Clean up: Bugs, LINQ, constructors, default values, and null checks (#18)
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1094 changed files with 15913 additions and 21892 deletions
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@ -241,68 +241,68 @@ namespace Server.Factions
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}
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else if (DateTime.UtcNow < m_OrdersEnd)
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{
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if (m_Town != null && m_Town.IsSheriff(from) && Town.FromRegion(Region) == m_Town)
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if (m_Town?.IsSheriff(from) != true || Town.FromRegion(Region) != m_Town)
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return;
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m_OrdersEnd = DateTime.UtcNow + TimeSpan.FromSeconds(10.0);
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bool understood = true;
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ReactionType newType = 0;
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if (Insensitive.Contains(e.Speech, "attack"))
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newType = ReactionType.Attack;
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else if (Insensitive.Contains(e.Speech, "warn"))
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newType = ReactionType.Warn;
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else if (Insensitive.Contains(e.Speech, "ignore"))
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newType = ReactionType.Ignore;
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else
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understood = false;
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if (understood)
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{
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m_OrdersEnd = DateTime.UtcNow + TimeSpan.FromSeconds(10.0);
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understood = false;
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bool understood = true;
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ReactionType newType = 0;
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if (Insensitive.Contains(e.Speech, "attack"))
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newType = ReactionType.Attack;
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else if (Insensitive.Contains(e.Speech, "warn"))
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newType = ReactionType.Warn;
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else if (Insensitive.Contains(e.Speech, "ignore"))
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newType = ReactionType.Ignore;
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else
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understood = false;
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if (understood)
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if (Insensitive.Contains(e.Speech, "civil"))
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{
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understood = false;
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ChangeReaction(null, newType);
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understood = true;
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}
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if (Insensitive.Contains(e.Speech, "civil"))
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List<Faction> factions = Faction.Factions;
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for (int i = 0; i < factions.Count; ++i)
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{
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Faction faction = factions[i];
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if (faction != m_Faction && Insensitive.Contains(e.Speech, faction.Definition.Keyword))
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{
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ChangeReaction(null, newType);
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ChangeReaction(faction, newType);
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understood = true;
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}
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List<Faction> factions = Faction.Factions;
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for (int i = 0; i < factions.Count; ++i)
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{
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Faction faction = factions[i];
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if (faction != m_Faction && Insensitive.Contains(e.Speech, faction.Definition.Keyword))
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{
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ChangeReaction(faction, newType);
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understood = true;
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}
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}
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}
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else if (Insensitive.Contains(e.Speech, "patrol"))
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{
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Home = Location;
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RangeHome = 6;
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Combatant = null;
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Orders.Movement = MovementType.Patrol;
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Say(1005146); // This spot looks like it needs protection! I shall guard it with my life.
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understood = true;
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}
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else if (Insensitive.Contains(e.Speech, "follow"))
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{
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Home = Location;
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RangeHome = 6;
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Combatant = null;
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Orders.Follow = from;
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Orders.Movement = MovementType.Follow;
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Say(1005144); // Yes, Sire.
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understood = true;
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}
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if (!understood)
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Say(1042183); // I'm sorry, I don't understand your orders...
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}
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else if (Insensitive.Contains(e.Speech, "patrol"))
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{
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Home = Location;
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RangeHome = 6;
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Combatant = null;
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Orders.Movement = MovementType.Patrol;
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Say(1005146); // This spot looks like it needs protection! I shall guard it with my life.
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understood = true;
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}
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else if (Insensitive.Contains(e.Speech, "follow"))
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{
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Home = Location;
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RangeHome = 6;
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Combatant = null;
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Orders.Follow = from;
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Orders.Movement = MovementType.Follow;
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Say(1005144); // Yes, Sire.
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understood = true;
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}
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if (!understood)
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Say(1042183); // I'm sorry, I don't understand your orders...
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}
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}
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}
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@ -525,4 +525,4 @@ namespace Server.Factions
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Delete();
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}
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}
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}
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}
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