Fixes code according to modern code style. Fixes a few expression bugs.

This commit is contained in:
Kamron Batman 2018-09-15 09:58:51 -07:00
parent 89eea25e5f
commit 970fd563b2
3324 changed files with 441118 additions and 433755 deletions

View file

@ -6,84 +6,82 @@ using Server.Network;
namespace Server.Commands
{
public class ConvertPlayers
{
public static void Initialize()
{
CommandSystem.Register( "ConvertPlayers", AccessLevel.Administrator, Convert_OnCommand );
}
public static void Convert_OnCommand( CommandEventArgs e )
{
e.Mobile.SendMessage( "Converting all players to PlayerMobile. You will be disconnected. Please Restart the server after the world has finished saving." );
List<Mobile> mobs = new List<Mobile>( World.Mobiles.Values );
int count = 0;
foreach ( Mobile m in mobs )
{
if ( m.Player && !(m is PlayerMobile ) )
{
count++;
m.NetState?.Dispose();
public class ConvertPlayers
{
public static void Initialize()
{
CommandSystem.Register("ConvertPlayers", AccessLevel.Administrator, Convert_OnCommand);
}
PlayerMobile pm = new PlayerMobile( m.Serial );
pm.DefaultMobileInit();
List<Item> copy = new List<Item>( m.Items );
for (int i=0;i<copy.Count;i++)
pm.AddItem( copy[i] );
CopyProps( pm, m );
for (int i=0;i<m.Skills.Length;i++)
{
pm.Skills[i].Base = m.Skills[i].Base;
pm.Skills[i].SetLockNoRelay( m.Skills[i].Lock );
}
World.Mobiles[m.Serial] = pm;
}
}
if ( count > 0 )
{
NetState.ProcessDisposedQueue();
World.Save();
Console.WriteLine( "{0} players have been converted to PlayerMobile. {1}.", count, Core.Service ? "The server is now restarting" : "Press any key to restart the server" );
if ( !Core.Service )
Console.ReadKey( true );
public static void Convert_OnCommand(CommandEventArgs e)
{
e.Mobile.SendMessage(
"Converting all players to PlayerMobile. You will be disconnected. Please Restart the server after the world has finished saving.");
List<Mobile> mobs = new List<Mobile>(World.Mobiles.Values);
int count = 0;
Core.Kill( true );
}
else
{
e.Mobile.SendMessage( "Couldn't find any Players to convert." );
}
}
private static void CopyProps( Mobile to, Mobile from )
{
Type type = typeof( Mobile );
PropertyInfo[] props = type.GetProperties( BindingFlags.Public | BindingFlags.Instance );
for (int p=0;p<props.Length;p++)
{
PropertyInfo prop = props[p];
if ( prop.CanRead && prop.CanWrite )
{
try
{
prop.SetValue( to, prop.GetValue( from, null ), null );
}
catch
{
}
}
}
}
}
}
foreach (Mobile m in mobs)
if (m.Player && !(m is PlayerMobile))
{
count++;
m.NetState?.Dispose();
PlayerMobile pm = new PlayerMobile(m.Serial);
pm.DefaultMobileInit();
List<Item> copy = new List<Item>(m.Items);
for (int i = 0; i < copy.Count; i++)
pm.AddItem(copy[i]);
CopyProps(pm, m);
for (int i = 0; i < m.Skills.Length; i++)
{
pm.Skills[i].Base = m.Skills[i].Base;
pm.Skills[i].SetLockNoRelay(m.Skills[i].Lock);
}
World.Mobiles[m.Serial] = pm;
}
if (count > 0)
{
NetState.ProcessDisposedQueue();
World.Save();
Console.WriteLine("{0} players have been converted to PlayerMobile. {1}.", count,
Core.Service ? "The server is now restarting" : "Press any key to restart the server");
if (!Core.Service)
Console.ReadKey(true);
Core.Kill(true);
}
else
{
e.Mobile.SendMessage("Couldn't find any Players to convert.");
}
}
private static void CopyProps(Mobile to, Mobile from)
{
Type type = typeof(Mobile);
PropertyInfo[] props = type.GetProperties(BindingFlags.Public | BindingFlags.Instance);
for (int p = 0; p < props.Length; p++)
{
PropertyInfo prop = props[p];
if (prop.CanRead && prop.CanWrite)
try
{
prop.SetValue(to, prop.GetValue(from, null), null);
}
catch
{
}
}
}
}
}