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Callout.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using CitizenFX.Core;
namespace PoliceMP.Server.Services.Callouts
{
public abstract class Callout : ICallout
{
public IEnumerable<Player> PlayersOnCallout { get; set; } = new List<Player>();
public abstract Task Setup();
public abstract Task Start();
public abstract Task End();
public async Task<bool> TryAddPlayerToCallout(Player player)
{
if (PlayersOnCallout.Contains(player)) return false;
var playerList = (List<Player>) PlayersOnCallout;
playerList.Add(player);
if (playerList.Count == 1)
{
Debug.WriteLine("Starting Callout");
await Start();
}
OnPlayerJoined?.Invoke(player);
return true;
}
public async Task<bool> RemovePlayerFromCallout(Player player)
{
if (!PlayersOnCallout.Contains(player)) return false;
var playerList = (List<Player>) PlayersOnCallout;
playerList.Remove(player);
if (!playerList.Any())
{
await End();
}
return true;
}
public void PlayerInteractWithPed(Player player, Ped ped)
{
OnPlayerInteractWithPed?.Invoke(player, ped);
}
public void PlayerInteractWithVehicle(Player player, Vehicle veh)
{
OnPlayerInteractWithVehicle?.Invoke(player, veh);
}
public event OnPlayerJoinedHandler OnPlayerJoined;
public event OnFirstPlayerJoinedHandler OnFirstPlayerJoined;
public event OnPlayerInteractWithPed OnPlayerInteractWithPed;
public event OnPlayerInteractWithVehicle OnPlayerInteractWithVehicle;
public event OnCalloutEndHandler OnCalloutEnd;
protected virtual void OnCalloutEnded(bool retry)
{
OnCalloutEnd?.Invoke(retry);
}
public async ValueTask DisposeAsync()
{
foreach (var onCallPlayer in PlayersOnCallout)
{
await RemovePlayerFromCallout(onCallPlayer);
}
}
}
}