#W# Initial Commit: Avatars Conquest
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143
Scripts/Engines/Guilds/New Guild System/BaseGuildGump.cs
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143
Scripts/Engines/Guilds/New Guild System/BaseGuildGump.cs
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using System;
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using Server;
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using Server.Mobiles;
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using Server.Gumps;
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using Server.Network;
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using Server.Misc;
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namespace Server.Guilds
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{
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public abstract class BaseGuildGump : Gump
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{
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private Guild m_Guild;
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private PlayerMobile m_Player;
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protected Guild guild{ get{ return m_Guild; } }
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protected PlayerMobile player{ get{ return m_Player; } }
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public BaseGuildGump( PlayerMobile pm, Guild g ) : this( pm, g, 10, 10 )
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{
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}
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public BaseGuildGump( PlayerMobile pm, Guild g, int x, int y ) : base( x, y )
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{
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m_Guild = g;
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m_Player = pm;
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pm.CloseGump( typeof( BaseGuildGump ) );
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}
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//There's prolly a way to have all the vars set of inherited classes before something is called in the Ctor... but... I can't think of it right now, and I can't use Timer.DelayCall here :<
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public virtual void PopulateGump()
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{
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AddPage( 0 );
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AddBackground( 0, 0, 600, 440, 0x24AE );
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AddBackground( 66, 40, 150, 26, 0x2486 );
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AddButton( 71, 45, 0x845, 0x846, 1, GumpButtonType.Reply, 0 );
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AddHtmlLocalized( 96, 43, 110, 26, 1063014, 0x0, false, false ); // My Guild
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AddBackground( 236, 40, 150, 26, 0x2486 );
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AddButton( 241, 45, 0x845, 0x846, 2, GumpButtonType.Reply, 0 );
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AddHtmlLocalized( 266, 43, 110, 26, 1062974, 0x0, false, false ); // Guild Roster
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AddBackground( 401, 40, 150, 26, 0x2486 );
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AddButton( 406, 45, 0x845, 0x846, 3, GumpButtonType.Reply, 0 );
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AddHtmlLocalized( 431, 43, 110, 26, 1062978, 0x0, false, false ); // Diplomacy
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AddPage( 1 );
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}
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public override void OnResponse( NetState sender, RelayInfo info )
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{
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PlayerMobile pm = sender.Mobile as PlayerMobile;
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if( !IsMember( pm, guild ) )
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return;
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switch( info.ButtonID )
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{
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case 1:
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{
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pm.SendGump( new GuildInfoGump( pm, guild ) );
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break;
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}
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case 2:
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{
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pm.SendGump( new GuildRosterGump( pm, guild ) );
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break;
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}
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case 3:
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{
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pm.SendGump( new GuildDiplomacyGump( pm, guild ) );
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break;
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}
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}
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}
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public static bool IsLeader( Mobile m, Guild g )
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{
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return !( m.Deleted || g.Disbanded || !( m is PlayerMobile ) || (m.AccessLevel < AccessLevel.GameMaster && g.Leader != m) );
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}
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public static bool IsMember( Mobile m, Guild g )
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{
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return !( m.Deleted || g.Disbanded || !( m is PlayerMobile ) || (m.AccessLevel < AccessLevel.GameMaster && !g.IsMember( m )) );
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}
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public static bool CheckProfanity( string s )
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{
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return CheckProfanity( s, 50 );
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}
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public static bool CheckProfanity( string s, int maxLength )
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{
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//return NameVerification.Validate( s, 1, 50, true, true, false, int.MaxValue, ProfanityProtection.Exceptions, ProfanityProtection.Disallowed, ProfanityProtection.StartDisallowed ); //What am I doing wrong, this still allows chars like the <3 symbol... 3 AM. someone change this to use this
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//With testing on OSI, Guild stuff seems to follow a 'simpler' method of profanity protection
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if( s.Length < 1 || s.Length > maxLength )
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return false;
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char[] exceptions = ProfanityProtection.Exceptions;
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s = s.ToLower();
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for ( int i = 0; i < s.Length; ++i )
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{
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char c = s[i];
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if ( (c < 'a' || c > 'z') && (c < '0' || c > '9'))
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{
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bool except = false;
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for( int j = 0; !except && j < exceptions.Length; j++ )
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if( c == exceptions[j] )
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except = true;
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if( !except )
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return false;
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}
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}
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string[] disallowed = ProfanityProtection.Disallowed;
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for( int i = 0; i < disallowed.Length; i++ )
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{
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if ( s.IndexOf( disallowed[i] ) != -1 )
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return false;
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}
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return true;
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}
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public void AddHtmlText( int x, int y, int width, int height, TextDefinition text, bool back, bool scroll )
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{
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if ( text != null && text.Number > 0 )
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AddHtmlLocalized( x, y, width, height, text.Number, back, scroll );
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else if ( text != null && text.String != null )
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AddHtml( x, y, width, height, text.String, back, scroll );
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}
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public static string Color( string text, int color )
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{
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return String.Format( "<BASEFONT COLOR=#{0:X6}>{1}</BASEFONT>", color, text );
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}
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}
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}
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