Documentation
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Index ¶
- type BaseGameMode
- func (b *BaseGameMode) CheckWinCondition() (bool, uint8)
- func (b *BaseGameMode) Name() string
- func (b *BaseGameMode) OnIntelCapture(p *player.Player, team uint8) bool
- func (b *BaseGameMode) OnIntelPickup(p *player.Player, team uint8) bool
- func (b *BaseGameMode) OnPlayerKill(killer, victim *player.Player, killType protocol.KillType)
- func (b *BaseGameMode) OnPlayerSpawn(p *player.Player)
- func (b *BaseGameMode) OnPlayerUpdate(p *player.Player)
- func (b *BaseGameMode) ShouldRotateMap() bool
- type GameMode
- type LuaGameMode
- func (gm *LuaGameMode) CheckWinCondition() (bool, uint8)
- func (gm *LuaGameMode) Close()
- func (gm *LuaGameMode) Name() string
- func (gm *LuaGameMode) OnBlockDestroy(p *player.Player, x, y, z int) bool
- func (gm *LuaGameMode) OnBlockPlace(p *player.Player, x, y, z int) bool
- func (gm *LuaGameMode) OnChatMessage(p *player.Player, message string) bool
- func (gm *LuaGameMode) OnConnect(playerID uint8)
- func (gm *LuaGameMode) OnDisconnect(playerID uint8)
- func (gm *LuaGameMode) OnGrenadeExplode(thrower *player.Player, x, y, z float32)
- func (gm *LuaGameMode) OnGrenadeToss(p *player.Player)
- func (gm *LuaGameMode) OnIntelCapture(p *player.Player, team uint8) bool
- func (gm *LuaGameMode) OnIntelDrop(p *player.Player, team uint8)
- func (gm *LuaGameMode) OnIntelPickup(p *player.Player, team uint8) bool
- func (gm *LuaGameMode) OnPlayerDamage(victim *player.Player, damage uint8, source protocol.Vector3f)
- func (gm *LuaGameMode) OnPlayerJoin(p *player.Player)
- func (gm *LuaGameMode) OnPlayerKill(killer, victim *player.Player, killType protocol.KillType)
- func (gm *LuaGameMode) OnPlayerSpawn(p *player.Player)
- func (gm *LuaGameMode) OnPlayerUpdate(p *player.Player)
- func (gm *LuaGameMode) OnRestock(p *player.Player)
- func (gm *LuaGameMode) OnWeaponFire(p *player.Player)
- func (gm *LuaGameMode) ShouldRotateMap() bool
- func (gm *LuaGameMode) UpdateTimers() error
Constants ¶
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Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type BaseGameMode ¶
type BaseGameMode struct {
// contains filtered or unexported fields
}
func (*BaseGameMode) CheckWinCondition ¶
func (b *BaseGameMode) CheckWinCondition() (bool, uint8)
func (*BaseGameMode) Name ¶
func (b *BaseGameMode) Name() string
func (*BaseGameMode) OnIntelCapture ¶
func (b *BaseGameMode) OnIntelCapture(p *player.Player, team uint8) bool
func (*BaseGameMode) OnIntelPickup ¶
func (b *BaseGameMode) OnIntelPickup(p *player.Player, team uint8) bool
func (*BaseGameMode) OnPlayerKill ¶
func (b *BaseGameMode) OnPlayerKill(killer, victim *player.Player, killType protocol.KillType)
func (*BaseGameMode) OnPlayerSpawn ¶
func (b *BaseGameMode) OnPlayerSpawn(p *player.Player)
func (*BaseGameMode) OnPlayerUpdate ¶
func (b *BaseGameMode) OnPlayerUpdate(p *player.Player)
func (*BaseGameMode) ShouldRotateMap ¶
func (b *BaseGameMode) ShouldRotateMap() bool
type GameMode ¶
type GameMode interface {
Name() string
OnPlayerSpawn(p *player.Player)
OnPlayerKill(killer, victim *player.Player, killType protocol.KillType)
OnPlayerUpdate(p *player.Player)
OnIntelPickup(p *player.Player, team uint8) bool
OnIntelCapture(p *player.Player, team uint8) bool
CheckWinCondition() (won bool, winningTeam uint8)
ShouldRotateMap() bool
}
type LuaGameMode ¶
type LuaGameMode struct {
// contains filtered or unexported fields
}
func NewLuaGameMode ¶
func (*LuaGameMode) CheckWinCondition ¶
func (gm *LuaGameMode) CheckWinCondition() (bool, uint8)
func (*LuaGameMode) Close ¶
func (gm *LuaGameMode) Close()
func (*LuaGameMode) Name ¶
func (gm *LuaGameMode) Name() string
func (*LuaGameMode) OnBlockDestroy ¶
func (gm *LuaGameMode) OnBlockDestroy(p *player.Player, x, y, z int) bool
func (*LuaGameMode) OnBlockPlace ¶
func (gm *LuaGameMode) OnBlockPlace(p *player.Player, x, y, z int) bool
func (*LuaGameMode) OnChatMessage ¶
func (gm *LuaGameMode) OnChatMessage(p *player.Player, message string) bool
func (*LuaGameMode) OnConnect ¶
func (gm *LuaGameMode) OnConnect(playerID uint8)
func (*LuaGameMode) OnDisconnect ¶
func (gm *LuaGameMode) OnDisconnect(playerID uint8)
func (*LuaGameMode) OnGrenadeExplode ¶ added in v0.2.0
func (gm *LuaGameMode) OnGrenadeExplode(thrower *player.Player, x, y, z float32)
func (*LuaGameMode) OnGrenadeToss ¶
func (gm *LuaGameMode) OnGrenadeToss(p *player.Player)
func (*LuaGameMode) OnIntelCapture ¶
func (gm *LuaGameMode) OnIntelCapture(p *player.Player, team uint8) bool
func (*LuaGameMode) OnIntelDrop ¶
func (gm *LuaGameMode) OnIntelDrop(p *player.Player, team uint8)
func (*LuaGameMode) OnIntelPickup ¶
func (gm *LuaGameMode) OnIntelPickup(p *player.Player, team uint8) bool
func (*LuaGameMode) OnPlayerDamage ¶
func (*LuaGameMode) OnPlayerJoin ¶
func (gm *LuaGameMode) OnPlayerJoin(p *player.Player)
func (*LuaGameMode) OnPlayerKill ¶
func (gm *LuaGameMode) OnPlayerKill(killer, victim *player.Player, killType protocol.KillType)
func (*LuaGameMode) OnPlayerSpawn ¶
func (gm *LuaGameMode) OnPlayerSpawn(p *player.Player)
func (*LuaGameMode) OnPlayerUpdate ¶
func (gm *LuaGameMode) OnPlayerUpdate(p *player.Player)
func (*LuaGameMode) OnRestock ¶
func (gm *LuaGameMode) OnRestock(p *player.Player)
func (*LuaGameMode) OnWeaponFire ¶
func (gm *LuaGameMode) OnWeaponFire(p *player.Player)
func (*LuaGameMode) ShouldRotateMap ¶
func (gm *LuaGameMode) ShouldRotateMap() bool
func (*LuaGameMode) UpdateTimers ¶
func (gm *LuaGameMode) UpdateTimers() error
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