├── .vs
└── slnx.sqlite
├── Screenshots
├── AfterGame.png
├── JesterWin.png
├── MiniJester.png
├── MiniJester.xcf
├── MiniJesterBG.png
├── JesterAnnouncement.png
└── JesterConfirmation.png
├── Jester
├── Jester.csproj
├── Class.cs
└── GameEventListener.cs
├── Jester.sln
├── .gitattributes
├── README.md
└── .gitignore
/.vs/slnx.sqlite:
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https://raw.githubusercontent.com/Maartii/Jester/HEAD/.vs/slnx.sqlite
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/Screenshots/AfterGame.png:
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https://raw.githubusercontent.com/Maartii/Jester/HEAD/Screenshots/AfterGame.png
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/Screenshots/JesterWin.png:
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https://raw.githubusercontent.com/Maartii/Jester/HEAD/Screenshots/JesterWin.png
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/Screenshots/MiniJester.png:
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https://raw.githubusercontent.com/Maartii/Jester/HEAD/Screenshots/MiniJester.png
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/Screenshots/MiniJester.xcf:
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https://raw.githubusercontent.com/Maartii/Jester/HEAD/Screenshots/MiniJester.xcf
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/Screenshots/MiniJesterBG.png:
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https://raw.githubusercontent.com/Maartii/Jester/HEAD/Screenshots/MiniJesterBG.png
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/Screenshots/JesterAnnouncement.png:
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https://raw.githubusercontent.com/Maartii/Jester/HEAD/Screenshots/JesterAnnouncement.png
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/Screenshots/JesterConfirmation.png:
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https://raw.githubusercontent.com/Maartii/Jester/HEAD/Screenshots/JesterConfirmation.png
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/Jester/Jester.csproj:
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1 |
2 |
3 |
4 | netstandard2.1
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
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/Jester/Class.cs:
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1 | using System;
2 | using System.Threading.Tasks;
3 | using Impostor.Api.Events.Managers;
4 | using Impostor.Api.Plugins;
5 | using Impostor.Plugins.Example.Handlers;
6 | using Microsoft.Extensions.Logging;
7 |
8 | namespace Impostor.Plugins.Example
9 | {
10 | [ImpostorPlugin(
11 | package: "maartii.jester",
12 | name: "JesterPlugin",
13 | author: "Maartii",
14 | version: "1.0.0")]
15 | public class ExamplePlugin : PluginBase
16 | {
17 | private readonly ILogger _logger;
18 | // Add the line below!
19 | private readonly IEventManager _eventManager;
20 | // Add the line below!
21 | private IDisposable _unregister;
22 |
23 | public ExamplePlugin(ILogger logger, IEventManager eventManager)
24 | {
25 | _logger = logger;
26 | // Add the line below!
27 | _eventManager = eventManager;
28 | }
29 |
30 | public override ValueTask EnableAsync()
31 | {
32 | _logger.LogInformation("Example is being enabled.");
33 | // Add the line below!
34 | _unregister = _eventManager.RegisterListener(new GameEventListener(_logger));
35 | return default;
36 | }
37 |
38 | public override ValueTask DisableAsync()
39 | {
40 | _logger.LogInformation("Example is being disabled.");
41 | // Add the line below!
42 | _unregister.Dispose();
43 | return default;
44 | }
45 | }
46 | }
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/Jester.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 15
4 | VisualStudioVersion = 15.0.26124.0
5 | MinimumVisualStudioVersion = 15.0.26124.0
6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Jester", "Jester\Jester.csproj", "{E4616C2D-152F-4823-862D-0C5C83AB3838}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|Any CPU = Debug|Any CPU
11 | Debug|x64 = Debug|x64
12 | Debug|x86 = Debug|x86
13 | Release|Any CPU = Release|Any CPU
14 | Release|x64 = Release|x64
15 | Release|x86 = Release|x86
16 | EndGlobalSection
17 | GlobalSection(SolutionProperties) = preSolution
18 | HideSolutionNode = FALSE
19 | EndGlobalSection
20 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
21 | {E4616C2D-152F-4823-862D-0C5C83AB3838}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
22 | {E4616C2D-152F-4823-862D-0C5C83AB3838}.Debug|Any CPU.Build.0 = Debug|Any CPU
23 | {E4616C2D-152F-4823-862D-0C5C83AB3838}.Debug|x64.ActiveCfg = Debug|Any CPU
24 | {E4616C2D-152F-4823-862D-0C5C83AB3838}.Debug|x64.Build.0 = Debug|Any CPU
25 | {E4616C2D-152F-4823-862D-0C5C83AB3838}.Debug|x86.ActiveCfg = Debug|Any CPU
26 | {E4616C2D-152F-4823-862D-0C5C83AB3838}.Debug|x86.Build.0 = Debug|Any CPU
27 | {E4616C2D-152F-4823-862D-0C5C83AB3838}.Release|Any CPU.ActiveCfg = Release|Any CPU
28 | {E4616C2D-152F-4823-862D-0C5C83AB3838}.Release|Any CPU.Build.0 = Release|Any CPU
29 | {E4616C2D-152F-4823-862D-0C5C83AB3838}.Release|x64.ActiveCfg = Release|Any CPU
30 | {E4616C2D-152F-4823-862D-0C5C83AB3838}.Release|x64.Build.0 = Release|Any CPU
31 | {E4616C2D-152F-4823-862D-0C5C83AB3838}.Release|x86.ActiveCfg = Release|Any CPU
32 | {E4616C2D-152F-4823-862D-0C5C83AB3838}.Release|x86.Build.0 = Release|Any CPU
33 | EndGlobalSection
34 | EndGlobal
35 |
--------------------------------------------------------------------------------
/.gitattributes:
--------------------------------------------------------------------------------
1 | ###############################################################################
2 | # Set default behavior to automatically normalize line endings.
3 | ###############################################################################
4 | * text=auto
5 |
6 | ###############################################################################
7 | # Set default behavior for command prompt diff.
8 | #
9 | # This is need for earlier builds of msysgit that does not have it on by
10 | # default for csharp files.
11 | # Note: This is only used by command line
12 | ###############################################################################
13 | #*.cs diff=csharp
14 |
15 | ###############################################################################
16 | # Set the merge driver for project and solution files
17 | #
18 | # Merging from the command prompt will add diff markers to the files if there
19 | # are conflicts (Merging from VS is not affected by the settings below, in VS
20 | # the diff markers are never inserted). Diff markers may cause the following
21 | # file extensions to fail to load in VS. An alternative would be to treat
22 | # these files as binary and thus will always conflict and require user
23 | # intervention with every merge. To do so, just uncomment the entries below
24 | ###############################################################################
25 | #*.sln merge=binary
26 | #*.csproj merge=binary
27 | #*.vbproj merge=binary
28 | #*.vcxproj merge=binary
29 | #*.vcproj merge=binary
30 | #*.dbproj merge=binary
31 | #*.fsproj merge=binary
32 | #*.lsproj merge=binary
33 | #*.wixproj merge=binary
34 | #*.modelproj merge=binary
35 | #*.sqlproj merge=binary
36 | #*.wwaproj merge=binary
37 |
38 | ###############################################################################
39 | # behavior for image files
40 | #
41 | # image files are treated as binary by default.
42 | ###############################################################################
43 | #*.jpg binary
44 | #*.png binary
45 | #*.gif binary
46 |
47 | ###############################################################################
48 | # diff behavior for common document formats
49 | #
50 | # Convert binary document formats to text before diffing them. This feature
51 | # is only available from the command line. Turn it on by uncommenting the
52 | # entries below.
53 | ###############################################################################
54 | #*.doc diff=astextplain
55 | #*.DOC diff=astextplain
56 | #*.docx diff=astextplain
57 | #*.DOCX diff=astextplain
58 | #*.dot diff=astextplain
59 | #*.DOT diff=astextplain
60 | #*.pdf diff=astextplain
61 | #*.PDF diff=astextplain
62 | #*.rtf diff=astextplain
63 | #*.RTF diff=astextplain
64 |
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/README.md:
--------------------------------------------------------------------------------
1 | # Note:
2 | ## Due to time restraints I'm no longer maintaining this plugin. JohnTranQUT will probably maintain his fork [here](https://github.com/JohnTranQUT/Jester) and might update it to the new Impostor version.
3 |
4 | # Jester
5 |
6 |
7 |
8 | **If you're having issues, please try updating to the latest [experimental build](https://ci.appveyor.com/project/Impostor/Impostor/branch/dev/artifacts) of the Impostor server and the latest version of this plugin!**
9 |
10 | *Jester* is a plugin for the Among Us private server called [Impostor](https://github.com/Impostor/Impostor) that adds a new role to the game Among Us. The plugin will add a special **Jester role** to the game. The idea behind this Jester role is that if this Jester gets **voted out** during a meeting they **win**, and all other players **lose**. At the start of each game, one player will be assigned this role.
11 |
12 | This adds a special twist to the usual dynamic of Among Us and you now have to be extra careful who you vote. Your very suspicious crewmate standing on a body is probably the imposter... unless the **Jester** is among us.
13 |
14 | ## Installation
15 |
16 | 1. Set up an [Impostor server](https://github.com/Impostor/Impostor) by following the instructions on their Github page. **For now, please use the latest [experimental build](https://ci.appveyor.com/project/Impostor/Impostor/branch/dev/artifacts).**
17 | 2. Find the [latest release](https://github.com/Maartii/Jester/releases) of the plugin.
18 | 3. Drop the Jester.dll file in the `plugins` folder of your Impostor server.
19 | 4. To play with your client on your private server, see the instructions on the [Impostor](https://github.com/Impostor/Impostor) page.
20 | 5. Don't forget to open chat before you start a game! :wink:
21 |
22 | ## How it works
23 |
24 | - When the hosts clicks the 'start' button in the lobby, every player has to **open the ingame chat** to see whether they could become the Jester.
25 |
26 |
27 | Screenshot of the message (click to open)
28 |
29 |
30 |
31 | - If a player that gets the *"You're the Jester"*-message happens to be Imposter, there will be no Jester that game.
32 | - If a player that gets the *"You're the Jester"*-message happens to be a **crewmate**, that player will have the **special Jester role** that game!
33 | - You will also get a **confirmation message** during the **first meeting**. So if you're unsure if you're the Jester you can always press the emergency button.
34 |
35 |
36 | Screenshot of confirmation message (click to open)
37 |
38 |
39 |
40 | - The Jester is also a crewmate and wins when the crewmates completed all their tasks (including the Jester).
41 | - The Jester has an **additional win-condition**: if the Jester gets **voted out**, the **Jester will win** and all other players will lose.
42 | - When the Jester wins, they are shown in the victory screen with a **Elf Hat**. The other players are shown with a **Dum-sticker** to make clear that they have lost.
43 |
44 |
45 | Screenshot of this special Jester victory screen (click to open)
46 |
47 |
48 |
49 | - In the Among Us lobby, the host can use the `/jester on` and `/jester off` commands in the chat to turn the jester role on and off. Additionally, any player can write `/jester help` to get an explanation about the Jester role.
50 |
51 | ## Credits
52 |
53 | - All the developers and contributors to the [Impostor](https://github.com/Impostor/Impostor) project.
54 | - My good friend Theo who helped writing this readme.
55 | - And a huge thanks to all of my friends who helped test this plugin!
56 |
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/.gitignore:
--------------------------------------------------------------------------------
1 | ## Ignore Visual Studio temporary files, build results, and
2 | ## files generated by popular Visual Studio add-ons.
3 | ##
4 | ## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
5 |
6 | # User-specific files
7 | *.rsuser
8 | *.suo
9 | *.user
10 | *.userosscache
11 | *.sln.docstates
12 |
13 | # User-specific files (MonoDevelop/Xamarin Studio)
14 | *.userprefs
15 |
16 | # Build results
17 | [Dd]ebug/
18 | [Dd]ebugPublic/
19 | [Rr]elease/
20 | [Rr]eleases/
21 | x64/
22 | x86/
23 | [Aa][Rr][Mm]/
24 | [Aa][Rr][Mm]64/
25 | bld/
26 | [Bb]in/
27 | [Oo]bj/
28 | [Ll]og/
29 |
30 | # Visual Studio 2015/2017 cache/options directory
31 | .vs/
32 | # Uncomment if you have tasks that create the project's static files in wwwroot
33 | #wwwroot/
34 |
35 | # Visual Studio 2017 auto generated files
36 | Generated\ Files/
37 |
38 | # MSTest test Results
39 | [Tt]est[Rr]esult*/
40 | [Bb]uild[Ll]og.*
41 |
42 | # NUNIT
43 | *.VisualState.xml
44 | TestResult.xml
45 |
46 | # Build Results of an ATL Project
47 | [Dd]ebugPS/
48 | [Rr]eleasePS/
49 | dlldata.c
50 |
51 | # Benchmark Results
52 | BenchmarkDotNet.Artifacts/
53 |
54 | # .NET Core
55 | project.lock.json
56 | project.fragment.lock.json
57 | artifacts/
58 |
59 | # StyleCop
60 | StyleCopReport.xml
61 |
62 | # Files built by Visual Studio
63 | *_i.c
64 | *_p.c
65 | *_h.h
66 | *.ilk
67 | *.meta
68 | *.obj
69 | *.iobj
70 | *.pch
71 | *.pdb
72 | *.ipdb
73 | *.pgc
74 | *.pgd
75 | *.rsp
76 | *.sbr
77 | *.tlb
78 | *.tli
79 | *.tlh
80 | *.tmp
81 | *.tmp_proj
82 | *_wpftmp.csproj
83 | *.log
84 | *.vspscc
85 | *.vssscc
86 | .builds
87 | *.pidb
88 | *.svclog
89 | *.scc
90 |
91 | # Chutzpah Test files
92 | _Chutzpah*
93 |
94 | # Visual C++ cache files
95 | ipch/
96 | *.aps
97 | *.ncb
98 | *.opendb
99 | *.opensdf
100 | *.sdf
101 | *.cachefile
102 | *.VC.db
103 | *.VC.VC.opendb
104 |
105 | # Visual Studio profiler
106 | *.psess
107 | *.vsp
108 | *.vspx
109 | *.sap
110 |
111 | # Visual Studio Trace Files
112 | *.e2e
113 |
114 | # TFS 2012 Local Workspace
115 | $tf/
116 |
117 | # Guidance Automation Toolkit
118 | *.gpState
119 |
120 | # ReSharper is a .NET coding add-in
121 | _ReSharper*/
122 | *.[Rr]e[Ss]harper
123 | *.DotSettings.user
124 |
125 | # JustCode is a .NET coding add-in
126 | .JustCode
127 |
128 | # TeamCity is a build add-in
129 | _TeamCity*
130 |
131 | # DotCover is a Code Coverage Tool
132 | *.dotCover
133 |
134 | # AxoCover is a Code Coverage Tool
135 | .axoCover/*
136 | !.axoCover/settings.json
137 |
138 | # Visual Studio code coverage results
139 | *.coverage
140 | *.coveragexml
141 |
142 | # NCrunch
143 | _NCrunch_*
144 | .*crunch*.local.xml
145 | nCrunchTemp_*
146 |
147 | # MightyMoose
148 | *.mm.*
149 | AutoTest.Net/
150 |
151 | # Web workbench (sass)
152 | .sass-cache/
153 |
154 | # Installshield output folder
155 | [Ee]xpress/
156 |
157 | # DocProject is a documentation generator add-in
158 | DocProject/buildhelp/
159 | DocProject/Help/*.HxT
160 | DocProject/Help/*.HxC
161 | DocProject/Help/*.hhc
162 | DocProject/Help/*.hhk
163 | DocProject/Help/*.hhp
164 | DocProject/Help/Html2
165 | DocProject/Help/html
166 |
167 | # Click-Once directory
168 | publish/
169 |
170 | # Publish Web Output
171 | *.[Pp]ublish.xml
172 | *.azurePubxml
173 | # Note: Comment the next line if you want to checkin your web deploy settings,
174 | # but database connection strings (with potential passwords) will be unencrypted
175 | *.pubxml
176 | *.publishproj
177 |
178 | # Microsoft Azure Web App publish settings. Comment the next line if you want to
179 | # checkin your Azure Web App publish settings, but sensitive information contained
180 | # in these scripts will be unencrypted
181 | PublishScripts/
182 |
183 | # NuGet Packages
184 | *.nupkg
185 | # The packages folder can be ignored because of Package Restore
186 | **/[Pp]ackages/*
187 | # except build/, which is used as an MSBuild target.
188 | !**/[Pp]ackages/build/
189 | # Uncomment if necessary however generally it will be regenerated when needed
190 | #!**/[Pp]ackages/repositories.config
191 | # NuGet v3's project.json files produces more ignorable files
192 | *.nuget.props
193 | *.nuget.targets
194 |
195 | # Microsoft Azure Build Output
196 | csx/
197 | *.build.csdef
198 |
199 | # Microsoft Azure Emulator
200 | ecf/
201 | rcf/
202 |
203 | # Windows Store app package directories and files
204 | AppPackages/
205 | BundleArtifacts/
206 | Package.StoreAssociation.xml
207 | _pkginfo.txt
208 | *.appx
209 |
210 | # Visual Studio cache files
211 | # files ending in .cache can be ignored
212 | *.[Cc]ache
213 | # but keep track of directories ending in .cache
214 | !?*.[Cc]ache/
215 |
216 | # Others
217 | ClientBin/
218 | ~$*
219 | *~
220 | *.dbmdl
221 | *.dbproj.schemaview
222 | *.jfm
223 | *.pfx
224 | *.publishsettings
225 | orleans.codegen.cs
226 |
227 | # Including strong name files can present a security risk
228 | # (https://github.com/github/gitignore/pull/2483#issue-259490424)
229 | #*.snk
230 |
231 | # Since there are multiple workflows, uncomment next line to ignore bower_components
232 | # (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
233 | #bower_components/
234 |
235 | # RIA/Silverlight projects
236 | Generated_Code/
237 |
238 | # Backup & report files from converting an old project file
239 | # to a newer Visual Studio version. Backup files are not needed,
240 | # because we have git ;-)
241 | _UpgradeReport_Files/
242 | Backup*/
243 | UpgradeLog*.XML
244 | UpgradeLog*.htm
245 | ServiceFabricBackup/
246 | *.rptproj.bak
247 |
248 | # SQL Server files
249 | *.mdf
250 | *.ldf
251 | *.ndf
252 |
253 | # Business Intelligence projects
254 | *.rdl.data
255 | *.bim.layout
256 | *.bim_*.settings
257 | *.rptproj.rsuser
258 | *- Backup*.rdl
259 |
260 | # Microsoft Fakes
261 | FakesAssemblies/
262 |
263 | # GhostDoc plugin setting file
264 | *.GhostDoc.xml
265 |
266 | # Node.js Tools for Visual Studio
267 | .ntvs_analysis.dat
268 | node_modules/
269 |
270 | # Visual Studio 6 build log
271 | *.plg
272 |
273 | # Visual Studio 6 workspace options file
274 | *.opt
275 |
276 | # Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
277 | *.vbw
278 |
279 | # Visual Studio LightSwitch build output
280 | **/*.HTMLClient/GeneratedArtifacts
281 | **/*.DesktopClient/GeneratedArtifacts
282 | **/*.DesktopClient/ModelManifest.xml
283 | **/*.Server/GeneratedArtifacts
284 | **/*.Server/ModelManifest.xml
285 | _Pvt_Extensions
286 |
287 | # Paket dependency manager
288 | .paket/paket.exe
289 | paket-files/
290 |
291 | # FAKE - F# Make
292 | .fake/
293 |
294 | # JetBrains Rider
295 | .idea/
296 | *.sln.iml
297 |
298 | # CodeRush personal settings
299 | .cr/personal
300 |
301 | # Python Tools for Visual Studio (PTVS)
302 | __pycache__/
303 | *.pyc
304 |
305 | # Cake - Uncomment if you are using it
306 | # tools/**
307 | # !tools/packages.config
308 |
309 | # Tabs Studio
310 | *.tss
311 |
312 | # Telerik's JustMock configuration file
313 | *.jmconfig
314 |
315 | # BizTalk build output
316 | *.btp.cs
317 | *.btm.cs
318 | *.odx.cs
319 | *.xsd.cs
320 |
321 | # OpenCover UI analysis results
322 | OpenCover/
323 |
324 | # Azure Stream Analytics local run output
325 | ASALocalRun/
326 |
327 | # MSBuild Binary and Structured Log
328 | *.binlog
329 |
330 | # NVidia Nsight GPU debugger configuration file
331 | *.nvuser
332 |
333 | # MFractors (Xamarin productivity tool) working folder
334 | .mfractor/
335 |
336 | # Local History for Visual Studio
337 | .localhistory/
338 |
339 | # BeatPulse healthcheck temp database
340 | healthchecksdb
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/Jester/GameEventListener.cs:
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1 | using Impostor.Api.Events;
2 | using Impostor.Api.Events.Player;
3 | using Impostor.Api.Net;
4 | using Impostor.Api.Net.Inner.Objects;
5 | using Impostor.Api.Innersloth;
6 | using Impostor.Api.Innersloth.Customization;
7 | using Microsoft.Extensions.Logging;
8 | using System.Collections.Generic;
9 | using System.Threading.Tasks;
10 | using System;
11 |
12 | namespace Impostor.Plugins.Example.Handlers
13 | {
14 | ///
15 | /// A class that listens for two events.
16 | /// It may be more but this is just an example.
17 | ///
18 | /// Make sure your class implements .
19 | ///
20 |
21 |
22 | public class GameEventListener : IEventListener
23 | {
24 | private readonly ILogger _logger;
25 |
26 | static System.Random rnd = new System.Random();
27 |
28 | struct JesterGame
29 | {
30 | public int JesterClientId;
31 | public bool JesterOn;
32 | public bool JesterWin;
33 | public bool JesterImp;
34 | public bool GameEnded;
35 | public bool CountingDown;
36 | public bool JesterInGame;
37 | public string Jestername;
38 | }
39 |
40 | Dictionary JesterGames = new Dictionary();
41 |
42 | public GameEventListener(ILogger logger)
43 | {
44 | _logger = logger;
45 | }
46 |
47 | ///
48 | /// An example event listener.
49 | ///
50 | ///
51 | /// The event you want to listen for.
52 | ///
53 |
54 | private async Task ServerSendChatToPlayerAsync(string text, IInnerPlayerControl player)
55 | {
56 | string playername = player.PlayerInfo.PlayerName;
57 | await player.SetNameAsync($"PrivateMsg").ConfigureAwait(false);
58 | await player.SendChatToPlayerAsync($"{text}", player).ConfigureAwait(false);
59 | await player.SetNameAsync(playername);
60 | }
61 |
62 | private async Task ServerSendChatAsync(string text, IInnerPlayerControl player)
63 | {
64 | string playername = player.PlayerInfo.PlayerName;
65 | await player.SetNameAsync($"PublicMsg").ConfigureAwait(false);
66 | await player.SendChatAsync($"{text}").ConfigureAwait(false);
67 | await player.SetNameAsync(playername);
68 | }
69 |
70 | [EventListener]
71 | public void OnGameCreated(IGameCreatedEvent e)
72 | {
73 | JesterGame jgame = new JesterGame();
74 | jgame.JesterOn = true;
75 | jgame.JesterWin = false;
76 | jgame.JesterImp = false;
77 | jgame.GameEnded = false;
78 | jgame.CountingDown = false;
79 | jgame.JesterInGame = false;
80 | JesterGames.Add(e.Game.Code, jgame);
81 | }
82 |
83 | [EventListener]
84 | public void OnSetStartCounter(IPlayerSetStartCounterEvent e)
85 | {
86 | if (e.SecondsLeft == 5)
87 | {
88 | JesterGame jgame = JesterGames[e.Game.Code];
89 | jgame.CountingDown = true;
90 | JesterGames[e.Game.Code] = jgame;
91 |
92 | _logger.LogInformation($"Countdown started.");
93 | if (JesterGames[e.Game.Code].JesterOn)
94 | {
95 | Task.Run(async () => await AssignJester(e).ConfigureAwait(false));
96 | foreach (var player in e.Game.Players)
97 | {
98 | Task.Run(async () => await MakePlayerLookAtChat(player).ConfigureAwait(false));
99 | }
100 | }
101 | }
102 | }
103 |
104 | private async Task AssignJester(IPlayerSetStartCounterEvent e)
105 | {
106 | List gameplayers = new List();
107 | foreach (var player in e.Game.Players)
108 | {
109 | gameplayers.Add(player);
110 | }
111 | int r = rnd.Next(gameplayers.Count);
112 |
113 | JesterGame jgame = JesterGames[e.Game.Code];
114 | jgame.JesterClientId = gameplayers[r].Client.Id;
115 | jgame.Jestername = gameplayers[r].Character.PlayerInfo.PlayerName;
116 | JesterGames[e.Game.Code] = jgame;
117 |
118 | foreach (IClientPlayer player in e.Game.Players)
119 | {
120 | if (jgame.JesterClientId == player.Client.Id)
121 | {
122 | await ServerSendChatToPlayerAsync($"You are the JESTER! (unless you've become an imposter)", player.Character).ConfigureAwait(false);
123 | }
124 | else
125 | {
126 | await ServerSendChatToPlayerAsync($"You are NOT the JESTER.", player.Character).ConfigureAwait(false);
127 | }
128 | }
129 | _logger.LogInformation($"- {JesterGames[e.Game.Code].Jestername} is probably the jester.");
130 | }
131 |
132 | private async Task MakePlayerLookAtChat(IClientPlayer player)
133 | {
134 | await Task.Delay(TimeSpan.FromSeconds(0.5)).ConfigureAwait(false);
135 | string playername = player.Character.PlayerInfo.PlayerName;
136 | await player.Character.SetNameAsync($"OPEN CHAT").ConfigureAwait(false);
137 | await Task.Delay(TimeSpan.FromSeconds(3)).ConfigureAwait(false);
138 | await player.Character.SetNameAsync(playername).ConfigureAwait(false);
139 | }
140 |
141 | [EventListener]
142 | public void OnGamePlayerJoined(IGamePlayerJoinedEvent e)
143 | {
144 | if (JesterGames[e.Game.Code].CountingDown)
145 | {
146 | _logger.LogInformation($"Assigning Jester interrupted. {JesterGames[e.Game.Code].Jestername} is NOT the jester.");
147 | Task.Run(async () => await SorryNotJester(e.Game.GetClientPlayer(JesterGames[e.Game.Code].JesterClientId)).ConfigureAwait(false));
148 |
149 | JesterGame jgame = JesterGames[e.Game.Code];
150 | jgame.CountingDown = false;
151 | JesterGames[e.Game.Code] = jgame;
152 | }
153 | }
154 |
155 | [EventListener]
156 | public void OnGamePlayerLeft(IGamePlayerLeftEvent e)
157 | {
158 | if (JesterGames[e.Game.Code].CountingDown)
159 | {
160 | _logger.LogInformation($"Assigning Jester interrupted. {JesterGames[e.Game.Code].Jestername} is NOT the jester.");
161 | Task.Run(async () => await SorryNotJester(e.Game.GetClientPlayer(JesterGames[e.Game.Code].JesterClientId)).ConfigureAwait(false));
162 |
163 | JesterGame jgame = JesterGames[e.Game.Code];
164 | jgame.CountingDown = false;
165 | JesterGames[e.Game.Code] = jgame;
166 | }
167 | }
168 |
169 | private async Task SorryNotJester(IClientPlayer player)
170 | {
171 | await ServerSendChatToPlayerAsync($"Startup interrupted. You're NOT the Jester.", player.Character).ConfigureAwait(false);
172 | }
173 |
174 | [EventListener]
175 | public void OnGameStarted(IGameStartedEvent e)
176 | {
177 | JesterGame jgame = JesterGames[e.Game.Code];
178 | jgame.GameEnded = false;
179 | jgame.CountingDown = false;
180 | jgame.JesterInGame = false;
181 | jgame.JesterWin = false;
182 | jgame.JesterImp = false;
183 | JesterGames[e.Game.Code] = jgame;
184 |
185 | _logger.LogInformation($"Game is starting.");
186 | if (JesterGames[e.Game.Code].JesterOn)
187 | {
188 | Task.Run(async () => await InformJester(e).ConfigureAwait(false));
189 | }
190 | // This prints out for all players if they are impostor or crewmate.
191 | foreach (var player in e.Game.Players)
192 | {
193 | if (JesterGames[e.Game.Code].JesterOn && (player.Character.PlayerInfo.HatId == 27 || player.Character.PlayerInfo.HatId == 84))
194 | {
195 | Task.Run(async () => await OffWithYourHat(player).ConfigureAwait(false));
196 | }
197 | var info = player.Character.PlayerInfo;
198 | var isImpostor = info.IsImpostor;
199 | if (isImpostor)
200 | {
201 | _logger.LogInformation($"- {info.PlayerName} is an impostor.");
202 | }
203 | else
204 | {
205 | _logger.LogInformation($"- {info.PlayerName} is a crewmate.");
206 | }
207 | }
208 | }
209 |
210 | private async Task InformJester(IGameStartedEvent e)
211 | {
212 | if (e.Game.GetClientPlayer(JesterGames[e.Game.Code].JesterClientId).Character.PlayerInfo.IsImpostor)
213 | {
214 | _logger.LogInformation($"- {e.Game.GetClientPlayer(JesterGames[e.Game.Code].JesterClientId).Character.PlayerInfo.PlayerName} isn't jester but impostor.");
215 | _ = ServerSendChatToPlayerAsync($"You happen to be IMPOSTER! No Jester this game.", e.Game.GetClientPlayer(JesterGames[e.Game.Code].JesterClientId).Character).ConfigureAwait(false);
216 |
217 | JesterGame jgame = JesterGames[e.Game.Code];
218 | jgame.JesterImp = true;
219 | JesterGames[e.Game.Code] = jgame;
220 | }
221 | else
222 | {
223 | _logger.LogInformation($"- {e.Game.GetClientPlayer(JesterGames[e.Game.Code].JesterClientId).Character.PlayerInfo.PlayerName} is indeed jester.");
224 | _ = ServerSendChatToPlayerAsync($"You're indeed the JESTER!", e.Game.GetClientPlayer(JesterGames[e.Game.Code].JesterClientId).Character).ConfigureAwait(false);
225 |
226 | JesterGame jgame = JesterGames[e.Game.Code];
227 | jgame.JesterInGame = true;
228 | JesterGames[e.Game.Code] = jgame;
229 | }
230 | }
231 |
232 | private async Task OffWithYourHat(IClientPlayer player)
233 | {
234 | await player.Character.SetHatAsync(HatType.NoHat).ConfigureAwait(false);
235 | }
236 |
237 | [EventListener]
238 | public void OnPlayerExiled(IPlayerExileEvent e)
239 | {
240 | if (JesterGames[e.Game.Code].JesterInGame && e.PlayerControl == e.Game.GetClientPlayer(JesterGames[e.Game.Code].JesterClientId).Character)
241 | {
242 | JesterGame jgame = JesterGames[e.Game.Code];
243 | jgame.JesterWin = true;
244 | JesterGames[e.Game.Code] = jgame;
245 |
246 | _logger.LogInformation($"Jester has won!");
247 | Task.Run(async () => await TurnTheTables(e).ConfigureAwait(false));
248 | }
249 | }
250 |
251 | private async Task TurnTheTables(IPlayerExileEvent e)
252 | {
253 | await e.Game.GetClientPlayer(JesterGames[e.Game.Code].JesterClientId).Character.SetHatAsync(HatType.ElfHat).ConfigureAwait(false);
254 | foreach (var player in e.Game.Players)
255 | {
256 | if (player.Client.Id != JesterGames[e.Game.Code].JesterClientId)
257 | {
258 | await player.Character.SetHatAsync(HatType.DumSticker).ConfigureAwait(false);
259 | }
260 | }
261 | foreach (var player in e.Game.Players)
262 | {
263 | if (!player.Character.PlayerInfo.IsDead && player.Character.PlayerInfo.IsImpostor)
264 | {
265 | _logger.LogInformation($"- {player.Character.PlayerInfo.PlayerName} is murdered by plugin.");
266 | await player.Character.SetMurderedByAsync(player);
267 | }
268 | }
269 |
270 | }
271 |
272 | [EventListener]
273 | public void OnGameEnded(IGameEndedEvent e)
274 | {
275 | _logger.LogInformation($"Game has ended.");
276 |
277 | JesterGame jgame = JesterGames[e.Game.Code];
278 | jgame.GameEnded = true;
279 | JesterGames[e.Game.Code] = jgame;
280 | }
281 |
282 | [EventListener]
283 | public void OnPlayerSpawned(IPlayerSpawnedEvent e)
284 | {
285 | if (JesterGames[e.Game.Code].GameEnded && (JesterGames[e.Game.Code].JesterInGame || JesterGames[e.Game.Code].JesterImp))
286 | {
287 | Task.Run(async () => await JesterAnnouncement(e).ConfigureAwait(false));
288 | }
289 | }
290 |
291 | private async Task JesterAnnouncement(IPlayerSpawnedEvent e)
292 | {
293 | if (JesterGames[e.Game.Code].JesterWin)
294 | {
295 | await Task.Delay(TimeSpan.FromSeconds(5)).ConfigureAwait(false);
296 | await ServerSendChatToPlayerAsync($"{JesterGames[e.Game.Code].Jestername} was Jester and won by getting ejected!", e.PlayerControl).ConfigureAwait(false);
297 | }
298 | else if (JesterGames[e.Game.Code].JesterImp)
299 | {
300 | await Task.Delay(TimeSpan.FromSeconds(5)).ConfigureAwait(false);
301 | await ServerSendChatToPlayerAsync($"{JesterGames[e.Game.Code].Jestername} was Jester!, but became an impostor instead.", e.PlayerControl).ConfigureAwait(false);
302 | }
303 | else
304 | {
305 | await Task.Delay(TimeSpan.FromSeconds(5)).ConfigureAwait(false);
306 | await ServerSendChatToPlayerAsync($"{JesterGames[e.Game.Code].Jestername} was Jester, but didn't get voted out.", e.PlayerControl).ConfigureAwait(false);
307 | }
308 | }
309 |
310 | [EventListener]
311 | public void OnGameDestroyed(IGameDestroyedEvent e)
312 | {
313 | JesterGames.Remove(e.Game.Code);
314 | }
315 |
316 | [EventListener]
317 | public void OnPlayerChat(IPlayerChatEvent e)
318 | {
319 | _logger.LogInformation($"{e.PlayerControl.PlayerInfo.PlayerName} said {e.Message}");
320 | if (e.Game.GameState == GameStates.NotStarted && !JesterGames[e.Game.Code].CountingDown && e.Message.StartsWith("/"))
321 | {
322 | Task.Run(async () => await RunCommands(e).ConfigureAwait(false));
323 | }
324 | }
325 |
326 | private async Task RunCommands(IPlayerChatEvent e)
327 | {
328 | switch (e.Message.ToLowerInvariant())
329 | {
330 | case "/j on":
331 | case "/jester on":
332 | if (e.ClientPlayer.IsHost)
333 | {
334 | JesterGame jgame = JesterGames[e.Game.Code];
335 | jgame.JesterOn = true;
336 | JesterGames[e.Game.Code] = jgame;
337 |
338 | await ServerSendChatAsync("The Jester role is now on!", e.PlayerControl).ConfigureAwait(false);
339 | }
340 | else
341 | {
342 | await ServerSendChatAsync("You need to be host to change roles.", e.PlayerControl).ConfigureAwait(false);
343 | }
344 | break;
345 | case "/j off":
346 | case "/jester off":
347 | if (e.ClientPlayer.IsHost)
348 | {
349 | JesterGame jgame = JesterGames[e.Game.Code];
350 | jgame.JesterOn = false;
351 | JesterGames[e.Game.Code] = jgame;
352 |
353 | await ServerSendChatAsync("The Jester role is now off!", e.PlayerControl).ConfigureAwait(false);
354 | }
355 | else
356 | {
357 | await ServerSendChatAsync("You need to be host to change roles.", e.PlayerControl).ConfigureAwait(false);
358 | }
359 | break;
360 | case "/j help":
361 | case "/jester help":
362 | await ServerSendChatAsync("When the special Jester role is on, one crewmate is Jester.", e.PlayerControl).ConfigureAwait(false);
363 | await ServerSendChatAsync("In addition to the ways in which a normal crewmate can win, the Jester can win by getting voted out.", e.PlayerControl).ConfigureAwait(false);
364 | await ServerSendChatAsync("If this happens all the other players lose, so be careful who you vote during meetings!", e.PlayerControl).ConfigureAwait(false);
365 | await ServerSendChatAsync("The host can turn the Jester role on and off by typing '/jester on' or '/jester off'.", e.PlayerControl).ConfigureAwait(false);
366 | break;
367 | default:
368 | await ServerSendChatAsync("Error. Possible commands are '/jester help', '/jester on', '/jester off'.", e.PlayerControl).ConfigureAwait(false);
369 | break;
370 | }
371 | }
372 |
373 | }
374 | }
--------------------------------------------------------------------------------