Changes properties to use automatic property initializers

This commit is contained in:
Kamron Batman 2018-09-14 15:23:29 -07:00
parent f0a48ad431
commit 06fa31a7bf
623 changed files with 13072 additions and 19304 deletions

View file

@ -7,22 +7,13 @@ namespace Server.Factions
{
private Faction m_Faction;
private Mobile m_Commander;
private int m_Tithe;
private int m_Silver;
private List<PlayerState> m_Members;
private Election m_Election;
private List<FactionItem> m_FactionItems;
private List<BaseFactionTrap> m_FactionTraps;
private DateTime m_LastAtrophy;
private const int BroadcastsPerPeriod = 2;
private static readonly TimeSpan BroadcastPeriod = TimeSpan.FromHours( 1.0 );
private DateTime[] m_LastBroadcasts = new DateTime[BroadcastsPerPeriod];
public DateTime LastAtrophy{ get => m_LastAtrophy;
set => m_LastAtrophy = value;
}
public DateTime LastAtrophy { get; set; }
public bool FactionMessageReady
{
@ -38,17 +29,17 @@ namespace Server.Factions
}
}
public bool IsAtrophyReady => DateTime.UtcNow >= (m_LastAtrophy + TimeSpan.FromHours( 47.0 ));
public bool IsAtrophyReady => DateTime.UtcNow >= (LastAtrophy + TimeSpan.FromHours( 47.0 ));
public int CheckAtrophy()
{
if ( DateTime.UtcNow < (m_LastAtrophy + TimeSpan.FromHours( 47.0 )) )
if ( DateTime.UtcNow < (LastAtrophy + TimeSpan.FromHours( 47.0 )) )
return 0;
int distrib = 0;
m_LastAtrophy = DateTime.UtcNow;
LastAtrophy = DateTime.UtcNow;
List<PlayerState> members = new List<PlayerState>( m_Members );
List<PlayerState> members = new List<PlayerState>( Members );
for ( int i = 0; i < members.Count; ++i )
{
@ -83,23 +74,11 @@ namespace Server.Factions
}
}
public List<FactionItem> FactionItems
{
get => m_FactionItems;
set => m_FactionItems = value;
}
public List<FactionItem> FactionItems { get; set; }
public List<BaseFactionTrap> Traps
{
get => m_FactionTraps;
set => m_FactionTraps = value;
}
public List<BaseFactionTrap> Traps { get; set; }
public Election Election
{
get => m_Election;
set => m_Election = value;
}
public Election Election { get; set; }
public Mobile Commander
{
@ -127,32 +106,20 @@ namespace Server.Factions
}
}
public int Tithe
{
get => m_Tithe;
set => m_Tithe = value;
}
public int Tithe { get; set; }
public int Silver
{
get => m_Silver;
set => m_Silver = value;
}
public int Silver { get; set; }
public List<PlayerState> Members
{
get => m_Members;
set => m_Members = value;
}
public List<PlayerState> Members { get; set; }
public FactionState( Faction faction )
{
m_Faction = faction;
m_Tithe = 50;
m_Members = new List<PlayerState>();
m_Election = new Election( faction );
m_FactionItems = new List<FactionItem>();
m_FactionTraps = new List<BaseFactionTrap>();
Tithe = 50;
Members = new List<PlayerState>();
Election = new Election( faction );
FactionItems = new List<FactionItem>();
Traps = new List<BaseFactionTrap>();
}
public FactionState( GenericReader reader )
@ -163,7 +130,7 @@ namespace Server.Factions
{
case 5:
{
m_LastAtrophy = reader.ReadDateTime();
LastAtrophy = reader.ReadDateTime();
goto case 4;
}
case 4:
@ -184,7 +151,7 @@ namespace Server.Factions
case 2:
case 1:
{
m_Election = new Election( reader );
Election = new Election( reader );
goto case 0;
}
@ -195,7 +162,7 @@ namespace Server.Factions
m_Commander = reader.ReadMobile();
if ( version < 5 )
m_LastAtrophy = DateTime.UtcNow;
LastAtrophy = DateTime.UtcNow;
if ( version < 4 )
{
@ -205,28 +172,28 @@ namespace Server.Factions
m_LastBroadcasts[0] = time;
}
m_Tithe = reader.ReadEncodedInt();
m_Silver = reader.ReadEncodedInt();
Tithe = reader.ReadEncodedInt();
Silver = reader.ReadEncodedInt();
int memberCount = reader.ReadEncodedInt();
m_Members = new List<PlayerState>();
Members = new List<PlayerState>();
for ( int i = 0; i < memberCount; ++i )
{
PlayerState pl = new PlayerState( reader, m_Faction, m_Members );
PlayerState pl = new PlayerState( reader, m_Faction, Members );
if ( pl.Mobile != null )
m_Members.Add( pl );
Members.Add( pl );
}
m_Faction.State = this;
m_Faction.ZeroRankOffset = m_Members.Count;
m_Members.Sort();
m_Faction.ZeroRankOffset = Members.Count;
Members.Sort();
for ( int i = m_Members.Count - 1; i >= 0; i-- ) {
PlayerState player = m_Members[i];
for ( int i = Members.Count - 1; i >= 0; i-- ) {
PlayerState player = Members[i];
if ( player.KillPoints <= 0 )
m_Faction.ZeroRankOffset = i;
@ -234,7 +201,7 @@ namespace Server.Factions
player.RankIndex = i;
}
m_FactionItems = new List<FactionItem>();
FactionItems = new List<FactionItem>();
if ( version >= 2 )
{
@ -248,7 +215,7 @@ namespace Server.Factions
}
}
m_FactionTraps = new List<BaseFactionTrap>();
Traps = new List<BaseFactionTrap>();
if ( version >= 3 )
{
@ -257,7 +224,7 @@ namespace Server.Factions
for ( int i = 0; i < factionTrapCount; ++i )
{
if ( reader.ReadItem() is BaseFactionTrap trap && !trap.CheckDecay() )
m_FactionTraps.Add( trap );
Traps.Add( trap );
}
}
@ -266,47 +233,47 @@ namespace Server.Factions
}
if ( version < 1 )
m_Election = new Election( m_Faction );
Election = new Election( m_Faction );
}
public void Serialize( GenericWriter writer )
{
writer.WriteEncodedInt( (int) 5 ); // version
writer.Write( m_LastAtrophy );
writer.Write( LastAtrophy );
writer.WriteEncodedInt( (int) m_LastBroadcasts.Length );
for ( int i = 0; i < m_LastBroadcasts.Length; ++i )
writer.Write( (DateTime) m_LastBroadcasts[i] );
m_Election.Serialize( writer );
Election.Serialize( writer );
Faction.WriteReference( writer, m_Faction );
writer.Write( (Mobile) m_Commander );
writer.WriteEncodedInt( (int) m_Tithe );
writer.WriteEncodedInt( (int) m_Silver );
writer.WriteEncodedInt( (int) Tithe );
writer.WriteEncodedInt( (int) Silver );
writer.WriteEncodedInt( (int) m_Members.Count );
writer.WriteEncodedInt( (int) Members.Count );
for ( int i = 0; i < m_Members.Count; ++i )
for ( int i = 0; i < Members.Count; ++i )
{
PlayerState pl = (PlayerState) m_Members[i];
PlayerState pl = (PlayerState) Members[i];
pl.Serialize( writer );
}
writer.WriteEncodedInt( (int) m_FactionItems.Count );
writer.WriteEncodedInt( (int) FactionItems.Count );
for ( int i = 0; i < m_FactionItems.Count; ++i )
m_FactionItems[i].Serialize( writer );
for ( int i = 0; i < FactionItems.Count; ++i )
FactionItems[i].Serialize( writer );
writer.WriteEncodedInt( (int) m_FactionTraps.Count );
writer.WriteEncodedInt( (int) Traps.Count );
for ( int i = 0; i < m_FactionTraps.Count; ++i )
writer.Write( (Item) m_FactionTraps[i] );
for ( int i = 0; i < Traps.Count; ++i )
writer.Write( (Item) Traps[i] );
}
}
}