Fixes code according to modern code style. Fixes a few expression bugs.
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89eea25e5f
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3324 changed files with 441118 additions and 433755 deletions
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@ -1,80 +1,78 @@
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using System;
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using Server.Commands;
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using System.Collections.Generic;
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using Server.Commands;
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namespace Server.Factions
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{
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public class Generator
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{
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public static void Initialize()
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{
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CommandSystem.Register( "GenerateFactions", AccessLevel.Administrator, GenerateFactions_OnCommand );
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}
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public class Generator
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{
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public static void Initialize()
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{
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CommandSystem.Register("GenerateFactions", AccessLevel.Administrator, GenerateFactions_OnCommand);
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}
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public static void GenerateFactions_OnCommand( CommandEventArgs e )
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{
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new FactionPersistance();
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public static void GenerateFactions_OnCommand(CommandEventArgs e)
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{
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new FactionPersistance();
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List<Faction> factions = Faction.Factions;
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List<Faction> factions = Faction.Factions;
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foreach ( Faction faction in factions )
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Generate( faction );
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foreach (Faction faction in factions)
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Generate(faction);
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List<Town> towns = Town.Towns;
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List<Town> towns = Town.Towns;
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foreach ( Town town in towns )
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Generate( town );
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}
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foreach (Town town in towns)
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Generate(town);
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}
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public static void Generate( Town town )
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{
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Map facet = Faction.Facet;
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public static void Generate(Town town)
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{
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Map facet = Faction.Facet;
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TownDefinition def = town.Definition;
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TownDefinition def = town.Definition;
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if ( !CheckExistance( def.Monolith, facet, typeof( TownMonolith ) ) )
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{
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TownMonolith mono = new TownMonolith( town );
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mono.MoveToWorld( def.Monolith, facet );
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mono.Sigil = new Sigil( town );
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}
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if (!CheckExistance(def.Monolith, facet, typeof(TownMonolith)))
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{
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TownMonolith mono = new TownMonolith(town);
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mono.MoveToWorld(def.Monolith, facet);
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mono.Sigil = new Sigil(town);
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}
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if ( !CheckExistance( def.TownStone, facet, typeof( TownStone ) ) )
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new TownStone( town ).MoveToWorld( def.TownStone, facet );
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}
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if (!CheckExistance(def.TownStone, facet, typeof(TownStone)))
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new TownStone(town).MoveToWorld(def.TownStone, facet);
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}
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public static void Generate( Faction faction )
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{
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Map facet = Faction.Facet;
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public static void Generate(Faction faction)
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{
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Map facet = Faction.Facet;
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List<Town> towns = Town.Towns;
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List<Town> towns = Town.Towns;
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StrongholdDefinition stronghold = faction.Definition.Stronghold;
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StrongholdDefinition stronghold = faction.Definition.Stronghold;
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if ( !CheckExistance( stronghold.JoinStone, facet, typeof( JoinStone ) ) )
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new JoinStone( faction ).MoveToWorld( stronghold.JoinStone, facet );
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if (!CheckExistance(stronghold.JoinStone, facet, typeof(JoinStone)))
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new JoinStone(faction).MoveToWorld(stronghold.JoinStone, facet);
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if ( !CheckExistance( stronghold.FactionStone, facet, typeof( FactionStone ) ) )
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new FactionStone( faction ).MoveToWorld( stronghold.FactionStone, facet );
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if (!CheckExistance(stronghold.FactionStone, facet, typeof(FactionStone)))
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new FactionStone(faction).MoveToWorld(stronghold.FactionStone, facet);
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for ( int i = 0; i < stronghold.Monoliths.Length; ++i )
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{
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Point3D monolith = stronghold.Monoliths[i];
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for (int i = 0; i < stronghold.Monoliths.Length; ++i)
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{
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Point3D monolith = stronghold.Monoliths[i];
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if ( !CheckExistance( monolith, facet, typeof( StrongholdMonolith ) ) )
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new StrongholdMonolith( towns[i], faction ).MoveToWorld( monolith, facet );
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}
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}
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if (!CheckExistance(monolith, facet, typeof(StrongholdMonolith)))
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new StrongholdMonolith(towns[i], faction).MoveToWorld(monolith, facet);
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}
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}
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private static bool CheckExistance( Point3D loc, Map facet, Type type )
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{
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foreach ( Item item in facet.GetItemsInRange( loc, 0 ) )
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{
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if ( type.IsAssignableFrom( item.GetType() ) )
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return true;
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}
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private static bool CheckExistance(Point3D loc, Map facet, Type type)
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{
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foreach (Item item in facet.GetItemsInRange(loc, 0))
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if (type.IsAssignableFrom(item.GetType()))
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return true;
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return false;
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}
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}
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return false;
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}
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}
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}
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