemoveGumps(mds); //remove all gumps from user exiting
|
||||
int exitPlayerBal = mds.GetTableBalance();
|
||||
int exitPrevPlayerBal = dicePlayers[prevExitPlayerIdx].GetTableBalance();
|
||||
//only subtract balances, if exchangeBalance is true, and therefore player left the table, and not kicked out by
|
||||
//a too low of balance
|
||||
if(this.playerCnt > 1 && exchangeBalance == true){
|
||||
if(exitMobileIdx == updatedMobileIdx){
|
||||
//give previous player the balance
|
||||
//give next player a fresh roll
|
||||
mds.SetTableBalance(exitPlayerBal - this.goldPerGame);
|
||||
dicePlayers[prevExitPlayerIdx].SetTableBalance(exitPrevPlayerBal + this.goldPerGame);
|
||||
SendMessageAllPlayers("Player " + mds.getMobile().Name + " Left on his turn, so " + dicePlayers[prevPlayerIdx].getMobile().Name + " wins " + this.goldPerGame + " gp. from " + mds.getMobile().Name);
|
||||
}else if(exitMobileIdx == prevPlayerIdx){
|
||||
//give next player the balance.
|
||||
//give current player a fresh roll
|
||||
mds.SetTableBalance(exitPlayerBal - this.goldPerGame);
|
||||
dicePlayers[updatedMobileIdx].SetTableBalance(exitPrevPlayerBal + this.goldPerGame);
|
||||
SendMessageAllPlayers("Player " + mds.getMobile().Name + " Left the game before " + dicePlayers[updatedMobileIdx].getMobile().Name + " could make his decision, and so " + dicePlayers[updatedMobileIdx].getMobile().Name + " wins " + this.goldPerGame + " gp. from " + mds.getMobile().Name );
|
||||
}
|
||||
}
|
||||
//deposite old money
|
||||
Banker.Deposit( mds.getMobile(), mds.GetTableBalance() );
|
||||
//update indexes of game
|
||||
if(updatedMobileIdx >= exitMobileIdx && this.playerCnt > 1 ){
|
||||
updatedMobileIdx -=1;
|
||||
if(dicePlayers.Contains(mds)){
|
||||
dicePlayers.Remove(mds);
|
||||
}
|
||||
this.playerCnt -=1;
|
||||
//unfreeze character, used so they can't enter more than 1 game at time
|
||||
mds.getMobile().Frozen = false;
|
||||
prevPlayerIdx=GetPrevDicePlayerIdx(updatedMobileIdx);
|
||||
nextPlayerIdx = GetNextDicePlayerIdx(updatedMobileIdx);
|
||||
if(this.playerCnt < 2){
|
||||
return;
|
||||
}
|
||||
PlayerTurn(dicePlayers[updatedMobileIdx], DICE_RESET);
|
||||
AddPlayerWaiting(updatedMobileIdx);
|
||||
SetTimerAction(dicePlayers[prevPlayerIdx], dicePlayers[updatedMobileIdx]);
|
||||
}else if(this.playerCnt > 1){
|
||||
if(dicePlayers.Contains(mds)){
|
||||
dicePlayers.Remove(mds);
|
||||
}
|
||||
this.playerCnt -=1;
|
||||
//unfreeze character, used so they can't enter more than 1 game at time
|
||||
mds.getMobile().Frozen = false;
|
||||
prevPlayerIdx=GetPrevDicePlayerIdx(updatedMobileIdx);
|
||||
nextPlayerIdx = GetNextDicePlayerIdx(updatedMobileIdx);
|
||||
if(this.playerCnt < 2){
|
||||
return;
|
||||
}
|
||||
PlayerTurn(dicePlayers[updatedMobileIdx], DICE_RESET);
|
||||
AddPlayerWaiting(updatedMobileIdx);
|
||||
SetTimerAction(dicePlayers[prevPlayerIdx], dicePlayers[updatedMobileIdx]);
|
||||
}else if (this.playerCnt == 1){
|
||||
if(dicePlayers.Contains(mds)){
|
||||
dicePlayers.Remove(mds);
|
||||
}
|
||||
this.playerCnt =0;
|
||||
//unfreeze character, used so they can't enter more than 1 game at time
|
||||
mds.getMobile().Frozen = false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
Send the bluff decision gump to the next player, and send a callBluff gump to the user
|
||||
*/
|
||||
public void PlayBluffDecisionTurn(MobileDiceStstatus prevPlayer, MobileDiceStstatus currPlayer){
|
||||
RemoveGumps(prevPlayer);
|
||||
int prevRollOrBluff = prevPlayer.GetPrevRollOrBluff();
|
||||
cbg = new CallBluffGump(this,prevRollOrBluff);
|
||||
try{
|
||||
currPlayer.getMobile().SendGump(cbg);
|
||||
}catch{
|
||||
SendMessageAllPlayers( "Player " + currPlayer.getMobile().Name + " was disconnected" );
|
||||
RemovePlayer(currPlayer.getMobile(), true);
|
||||
}
|
||||
//do timer checking, since timer is a thread, when the callback occurs we just look at the "previous" player
|
||||
SetTimerAction(prevPlayer, currPlayer);
|
||||
}
|
||||
/**
|
||||
Player turn, with a dice level they must beat
|
||||
*/
|
||||
public void PlayerTurn(MobileDiceStstatus mds, int diceToBeat ){
|
||||
RemoveGumps(mds);
|
||||
//rolls and sets to previous
|
||||
int currRoll = mds.Roll();
|
||||
gdg = new GameDiceGump(this,currRoll,diceToBeat);
|
||||
try{
|
||||
mds.getMobile().SendGump(gdg);
|
||||
}catch{
|
||||
SendMessageAllPlayers("Player " + mds.getMobile().Name + " was disconnected" );
|
||||
RemovePlayer(mds.getMobile(), true);
|
||||
}
|
||||
}
|
||||
/**
|
||||
Creates a status gump, with the current player highlighted in red.
|
||||
*/
|
||||
public void AddPlayerWaiting(int currentHighlightedPlayerIdx){
|
||||
for (int i = 0; i < this.playerCnt; i++){
|
||||
if ( dicePlayers[i].getMobile().HasGump(typeof(ExitDiceGump)) == false){
|
||||
RemoveStatusGump(dicePlayers[i]);
|
||||
PlayerWaiting(dicePlayers[i], currentHighlightedPlayerIdx);
|
||||
if(this.playerCnt >= 2){
|
||||
dicePlayers[i].getMobile().SendMessage( "It is now " + dicePlayers[currentHighlightedPlayerIdx].getMobile().Name + "'s turn, and he has " + this.playerToActSeconds + " seconds to act.");
|
||||
}else{
|
||||
dicePlayers[i].getMobile().SendMessage( dicePlayers[currentHighlightedPlayerIdx].getMobile().Name + " joined liars dice.");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
/**
|
||||
Basically the game loop, updates current player with decision/parses it
|
||||
|
||||
And then displays a status gump to the user
|
||||
**/
|
||||
public void UpdateGameChannelBluff(Mobile m, int diceRollTypeidx){
|
||||
if(HasEnoughPlayers() == false){
|
||||
RemoveGumps(dicePlayers[0]);
|
||||
AddPlayerWaiting(0);
|
||||
SendMessageAllPlayers( "There is no longer 2 players to play! Waiting.." );
|
||||
return;
|
||||
}
|
||||
//initialize class variables.
|
||||
prevPlayerIdx = GetCurrentDicePlayerIdx(m);
|
||||
updatedMobileIdx = GetNextDicePlayerIdx(updatedMobileIdx);
|
||||
nextPlayerIdx=GetNextDicePlayerIdx(updatedMobileIdx);
|
||||
//set the roll/bluff to the previous
|
||||
dicePlayers[prevPlayerIdx].SetPrevRollOrBluff(diceRollTypeidx);
|
||||
//send current player and next player
|
||||
PlayBluffDecisionTurn(dicePlayers[prevPlayerIdx], dicePlayers[updatedMobileIdx]);
|
||||
AddPlayerWaiting(updatedMobileIdx);
|
||||
}
|
||||
/**
|
||||
Basically just does the bluff/accepting of dice rolls
|
||||
*/
|
||||
public void UpdateGameChannel(Mobile m, int buttonId){
|
||||
if(HasEnoughPlayers() == false){
|
||||
RemoveGumps(dicePlayers[0]);
|
||||
AddPlayerWaiting(0);
|
||||
SendMessageAllPlayers( "There is no longer 2 players to play! Waiting.." );
|
||||
return;
|
||||
}
|
||||
//after
|
||||
if(buttonId == 3){
|
||||
PlayerTurn(dicePlayers[updatedMobileIdx], dicePlayers[prevPlayerIdx].GetPrevRollOrBluff());
|
||||
AddPlayerWaiting(updatedMobileIdx);
|
||||
}else if(buttonId == 2){
|
||||
int currPlayerBal = dicePlayers[updatedMobileIdx].GetTableBalance();
|
||||
int prevPlayerBal = dicePlayers[prevPlayerIdx].GetTableBalance();
|
||||
if(CheckBluff() == true){
|
||||
//if lieing
|
||||
dicePlayers[updatedMobileIdx].SetTableBalance(currPlayerBal + this.goldPerGame);
|
||||
dicePlayers[prevPlayerIdx].SetTableBalance(prevPlayerBal - this.goldPerGame);
|
||||
//get new previous player balance
|
||||
prevPlayerBal = dicePlayers[prevPlayerIdx].GetTableBalance();
|
||||
if(prevPlayerBal < this.goldPerGame){
|
||||
SendMessageAllPlayers( m.Name + " called out " + dicePlayers[prevPlayerIdx].getMobile().Name + "'s bluff and won " + this.goldPerGame + " gp." );
|
||||
SendMessageAllPlayers("Player " + dicePlayers[prevPlayerIdx].getMobile().Name + " does not have enough balance to continue playing, and so has been kicked out.");
|
||||
RemovePlayer(dicePlayers[prevPlayerIdx].getMobile(), false);
|
||||
}else{
|
||||
//player keeps turn
|
||||
PlayerTurn(dicePlayers[updatedMobileIdx],DICE_RESET);
|
||||
AddPlayerWaiting(updatedMobileIdx);
|
||||
SetTimerAction(dicePlayers[prevPlayerIdx], dicePlayers[updatedMobileIdx]);
|
||||
SendMessageAllPlayers( m.Name + " called out " + dicePlayers[prevPlayerIdx].getMobile().Name + "'s bluff and won " + this.goldPerGame + " gp." );
|
||||
|
||||
}
|
||||
}else{
|
||||
//if telling truth
|
||||
//subtract/add gold to balance
|
||||
dicePlayers[updatedMobileIdx].SetTableBalance(currPlayerBal - this.goldPerGame);
|
||||
dicePlayers[prevPlayerIdx].SetTableBalance(prevPlayerBal + this.goldPerGame);
|
||||
currPlayerBal = dicePlayers[updatedMobileIdx].GetTableBalance();
|
||||
if(currPlayerBal < this.goldPerGame){
|
||||
SendMessageAllPlayers( m.Name + " called out " + dicePlayers[prevPlayerIdx].getMobile().Name + " and was telling the truth!");
|
||||
SendMessageAllPlayers("Player " + dicePlayers[updatedMobileIdx].getMobile().Name + " does not have enough balance to continue playing, and so has been kicked out.");
|
||||
RemovePlayer(dicePlayers[updatedMobileIdx].getMobile(), false);
|
||||
}else{
|
||||
SendMessageAllPlayers( m.Name + " called out " + dicePlayers[prevPlayerIdx].getMobile().Name + " and was telling the truth!");
|
||||
//players then loses loses turn
|
||||
prevPlayerIdx = updatedMobileIdx;
|
||||
updatedMobileIdx = GetNextDicePlayerIdx(updatedMobileIdx);
|
||||
PlayerTurn(dicePlayers[updatedMobileIdx],DICE_RESET);
|
||||
AddPlayerWaiting(updatedMobileIdx);
|
||||
SetTimerAction(dicePlayers[prevPlayerIdx], dicePlayers[updatedMobileIdx]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
/**
|
||||
Shows exit gump
|
||||
*/
|
||||
public void ShowExitConfirmGump(Mobile m){
|
||||
try{
|
||||
while (m.HasGump(typeof(ExitDiceGump))){
|
||||
m.CloseGump(typeof(ExitDiceGump));
|
||||
}
|
||||
m.SendGump(edg );
|
||||
}catch{
|
||||
SendMessageAllPlayers( "Player " + m.Name + " was disconnected" );
|
||||
RemovePlayer(m, true);
|
||||
}
|
||||
}
|
||||
/**
|
||||
re-add the status dice gump
|
||||
*/
|
||||
public void AddStatusGump(Mobile m){
|
||||
int noExitMobileIdx = GetCurrentDicePlayerIdx(m);
|
||||
PlayerWaiting(dicePlayers[noExitMobileIdx],updatedMobileIdx);
|
||||
}
|
||||
/**
|
||||
Shows new game gump
|
||||
*/
|
||||
public void ShowNewGameGump(Mobile m){
|
||||
while (m.HasGump(typeof(NewDiceGameGump))){
|
||||
m.CloseGump(typeof(NewDiceGameGump));
|
||||
}
|
||||
//only allow if more than number of player
|
||||
if(this.playerCnt < this.maxNumberOfPlayers){
|
||||
ndgg = new NewDiceGameGump(this,Banker.GetBalance( m ));
|
||||
try{
|
||||
m.SendGump(ndgg );
|
||||
}catch{
|
||||
SendMessageAllPlayers( "Player " + m.Name + " was disconnected" );
|
||||
RemovePlayer(m, true);
|
||||
}
|
||||
}else{
|
||||
m.Frozen = false;
|
||||
m.SendMessage( "Liars Dice is currently at it maximum capacity of " + this.maxNumberOfPlayers + " players, try again later.");
|
||||
}
|
||||
}
|
||||
/********************************** START OF PRIVATE FUNCTIONS *****************************/
|
||||
|
||||
/**
|
||||
Sends a plyer waiting gump, create gumps with 3 status arrays
|
||||
*/
|
||||
public void PlayerWaiting(MobileDiceStstatus mds, int currentPlayerIdx){
|
||||
string[] playerNames = this.GetPlayerNames();
|
||||
int[] playerBalances = this.GetPlayerBalances();
|
||||
int[] playPrevRollIdx = this.GetPlayerPrevRollOrBluff();
|
||||
sdg = new StatusDiceGump(this,playerNames, playerBalances, playPrevRollIdx, currentPlayerIdx);
|
||||
try{
|
||||
bool success = mds.getMobile().SendGump(sdg);
|
||||
//check to make sure the status gump was actually sent, and use THIS as our dissconnect protection
|
||||
if(success == false){
|
||||
SendMessageAllPlayers( "Player " + mds.getMobile().Name + " was disconnected" );
|
||||
RemovePlayer(mds.getMobile(), true);
|
||||
}
|
||||
}catch{
|
||||
SendMessageAllPlayers( "Player " + mds.getMobile().Name + " was disconnected" );
|
||||
RemovePlayer(mds.getMobile(), true);
|
||||
}
|
||||
}
|
||||
/**
|
||||
Game timer limit on a player, warn/kick if necessary in the callbacks
|
||||
*/
|
||||
public void SetTimerAction(MobileDiceStstatus prevPlayer, MobileDiceStstatus currPlayer){
|
||||
prevPlayer.SetTimeStamp(DateTime.Now);
|
||||
currPlayer.SetTimeStamp(DateTime.Now);
|
||||
//setup the "warning" timer
|
||||
Timer timer = Timer.DelayCall( TimeSpan.FromSeconds(this.playerToActSeconds - 5), new TimerCallback( delegate( ) {
|
||||
TimeSpan timeDiff = (DateTime.Now - currPlayer.GetTimeStamp());
|
||||
//check time in miliseconds
|
||||
if(timeDiff.TotalMilliseconds > ( (this.playerToActSeconds-5) * 1000)){
|
||||
if(this.playerCnt > 1){
|
||||
SendMessageAllPlayers( currPlayer.getMobile().Name + " has 5 seconds to act before being kicked!" );
|
||||
}
|
||||
}
|
||||
} ) );
|
||||
//setup timer to kick player if applicable
|
||||
Timer timer2 = Timer.DelayCall( TimeSpan.FromSeconds( this.playerToActSeconds), new TimerCallback( delegate( ) {
|
||||
TimeSpan timeDiff = (DateTime.Now - currPlayer.GetTimeStamp());
|
||||
//check time in miliseconds
|
||||
if(timeDiff.TotalMilliseconds > (this.playerToActSeconds * 1000)){
|
||||
if(this.playerCnt > 1){
|
||||
SendMessageAllPlayers( currPlayer.getMobile().Name + " ran out of time, and has been kicked from the game." );
|
||||
RemovePlayer(currPlayer.getMobile(), true);
|
||||
|
||||
}
|
||||
}
|
||||
} ) );
|
||||
}
|
||||
/**
|
||||
Get information about min/max allowed gold for this game
|
||||
*/
|
||||
public int getGameBalanceMin(){
|
||||
return this.gameBalanceMin;
|
||||
}
|
||||
public int getGameBalanceMax(){
|
||||
return this.gameBalanceMax;
|
||||
}
|
||||
|
||||
/**
|
||||
Find the index of the player that just submitted the gump
|
||||
*/
|
||||
private int GetCurrentDicePlayerIdx(Mobile m){
|
||||
for (int i = 0; i < this.playerCnt; i++){
|
||||
if(m == dicePlayers[i].getMobile()){
|
||||
return i;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
/**
|
||||
Get the next dice players index
|
||||
*/
|
||||
private int GetNextDicePlayerIdx(int currentIdx){
|
||||
if( currentIdx >= 0 && currentIdx < (this.playerCnt-1)){
|
||||
return (currentIdx + 1);
|
||||
}else{
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
/**
|
||||
Get the prvious dice players index
|
||||
*/
|
||||
private int GetPrevDicePlayerIdx(int currentIdx){
|
||||
if(currentIdx == 0){
|
||||
return this.playerCnt-1;
|
||||
}else if(currentIdx > 0){
|
||||
return currentIdx -1;
|
||||
}else {
|
||||
//error
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
/**
|
||||
Checks a dice bluff
|
||||
*/
|
||||
private bool CheckBluff(){
|
||||
int prevRoll = dicePlayers[prevPlayerIdx].GetPrevRoll();
|
||||
int bluffedRoll = dicePlayers[prevPlayerIdx].GetPrevRollOrBluff();
|
||||
if(prevRoll == bluffedRoll){
|
||||
return false;
|
||||
}else{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
/**
|
||||
Sends status message to all players
|
||||
*/
|
||||
private void SendMessageAllPlayers(string text){
|
||||
for (int i = 0; i < this.playerCnt; i++){
|
||||
dicePlayers[i].getMobile().SendMessage( text);
|
||||
}
|
||||
}
|
||||
/**
|
||||
Check if there is enough players in the area
|
||||
*/
|
||||
private bool HasEnoughPlayers(){
|
||||
if(this.playerCnt >= 2){
|
||||
return true;
|
||||
}else{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
Get all player names
|
||||
*/
|
||||
private string[] GetPlayerNames(){
|
||||
string[] playerNames = new string[playerCnt];
|
||||
for (int i = 0; i < this.playerCnt; i++){
|
||||
playerNames[i] = dicePlayers[i].getMobile().Name;
|
||||
}
|
||||
return playerNames;
|
||||
}
|
||||
/**
|
||||
Get all player balances
|
||||
*/
|
||||
private int[] GetPlayerBalances(){
|
||||
int[] playerBalances = new int[playerCnt];
|
||||
for (int i = 0; i < this.playerCnt; i++){
|
||||
playerBalances[i] = dicePlayers[i].GetTableBalance();
|
||||
}
|
||||
return playerBalances;
|
||||
}
|
||||
/**
|
||||
Get player list for previous rolls.
|
||||
*/
|
||||
private int[] GetPlayerPrevRollOrBluff(){
|
||||
int[] playerPrevRollOrBluff = new int[playerCnt];
|
||||
for (int i = 0; i < this.playerCnt; i++){
|
||||
playerPrevRollOrBluff[i] = dicePlayers[i].GetPrevRollOrBluff();
|
||||
}
|
||||
return playerPrevRollOrBluff;
|
||||
}
|
||||
/**
|
||||
Remove just the status gump from a player
|
||||
*/
|
||||
public void RemoveStatusGump(MobileDiceStstatus mds){
|
||||
try{
|
||||
while (mds.getMobile().HasGump(typeof(StatusDiceGump))){
|
||||
mds.getMobile().CloseGump(typeof(StatusDiceGump));
|
||||
}
|
||||
}catch{
|
||||
SendMessageAllPlayers( "Player " + mds.getMobile().Name + " was disconnected" );
|
||||
RemovePlayer(mds.getMobile(), true);
|
||||
}
|
||||
}
|
||||
/**
|
||||
Remove all gumps from a player
|
||||
*/
|
||||
private void RemoveGumps(MobileDiceStstatus mds){
|
||||
try{
|
||||
while (mds.getMobile().HasGump(typeof(NewDiceGameGump))){
|
||||
mds.getMobile().CloseGump(typeof(NewDiceGameGump));
|
||||
}
|
||||
while (mds.getMobile().HasGump(typeof(ExitDiceGump))){
|
||||
mds.getMobile().CloseGump(typeof(ExitDiceGump));
|
||||
}
|
||||
|
||||
while (mds.getMobile().HasGump(typeof(StatusDiceGump))){
|
||||
mds.getMobile().CloseGump(typeof(StatusDiceGump));
|
||||
}
|
||||
while ( mds.getMobile().HasGump(typeof(GameDiceGump))){
|
||||
mds.getMobile().CloseGump(typeof(GameDiceGump));
|
||||
}
|
||||
while ( mds.getMobile().HasGump(typeof(CallBluffGump))){
|
||||
mds.getMobile().CloseGump(typeof(CallBluffGump));
|
||||
}
|
||||
}catch{
|
||||
SendMessageAllPlayers( "Player " + mds.getMobile().Name + " was disconnected" );
|
||||
RemovePlayer(mds.getMobile(), true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
49
Scripts/Scripts-master/Games/LiarsDice/ExitDiceGump.cs
Normal file
49
Scripts/Scripts-master/Games/LiarsDice/ExitDiceGump.cs
Normal file
@@ -0,0 +1,49 @@
|
||||
/**
|
||||
LIARS DICE for Ultima Online
|
||||
Copyright: Bobby Kramer 2011, http://www.panthar.net
|
||||
Released under GPL V3.
|
||||
*/
|
||||
using System;
|
||||
using Server;
|
||||
using Server.Gumps;
|
||||
using Server.Network;
|
||||
using Server.Commands;
|
||||
using Server.LiarsDice;
|
||||
using System.Collections.Generic;
|
||||
namespace Server.Gumps
|
||||
{
|
||||
public class ExitDiceGump : Gump
|
||||
{
|
||||
private const int LEFT_BAR=25;
|
||||
private DiceState ds;
|
||||
public ExitDiceGump(DiceState _ds) : base( 325, 345)
|
||||
{
|
||||
this.ds = _ds;
|
||||
this.Closable=false;
|
||||
this.Disposable=false;
|
||||
this.Dragable=true;
|
||||
this.Resizable=false;
|
||||
this.AddPage(0);
|
||||
this.AddBackground(6, 4, 225, 150, 9200);
|
||||
this.AddLabel(LEFT_BAR, 25, 0, @"Are You Sure You");
|
||||
this.AddLabel(LEFT_BAR, 45, 0, @"Want To Exit?");
|
||||
this.AddLabel(LEFT_BAR, 85, 32, @"Back");
|
||||
AddButton(LEFT_BAR, 110, 4005, 4006, 1, GumpButtonType.Reply, 3);
|
||||
this.AddLabel(LEFT_BAR + 95, 85, 32, @"Yes");
|
||||
AddButton(LEFT_BAR +95, 110, 4017, 4018, 2, GumpButtonType.Reply, 3);
|
||||
}
|
||||
public override void OnResponse( NetState state, RelayInfo info ){
|
||||
int btd = info.ButtonID;
|
||||
if(info.ButtonID == 1 ){
|
||||
ds.AddStatusGump(state.Mobile);
|
||||
state.Mobile.SendMessage( "You decided not to exit Liars Dice!");
|
||||
}else if(info.ButtonID == 2){
|
||||
state.Mobile.SendMessage( "You exited Liars Dice!");
|
||||
ds.RemovePlayer(state.Mobile,true);
|
||||
}
|
||||
else{
|
||||
state.Mobile.SendMessage( "Illegal option selected");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
122
Scripts/Scripts-master/Games/LiarsDice/GameDiceGump.cs
Normal file
122
Scripts/Scripts-master/Games/LiarsDice/GameDiceGump.cs
Normal file
@@ -0,0 +1,122 @@
|
||||
/**
|
||||
LIARS DICE for Ultima Online
|
||||
Copyright: Bobby Kramer 2011, http://www.panthar.net
|
||||
Released under GPL V3.
|
||||
*/
|
||||
using System;
|
||||
using Server;
|
||||
using Server.Gumps;
|
||||
using Server.Network;
|
||||
using Server.Commands;
|
||||
using System.Collections.Generic;
|
||||
using Server.LiarsDice;
|
||||
namespace Server.Gumps
|
||||
{
|
||||
|
||||
|
||||
public class GameDiceGump : Gump
|
||||
{
|
||||
private const int LEFT_BAR_SIDE=5;
|
||||
private const int RADIO_WIDTH=30;
|
||||
private const int LEFT_SIDE_WIDTH=120;
|
||||
private DiceState ds;
|
||||
private int currentRoll;
|
||||
private int diceToBeat;
|
||||
private int[] Dice1Values = new int[] { 2,6,5,4,3,2,1,6,6,6,6,6,5,5,5,5,4,4,4,3,3};
|
||||
private int[] Dice2Values = new int[] { 1,6,5,4,3,2,1,5,4,3,2,1,4,3,2,1,3,2,1,2,1};
|
||||
/**
|
||||
Default constuctor, just set the values to {1,1}
|
||||
*/
|
||||
public GameDiceGump(DiceState _ds) : base( 0, 30 ){
|
||||
this.ds = _ds;
|
||||
this.currentRoll = 10;
|
||||
this.diceToBeat = 20;
|
||||
AddRollGump();
|
||||
}
|
||||
/**
|
||||
Create new Dice Gump and set it's values to a given array)
|
||||
*/
|
||||
public GameDiceGump(DiceState _ds, int _currentRoll, int _diceToBeat) : base( 0, 30 ){
|
||||
this.ds = _ds;
|
||||
this.currentRoll = _currentRoll;
|
||||
this.diceToBeat = _diceToBeat;
|
||||
AddRollGump();
|
||||
}
|
||||
private void AddRollGump(){
|
||||
this.Closable=false;
|
||||
this.Disposable=false;
|
||||
this.Dragable=true;
|
||||
this.Resizable=false;
|
||||
AddPage(0);
|
||||
AddBackground(0, 1, 260, 440, 9200);
|
||||
AddLabel(9, 24, 32, @"Your Actual Roll:");
|
||||
AddLabel(9, 45, 0, @"Action");
|
||||
AddLabel(150, 380, 32, @"Submit Roll");
|
||||
AddButton(150, 400, 4005, 4006, 2, GumpButtonType.Reply, 3);
|
||||
//show the current dice roll to screen of the player
|
||||
this.DisplayRollDice();
|
||||
//show dice selections to pretend to be
|
||||
for ( int i = 0; i < 11; ++i )
|
||||
{
|
||||
if(i <= this.diceToBeat){
|
||||
AddRadio( LEFT_BAR_SIDE, 70 + (i * 25), 210, 211, false, (i) );
|
||||
this.DisplayDiceCombo(LEFT_BAR_SIDE + RADIO_WIDTH, 70 + (i * 25), this.Dice1Values[i],this.Dice2Values[i]);
|
||||
}
|
||||
}
|
||||
for ( int i = 11; i < 21; ++i ){
|
||||
if(i <= this.diceToBeat){
|
||||
AddRadio( LEFT_BAR_SIDE+LEFT_SIDE_WIDTH, 70 + ((i-11) * 25), 210, 211, false, i );
|
||||
this.DisplayDiceCombo(LEFT_BAR_SIDE + LEFT_SIDE_WIDTH + RADIO_WIDTH, 70 + ((i-11) * 25), this.Dice1Values[i],this.Dice2Values[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void DisplayRollDice(){
|
||||
if(this.currentRoll >= 0 && this.currentRoll <= 20){
|
||||
this.DisplayDiceCombo(125, 20, Dice1Values[this.currentRoll],Dice2Values[this.currentRoll]);
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Die_num must be between 1 and 6, it subtracts one because thats how we access the id of the image
|
||||
*/
|
||||
private void DisplayDiceCombo(int x, int y, int first_die, int second_die){
|
||||
int swap=0;
|
||||
if(second_die > first_die){
|
||||
swap = first_die;
|
||||
second_die = first_die;
|
||||
second_die = swap;
|
||||
}
|
||||
AddImageTiled(x, y, 21, 21, 11280 + (first_die-1));
|
||||
AddImageTiled(x+30, y, 21, 21, 11280 + (second_die-1));
|
||||
}
|
||||
public override void OnResponse( NetState state, RelayInfo info ){
|
||||
int btd = info.ButtonID;
|
||||
if(info.ButtonID == 2){
|
||||
//20 would be the lowest roll, since 0 is a index
|
||||
bool switched = false;
|
||||
for ( int i = 0; i <= this.diceToBeat; ++i ){
|
||||
if(info.IsSwitched( i )){
|
||||
switched = true;
|
||||
ds.UpdateGameChannelBluff(state.Mobile, i);
|
||||
return;
|
||||
}
|
||||
}
|
||||
if(switched == false){
|
||||
state.Mobile.SendMessage( "Please select a dice value!");
|
||||
state.Mobile.SendGump(this);
|
||||
}
|
||||
}
|
||||
else{
|
||||
state.Mobile.SendMessage( "Illegal option selected");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
674
Scripts/Scripts-master/Games/LiarsDice/LICENSE.txt
Normal file
674
Scripts/Scripts-master/Games/LiarsDice/LICENSE.txt
Normal file
@@ -0,0 +1,674 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
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|
||||
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|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
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|
||||
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|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
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|
||||
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|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
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|
||||
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|
||||
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|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
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|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
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|
||||
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|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
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|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"Major Component", in this context, means a major essential component
|
||||
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|
||||
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|
||||
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|
||||
|
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The "Corresponding Source" for a work in object code form means all
|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
includes interface definition files associated with source files for
|
||||
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|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
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|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
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|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
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|
||||
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|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
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|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
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|
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|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
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|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
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License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
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d) If the work has interactive user interfaces, each must display
|
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|
||||
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|
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A compilation of a covered work with other separate and independent
|
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|
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|
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|
||||
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|
||||
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|
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|
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|
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|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
Source of the work are being offered to the general public at no
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||||
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|
||||
A separable portion of the object code, whose source code is excluded
|
||||
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|
||||
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|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
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|
||||
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|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
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|
||||
been installed in ROM).
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||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
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|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
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|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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|
||||
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||||
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||||
Notwithstanding any other provision of this License, for material you
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||||
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|
||||
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|
||||
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|
||||
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||||
|
||||
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All other non-permissive additional terms are considered "further
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||||
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|
||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
If you add terms to a covered work in accord with this section, you
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||||
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||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
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|
||||
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|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
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|
||||
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||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<http://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
|
||||
62
Scripts/Scripts-master/Games/LiarsDice/LiarsDice.cs
Normal file
62
Scripts/Scripts-master/Games/LiarsDice/LiarsDice.cs
Normal file
@@ -0,0 +1,62 @@
|
||||
/**
|
||||
LIARS DICE for Ultima Online
|
||||
Copyright: Bobby Kramer 2011, http://www.panthar.net
|
||||
Released under GPL V3.
|
||||
*/
|
||||
using System;
|
||||
using Server;
|
||||
using Server.Mobiles;
|
||||
using Server.Network;
|
||||
using Server.Gumps;
|
||||
using Server.LiarsDice;
|
||||
|
||||
namespace Server.Items
|
||||
{
|
||||
public class LiarsDice : Item
|
||||
{
|
||||
private const int GOLD_PER_GAME=5000;
|
||||
private const int GAME_BALANCE_MIN=10000;
|
||||
private const int GAME_BALANCE_MAX=300000;
|
||||
private const int GAME_PLAYER_TO_ACT_SECONDS=25;
|
||||
private const int GAME_MAX_PLAYERS = 10;
|
||||
//the dicestate the item/command represents
|
||||
static DiceState ds;
|
||||
[Constructable]
|
||||
public LiarsDice() : base( 0xFA7 )
|
||||
{
|
||||
this.Weight = 1.0;
|
||||
this.Hue = 2117;
|
||||
ds = new DiceState(GOLD_PER_GAME,GAME_BALANCE_MIN,GAME_BALANCE_MAX,GAME_PLAYER_TO_ACT_SECONDS,GAME_MAX_PLAYERS);
|
||||
}
|
||||
|
||||
public LiarsDice( Serial serial ) : base( serial ){
|
||||
this.Weight = 1.0;
|
||||
this.Hue = 2117;
|
||||
ds = new DiceState(GOLD_PER_GAME,GAME_BALANCE_MIN,GAME_BALANCE_MAX,GAME_PLAYER_TO_ACT_SECONDS,GAME_MAX_PLAYERS);
|
||||
}
|
||||
|
||||
public override void OnDoubleClick( Mobile from )
|
||||
{
|
||||
if ( !from.InRange( this.GetWorldLocation(), 2 ) )
|
||||
return;
|
||||
int val = Banker.GetBalance( from );
|
||||
//make sure user has enough gold in bank
|
||||
if(val >= GAME_BALANCE_MIN){
|
||||
from.Frozen = true;
|
||||
ds.ShowNewGameGump(from);
|
||||
}else{
|
||||
from.SendMessage( "Sorry, but you must have at least " + GAME_BALANCE_MIN + " gold in your bank to play!" );
|
||||
}
|
||||
}
|
||||
|
||||
public override void Serialize( GenericWriter writer ){
|
||||
base.Serialize( writer );
|
||||
writer.Write( (int) 0 );
|
||||
}
|
||||
|
||||
public override void Deserialize( GenericReader reader ){
|
||||
base.Deserialize( reader );
|
||||
int version = reader.ReadInt();
|
||||
}
|
||||
}
|
||||
}
|
||||
81
Scripts/Scripts-master/Games/LiarsDice/NewDiceGameGump.cs
Normal file
81
Scripts/Scripts-master/Games/LiarsDice/NewDiceGameGump.cs
Normal file
@@ -0,0 +1,81 @@
|
||||
/**
|
||||
LIARS DICE for Ultima Online
|
||||
Copyright: Bobby Kramer 2011, http://www.panthar.net
|
||||
Released under GPL V3.
|
||||
*/
|
||||
using System;
|
||||
using Server;
|
||||
using Server.Gumps;
|
||||
using Server.Network;
|
||||
using Server.Commands;
|
||||
using Server.Mobiles;
|
||||
using Server.LiarsDice;
|
||||
using System.Collections.Generic;
|
||||
namespace Server.Gumps
|
||||
{
|
||||
public class NewDiceGameGump : Gump
|
||||
{
|
||||
private const int LEFT_BAR=25;
|
||||
private int bankBalance;
|
||||
private DiceState ds;
|
||||
public NewDiceGameGump(DiceState _ds, int _bankBalance) : base( 325, 345){
|
||||
this.ds = _ds;
|
||||
this.bankBalance = _bankBalance;
|
||||
this.Closable=false;
|
||||
this.Disposable=false;
|
||||
this.Dragable=true;
|
||||
this.Resizable=false;
|
||||
this.AddPage(0);
|
||||
this.AddBackground(6, 4, 190, 150, 9200);
|
||||
this.AddLabel(LEFT_BAR, 20, 0, @"Liars Dice");
|
||||
//this.AddLabel(LEFT_BAR, 40, 0, @"By: PanThar");
|
||||
this.AddLabel(LEFT_BAR, 60, 32, @"Balance: " + bankBalance + " gp.");
|
||||
AddImageTiled(LEFT_BAR, 80, 142, 21, 2501);
|
||||
AddTextEntry( LEFT_BAR+7, 80, 200, 30, 255, 0, @"");
|
||||
AddButton(LEFT_BAR, 110, 4005, 4006, 1, GumpButtonType.Reply, 3);
|
||||
AddButton(LEFT_BAR +95, 110, 4017, 4018, 2, GumpButtonType.Reply, 3);
|
||||
}
|
||||
public override void OnResponse( NetState state, RelayInfo info ){
|
||||
int btd = info.ButtonID;
|
||||
Mobile m = state.Mobile;
|
||||
if(info.ButtonID == 1 ){
|
||||
TextRelay entry = info.GetTextEntry(0);
|
||||
//parse out the text entry
|
||||
try{
|
||||
int balance = Banker.GetBalance(m);
|
||||
int num = int.Parse(entry.Text);
|
||||
int maxGameBal = ds.getGameBalanceMax();
|
||||
//take out the full amount of bank if applicable
|
||||
if(num > balance){
|
||||
num = balance;
|
||||
}
|
||||
//if its over the max size, set num to it
|
||||
|
||||
if(num > maxGameBal){
|
||||
num = maxGameBal;
|
||||
m.SendMessage( "You entered more than the max of " + maxGameBal + " gp. on this table, you are buying in with the max instead." );
|
||||
}
|
||||
//check if they have minimum game balance
|
||||
if(num >= ds.getGameBalanceMin()){
|
||||
//withdrawl
|
||||
Banker.Withdraw( m, num );
|
||||
ds.AddPlayer(m,num);
|
||||
}
|
||||
else{
|
||||
ds.ShowNewGameGump(m);
|
||||
m.SendMessage( "You did not enter a sufficient minimum amount to play,try again." );
|
||||
}
|
||||
}catch{
|
||||
m.Frozen = false;
|
||||
m.SendMessage( "You did not enter a amount of gold to play with, try again." );
|
||||
}
|
||||
}else if(info.ButtonID == 2){
|
||||
m.Frozen = false;
|
||||
m.SendMessage( "You decided not to play Liars Dice.");
|
||||
}
|
||||
else{
|
||||
state.Mobile.SendMessage( "Illegal option selected");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
27
Scripts/Scripts-master/Games/LiarsDice/README.txt
Normal file
27
Scripts/Scripts-master/Games/LiarsDice/README.txt
Normal file
@@ -0,0 +1,27 @@
|
||||
LIARS DICE for Ultima Online
|
||||
Copyright: Bobby Kramer 2011, http://www.panthar.net
|
||||
Released under GPL V3.
|
||||
|
||||
Includes disconnect protection, turn timers, and a monetary punishment to any player who leaves on his turn,
|
||||
or 1 player before his turn. This will make sense once you understand how the game works.
|
||||
|
||||
What this script does, is it allows the server admin (and maybe GM) to create an item called a "LiarsDice".
|
||||
|
||||
INSTALL:
|
||||
Extract the zip file into /scripts/ inside your RunUO directory.
|
||||
|
||||
ONCE YOU HAVE LAIRS DICE INSTALLED/WORKING ON SERVER:
|
||||
|
||||
To add this item, log into your RunUO server, type [add LiarsDice into UO client.
|
||||
|
||||
Once you have created a LiarsDice Constructable item, that item and any copys of that object you make will all link players to the same LIARS DICE GAME.
|
||||
|
||||
TO PLAY THE GAME, SIMPLY DOUBLE CLICK THE DICE TO JOIN THAT GAME. YOU MUST HAVE AT LEAST 2 PLAYERS TO PLAY.
|
||||
|
||||
Basically, if you look at LiarsDice.cs, it will become quickly apperant how to customize the settings for the game.
|
||||
|
||||
IF you want MORE THAN ONE GAME with different SETTINGS on EACH game:
|
||||
|
||||
Copy LiarsDice.cs to a new file, rename the file/constructor/class to the new name of the Item, and set the settings for
|
||||
that game using LiarsDice.cs as an example. Now when you create/double click your new item, it will display a DIFFERENT Liars Dice Game window.
|
||||
|
||||
101
Scripts/Scripts-master/Games/LiarsDice/StatusDiceGump.cs
Normal file
101
Scripts/Scripts-master/Games/LiarsDice/StatusDiceGump.cs
Normal file
@@ -0,0 +1,101 @@
|
||||
/**
|
||||
LIARS DICE for Ultima Online
|
||||
Copyright: Bobby Kramer 2011, http://www.panthar.net
|
||||
Released under GPL V3.
|
||||
*/
|
||||
using System;
|
||||
using Server;
|
||||
using Server.Gumps;
|
||||
using Server.Network;
|
||||
using Server.Commands;
|
||||
using Server.LiarsDice;
|
||||
using System.Collections.Generic;
|
||||
namespace Server.Gumps
|
||||
{
|
||||
public class StatusDiceGump : Gump
|
||||
{
|
||||
private const int LEFT_BAR=25;
|
||||
private const int LEFT_BAR_BALENCE_OFFSET = 125;
|
||||
private const int LEFT_BAR_DICE_OFFSET = 200;
|
||||
private DiceState ds;
|
||||
private int[] Dice1Values = new int[] { 2,6,5,4,3,2,1,6,6,6,6,6,5,5,5,5,4,4,4,3,3};
|
||||
private int[] Dice2Values = new int[] { 1,6,5,4,3,2,1,5,4,3,2,1,4,3,2,1,3,2,1,2,1};
|
||||
|
||||
public StatusDiceGump(DiceState _ds, string[] playerNames, int[] playerBalances, int[] playPrevRollIdx, int currPlayerIdx) : base( 325, 30 ){
|
||||
this.ds = _ds;
|
||||
AddStatusGump();
|
||||
AddInformation(playerNames, playerBalances, playPrevRollIdx, currPlayerIdx);
|
||||
|
||||
}
|
||||
public StatusDiceGump(DiceState _ds) : base( 325, 30 ) {
|
||||
this.ds = _ds;
|
||||
AddStatusGump();
|
||||
}
|
||||
private void AddStatusGump(){
|
||||
this.Closable=false;
|
||||
this.Disposable=false;
|
||||
this.Dragable=true;
|
||||
this.Resizable=false;
|
||||
this.AddPage(0);
|
||||
this.AddBackground(6, 4, 300, 300, 9200);
|
||||
this.AddLabel(31, 25, 0, @"Player");
|
||||
this.AddLabel(123, 25, 0, @"Balance");
|
||||
this.AddLabel(195, 25, 0, @"Last Roll");
|
||||
this.AddLabel(30, 245, 32, @"Exit");
|
||||
AddButton(30, 265, 4017, 4018, 1, GumpButtonType.Reply, 3);
|
||||
}
|
||||
/**
|
||||
Adds status information
|
||||
*/
|
||||
private void AddInformation(string[] playerNames, int[] playerBalances, int[] playPrevRollIdx, int currPlayerIdx){
|
||||
int i = 0;
|
||||
foreach (string p in playerNames)
|
||||
{
|
||||
//if current player highlight it
|
||||
if(i == currPlayerIdx){
|
||||
this.AddLabel(LEFT_BAR, 45+(i*25), 32, @p);
|
||||
}else{
|
||||
this.AddLabel(LEFT_BAR, 45+(i*25), 0, @p);
|
||||
}
|
||||
i +=1;
|
||||
}
|
||||
//reset i
|
||||
i=0;
|
||||
foreach(int b in playerBalances){
|
||||
string bal = b + "";
|
||||
this.AddLabel(LEFT_BAR_BALENCE_OFFSET, 45+(i*25), 0, @bal);
|
||||
this.DisplayDiceCombo(LEFT_BAR_DICE_OFFSET,45+(i*25),Dice1Values[ playPrevRollIdx[i]],Dice2Values[playPrevRollIdx[i]]);
|
||||
i +=1;
|
||||
}
|
||||
}
|
||||
/**
|
||||
Display dice combo as tiles images
|
||||
*/
|
||||
private void DisplayDiceCombo(int x, int y, int first_die, int second_die){
|
||||
int swap=0;
|
||||
if(second_die > first_die){
|
||||
swap = first_die;
|
||||
second_die = first_die;
|
||||
second_die = swap;
|
||||
}
|
||||
AddImageTiled(x, y, 21, 21, 11280 + (first_die-1));
|
||||
AddImageTiled(x+30, y, 21, 21, 11280 + (second_die-1));
|
||||
}
|
||||
public override void OnResponse( NetState state, RelayInfo info ){
|
||||
int btd = info.ButtonID;
|
||||
if(btd == 1){
|
||||
ds.ShowExitConfirmGump(state.Mobile);
|
||||
}else{
|
||||
state.Mobile.SendMessage( "Illegal option selected");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user