Changes properties to use automatic property initializers
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623 changed files with 13072 additions and 19304 deletions
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@ -18,18 +18,14 @@ namespace Server.Factions.AI
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public class Reaction
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{
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private Faction m_Faction;
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private ReactionType m_Type;
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public Faction Faction { get; }
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public Faction Faction => m_Faction;
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public ReactionType Type{ get => m_Type;
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set => m_Type = value;
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}
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public ReactionType Type { get; set; }
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public Reaction( Faction faction, ReactionType type )
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{
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m_Faction = faction;
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m_Type = type;
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Faction = faction;
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Type = type;
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}
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public Reaction( GenericReader reader )
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@ -40,8 +36,8 @@ namespace Server.Factions.AI
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{
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case 0:
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{
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m_Faction = Faction.ReadReference( reader );
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m_Type = (ReactionType) reader.ReadEncodedInt();
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Faction = Faction.ReadReference( reader );
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Type = (ReactionType) reader.ReadEncodedInt();
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break;
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}
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@ -52,27 +48,20 @@ namespace Server.Factions.AI
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{
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writer.WriteEncodedInt( (int) 0 ); // version
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Faction.WriteReference( writer, m_Faction );
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writer.WriteEncodedInt( (int) m_Type );
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Faction.WriteReference( writer, Faction );
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writer.WriteEncodedInt( (int) Type );
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}
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}
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public class Orders
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{
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private BaseFactionGuard m_Guard;
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private List<Reaction> m_Reactions;
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private MovementType m_Movement;
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private Mobile m_Follow;
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public BaseFactionGuard Guard => m_Guard;
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public BaseFactionGuard Guard { get; }
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public MovementType Movement{ get => m_Movement;
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set => m_Movement = value;
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}
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public Mobile Follow{ get => m_Follow;
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set => m_Follow = value;
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}
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public MovementType Movement { get; set; }
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public Mobile Follow { get; set; }
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public Reaction GetReaction( Faction faction )
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{
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@ -86,7 +75,7 @@ namespace Server.Factions.AI
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return reaction;
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}
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reaction = new Reaction( faction, ( faction == null || faction == m_Guard.Faction ) ? ReactionType.Ignore : ReactionType.Attack );
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reaction = new Reaction( faction, ( faction == null || faction == Guard.Faction ) ? ReactionType.Ignore : ReactionType.Attack );
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m_Reactions.Add( reaction );
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return reaction;
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@ -101,14 +90,14 @@ namespace Server.Factions.AI
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public Orders( BaseFactionGuard guard )
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{
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m_Guard = guard;
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Guard = guard;
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m_Reactions = new List<Reaction>();
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m_Movement = MovementType.Patrol;
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Movement = MovementType.Patrol;
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}
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public Orders( BaseFactionGuard guard, GenericReader reader )
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{
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m_Guard = guard;
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Guard = guard;
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int version = reader.ReadEncodedInt();
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@ -116,7 +105,7 @@ namespace Server.Factions.AI
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{
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case 1:
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{
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m_Follow = reader.ReadMobile();
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Follow = reader.ReadMobile();
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goto case 0;
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}
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case 0:
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@ -127,7 +116,7 @@ namespace Server.Factions.AI
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for ( int i = 0; i < count; ++i )
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m_Reactions.Add( new Reaction( reader ) );
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m_Movement = (MovementType)reader.ReadEncodedInt();
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Movement = (MovementType)reader.ReadEncodedInt();
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break;
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}
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@ -138,14 +127,14 @@ namespace Server.Factions.AI
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{
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writer.WriteEncodedInt( (int) 1 ); // version
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writer.Write( (Mobile) m_Follow );
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writer.Write( (Mobile) Follow );
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writer.WriteEncodedInt( (int) m_Reactions.Count );
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for ( int i = 0; i < m_Reactions.Count; ++i )
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m_Reactions[i].Serialize( writer );
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writer.WriteEncodedInt( (int) m_Movement );
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writer.WriteEncodedInt( (int) Movement );
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}
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}
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}
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