minecraft deop a player - minecraft-forge

Need help with opping and deop'ing a player in Minecraft Forge 1.12.2. I can find out if a player is opped, but I need to be able to first find out if the player is an OP, save that info, then deop the player. After some conditions are met, I must be able to OP a player again if he/she was OP.
Code to get OP
//check if payer is OP
if (plr.getServer().getPlayerList().canSendCommands(plr.getGameProfile())) {
opped = 1;
}
else {
opped = 0;
}
opped is an int.
Any help would be appreciated :)

Related

Game Maker bounce code not woking

Okay so I am making one of those scrolling shooter Galaga-type game using Game Maker Studio. I created the first enemy and set up a spawner for them. They are supposed to just fly downwards towards your ship. That worked fine. But when I made the 2nd enemy, I wanted to make it move more slowly and side-to-side. I also wanted to make them bounce off the edges of the screen. But it just won't work. I can't figure what the hell the problem is and it it driving me insane. If anyone has any ideas, please, share them with me. If you need any more info on the game i can provide it. Here is the code for the step event of the 2nd enemy:
// Control the enemy
if (y > room_height+16)
{
instance_destroy();
}
// Die code
if (armor <= 0)
{
instance_create(x, y, o_explosion_center);
instance_destroy();
}
// Bounce off edges
if (x >= room_width-16)
{
hspeed = -1;
}
if (x < 16)
{
hspeed = 1;
}
First of all, you didn't say what wasn't working. The code you posted is correct, everything depends on the expected result.
One issue I can see id if this code is used by the two enemies. You want them to have different speeds, but once they bounce, their horizontal speeds will be 1 because you set hspeed to 1 and -1. When you create them, you should set a move_speed variable, and for the bouncing, write in the step event :
hspeed = -1*move_speed //instead of hspeed = -1
and
hspeed = move_speed //instead of hspeed = 1
This way, they will keep their initial speeds.
For more help, could you please explain what doesn't work and post the creation code ?

Game Maker Studio: Top 10 Highscores (Seriously)

I feel really dumb for having to post this, but I've been trying to achieve this for an entire week now and I'm getting nowhere!
I'm trying to create a highscore board. Top 10 scores, saved to an INI file. I have searched every single thing on the entire internet ever. I just do not get it.
So what I have tried is this...
I have a "load_room" setup. When this room loads, it runs this code:
ini_open('score.ini')
ini_write_real("Save","highscore_value(1)",highscore_value(1));
ini_write_string("Save","highscore_name(1)",highscore_name(1));
ini_close();
room_goto(room0);
Then when my character dies:
myName = get_string("Enter your name for the highscore list: ","Player1"); //if they enter nothing, "Player1" will get put on the list
highscore_add(myName,score);
ini_open('score.ini')
value1=ini_write_real("Save","highscore_value(1)",0);
name1=ini_write_string("Save","highscore_name(1)","n/a");
ini_close();
highscore_clear();
highscore_add(myName,score);
score = 0;
game_restart();
I'm not worried about including the code to display the scores as I'm checking the score.ini that the game creates for the real values added.
With this, I seem to be able to save ONE score, and that's all. I need to save 10. Again, I'm sorry for asking the same age-old question, but I'm really in need of help and hoping someone out there can assist!
Thanks so much,
Lee.
Why you use save in load_room instead load?
Why you clear the table after die?
You need to use loop for save each result.
For example, loading:
highscore_clear();
ini_open("score.ini");
for (var i=1; i<=10; i++)
{
var name = ini_read_string("Save", "name" + string(i), "");
var value = ini_read_real("Save", "value" + string(i), 0);
if value != 0
highscore_add(name, value);
}
ini_close();
room_goto(room0);
Die:
myName = get_string("Enter your name for the highscore list: ","Player1");
highscore_add(myName, score);
ini_open("score.ini");
for (var i=1; i<=10; i++)
{
ini_write_string("Save", "name" + string(i), highscore_name(i));
ini_write_string("Save", "value" + string(i), string(highscore_value(i)));
}
ini_close();
score = 0;
game_restart();
And few more things...
score = 0;
You need do it when game starts, so here it is unnecessary.
get_string("Enter your name for the highscore list: ","Player1");
Did you read note in help?
NOTE: THIS FUNCTION IS FOR DEBUG USE ONLY. Should you require this functionality in your final game, please use get_string_async.
I used ini_write_string(..., ..., string(...)); instead ini_write_real() because second case will save something like 1000.000000000, and first case will save just 1000.

ON/OFF button keeps toggling through states on every touch

I don´t know what I´m doing wrong, maybe I'm sitting here way too long on my project. However, I set up a settings menu in my menuScene and I want to create a simple on-off button with a texture with this code:
if ([settingsMenuNode.name isEqualToString:#"checkmark1"]) {
if (self.checkmarkBanner == NO) {
[self.menuCheckmark1 setTexture:[SKTexture textureWithImageNamed:#"menuCheckmark"]];
self.checkmarkBanner = YES;
NSLog(#"YES");
}
if (self.checkmarkBanner == YES) {
[self.menuCheckmark1 setTexture:[SKTexture textureWithImageNamed:#"menuCheckmarkEmpty"]];
self.checkmarkBanner = NO;
NSLog(#"NO");
}
}
every time I touch on the node, I get both logs for ON & OFF at the same time.
can anyone please help me out?
checkmarkBanner is my BOOL just to set whether a banner notification during the game appears or not.
ok, thank you for your quick answers, so i´ve updated my code to this (i added some NSUserDefaults):
//CheckMarkBanner
if ([settingsMenuNode.name isEqualToString:#"checkmarkBanner"]) {
if (self.checkmarkBanner == YES) {
[self.menuCheckmark1 setTexture:[SKTexture textureWithImageNamed:#"menuCheckmarkEmpty"]];
NSString *offString = #"NO";
[[NSUserDefaults standardUserDefaults]setObject:offString forKey:#"checkmark1Banner"];
self.checkmarkBanner = [[[NSUserDefaults standardUserDefaults]stringForKey:#"checkmark1Banner"]boolValue];
NSLog(#"Banner NO");
}
else {
[self.menuCheckmark1 setTexture:[SKTexture textureWithImageNamed:#"menuCheckmark"]];
NSString *onString = #"YES";
[[NSUserDefaults standardUserDefaults]setObject:onString forKey:#"checkmark1Banner"];
self.checkmarkBanner = [[[NSUserDefaults standardUserDefaults]stringForKey:#"checkmark1Banner"]boolValue];
NSLog(#"Banner YES");
}
}

Pathfinding issues

Ok I am trying to make a dynamic pathing system so the player can move from point A to point B without having predefined paths. Note this game is all text based no graphics. The player can move in 10 directions: up, down, n, e, s, w, sw, se, nw and ne.
The map of the entire world is in a database, each row of the database contains a room or a node, each room/node has directions it's capable of going. The room may not be sequential persay. An Example:
Map Number, Room Number, Direction_N, Direction_S, Direction_E, Direction_W, etc.
1 1 1/3 1/100 1/1381 1/101
The Direction_N indicates it goes to Map 1 Room 3, Direction_S Map 1 Room 100, etc...
Ok, I reworked the code with suggestions (thank you guys by the way!) here is revised code. It seems to find the rooms now, even vast distances! But now the issue is finding the shortest path to the destination, I tried traversing the collection but the path is not coming out right...
In the image link below, I have start point in red square in center and stop point at red square at upper left. This returns visitedStartRooms = 103 and visitedStopRooms = 86, when it's only about 16 rooms.
Quess my missing piece of the puzzle is I am not sure how to sort out the rooms in those collection to gain the true shortest route.
Example of map
Here is the new code
public void findRoute(ROOM_INFO startRoom, ROOM_INFO destinationRoom)
{
Dictionary<ROOM_INFO, bool> visitedStartRooms = new Dictionary<ROOM_INFO, bool>();
Dictionary<ROOM_INFO, bool> visitedStopRooms = new Dictionary<ROOM_INFO, bool>();
List<string> directions = new List<string>();
startQueue.Enqueue(startRoom); // Queue up the initial room
destinationQueue.Enqueue(destinationRoom);
visitedStartRooms.Add(startRoom, true);// say we have been there, done that
visitedStopRooms.Add(destinationRoom, true);
string direction = "";
bool foundRoom = false;
while (startQueue.Count != 0 || destinationQueue.Count != 0)
{
ROOM_INFO currentStartRoom = startQueue.Dequeue(); // remove room from queue to check out.
ROOM_INFO currentDestinationRoom = destinationQueue.Dequeue();
ROOM_INFO startNextRoom = new ROOM_INFO();
ROOM_INFO stopNextRoom = new ROOM_INFO();
if (currentStartRoom.Equals(destinationRoom))
{
break;
}
else
{
// Start from destination and work to Start Point.
foreach (string exit in currentDestinationRoom.exitData)
{
stopNextRoom = extractMapRoom(exit); // get adjacent room
if (stopNextRoom.Equals(startRoom))
{
visitedStopRooms.Add(stopNextRoom, true);
foundRoom = true;
break;
}
if (stopNextRoom.mapNumber != 0 && stopNextRoom.roomNumber != 0)
{
if (!visitedStopRooms.ContainsKey(stopNextRoom))
{
if (visitedStartRooms.ContainsKey(stopNextRoom))
{
foundRoom = true;
}
else
{
destinationQueue.Enqueue(stopNextRoom);
visitedStopRooms.Add(stopNextRoom, true);
}
}
}
}
if (foundRoom)
{
break;
}
}
// start from the start and work way to destination point
foreach (string exit in currentStartRoom.exitData)
{
startNextRoom = extractMapRoom(exit); // get adjacent room
if (startNextRoom.Equals(destinationRoom))
{
visitedStartRooms.Add(startNextRoom, true);
foundRoom = true;
break;
}
if (startNextRoom.mapNumber != 0 && startNextRoom.roomNumber != 0)
{
if (!visitedStartRooms.ContainsKey(startNextRoom))
{
if (visitedStopRooms.ContainsKey(startNextRoom))
{
foundRoom = true;
break;
}
else
{
startQueue.Enqueue(startNextRoom);
visitedStartRooms.Add(startNextRoom, true);
}
}
}
}
if (foundRoom)
{
break;
}
}
}
You have a good start. There are a few basic improvements that will help. First, to be able to reconstruct your path, you should create a new data structure to store visited rooms. But for each entry, you want to store the room, plus the previous room in the path back to the starting point. A good data structure for this would be a dictionary where the key is the room identifier, and the value is the previous room identifier. To know if you've visited a room, you look to see if it exists in that data structure, not your openList queue. With this new structure, you can properly check if you've visited a room, and you can reconstruct the path back by repeatedly looking up the previous room in the same structure until you get to the origination.
The second improvement will increase the performance quite a bit. Instead of just doing a breadth-first search from the start point until you bump into the destination, as you currently do, instead create matching data structures like you have for the start room search, but have them be for the destination room. After you've looked one room away from the start, look one room away from the destination. Repeat this...two rooms away from start, then two rooms away from destination.. etc., working your way out, until you discover a room that has been visited by both your search from start and your search from destination. Build the path from this room back to the start, and back to the destination, and that will be your shortest path.
The problem you are trying to solve is the shortest path problem with unweighted edges or where the weights of all edges are equal. The weight of an edge is the time/cost to move from one room to another. If the cost to move from one room to another varies depending on which pair of rooms you're talking about, then the problem is more complicated, and the algorithm you started with and for which I've suggested modifications, will not work as it is. Here are some links about it:
Shortest path (fewest nodes) for unweighted graph
http://en.wikipedia.org/wiki/Shortest_path_problem
You may also be interested in the A* algorithm which uses a different approach. It uses a hueristic approach to concentrate the search in a subset of the solution space more likely to contain the shortest path. http://en.wikipedia.org/wiki/A%2a_search_algorithm
But A* is probably overkill in your case since the weight of all edges is the same between all rooms.

Drupal filter is not working properly

I'm not sure how to ask it, so if you need anymore additional information, please ask for it!
Situation
I've got a website in three languages. I got a lot of customer cases online each connected to a sector (depending in which sector they belong). Each sector and reference has it's own unique nid.
In my template.php it's stated like this:
if ('sector' == $vars['node']->type) {
$lang = '/'.$vars['language'].'/';
$key_path = $_SERVER['REQUEST_URI'];
$key_path = substr_count($key_path, $lang) ? substr($key_path, strlen($lang)) : $key_path;
if (strpos($key_path, '?')) $key_path = substr_replace($key_path, '', strpos($key_path, '?'));
if (strpos($key_path, 'sectors-references') === 0) {
$view = views_get_view('references');
if (!empty($view)) {
$view->set_arguments((int)$vars['node']->nid);
$vars['content']['suffix'] = $view->render();
}
}
}
And yet, every sector shows me the same references... What do I have to change to get the correct reference under the right sector?
Usually arguments are passed to set_arguments using an array, if you pass a non-array the argument will probably be ignored which is why you're always getting the same result. Try:
$view->set_arguments(array((int)$vars['node']->nid));

Resources