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

@ -1,251 +1,310 @@
using System;
using Server.Mobiles;
using System.Collections.Generic;
using Server.Mobiles;
namespace Server.Factions
{
public class PlayerState : IComparable
{
private int m_KillPoints;
private MerchantTitle m_MerchantTitle;
private RankDefinition m_Rank;
public class PlayerState : IComparable
{
private Town m_Finance;
private Town m_Sheriff;
private Town m_Finance;
private bool m_InvalidateRank = true;
private int m_KillPoints;
private MerchantTitle m_MerchantTitle;
private RankDefinition m_Rank;
private int m_RankIndex = -1;
public Mobile Mobile { get; }
private Town m_Sheriff;
public Faction Faction { get; }
public PlayerState(Mobile mob, Faction faction, List<PlayerState> owner)
{
Mobile = mob;
Faction = faction;
Owner = owner;
public List<PlayerState> Owner { get; }
Attach();
Invalidate();
}
public MerchantTitle MerchantTitle{ get => m_MerchantTitle;
set{ m_MerchantTitle = value; Invalidate(); } }
public Town Sheriff{ get => m_Sheriff;
set{ m_Sheriff = value; Invalidate(); } }
public Town Finance{ get => m_Finance;
set{ m_Finance = value; Invalidate(); } }
public List<SilverGivenEntry> SilverGiven { get; private set; }
public PlayerState(GenericReader reader, Faction faction, List<PlayerState> owner)
{
Faction = faction;
Owner = owner;
public int KillPoints {
get => m_KillPoints;
set {
if ( m_KillPoints != value ) {
if ( value > m_KillPoints ) {
if ( m_KillPoints <= 0 ) {
if ( value <= 0 ) {
m_KillPoints = value;
Invalidate();
return;
}
int version = reader.ReadEncodedInt();
Owner.Remove( this );
Owner.Insert( Faction.ZeroRankOffset, this );
switch (version)
{
case 1:
{
IsActive = reader.ReadBool();
LastHonorTime = reader.ReadDateTime();
goto case 0;
}
case 0:
{
Mobile = reader.ReadMobile();
m_RankIndex = Faction.ZeroRankOffset;
Faction.ZeroRankOffset++;
}
while ( ( m_RankIndex - 1 ) >= 0 ) {
PlayerState p = Owner[m_RankIndex-1] as PlayerState;
if ( value > p.KillPoints ) {
Owner[m_RankIndex] = p;
Owner[m_RankIndex-1] = this;
RankIndex--;
p.RankIndex++;
}
else
break;
}
}
else {
if ( value <= 0 ) {
if ( m_KillPoints <= 0 ) {
m_KillPoints = value;
Invalidate();
return;
}
m_KillPoints = reader.ReadEncodedInt();
m_MerchantTitle = (MerchantTitle)reader.ReadEncodedInt();
while ( ( m_RankIndex + 1 ) < Faction.ZeroRankOffset ) {
PlayerState p = Owner[m_RankIndex+1] as PlayerState;
Owner[m_RankIndex+1] = this;
Owner[m_RankIndex] = p;
RankIndex++;
p.RankIndex--;
}
Leaving = reader.ReadDateTime();
m_RankIndex = -1;
Faction.ZeroRankOffset--;
}
else {
while ( ( m_RankIndex + 1 ) < Faction.ZeroRankOffset ) {
PlayerState p = Owner[m_RankIndex+1] as PlayerState;
if ( value < p.KillPoints ) {
Owner[m_RankIndex+1] = this;
Owner[m_RankIndex] = p;
RankIndex++;
p.RankIndex--;
}
else
break;
}
}
}
break;
}
}
m_KillPoints = value;
Invalidate();
}
}
}
Attach();
}
private bool m_InvalidateRank = true;
private int m_RankIndex = -1;
public Mobile Mobile{ get; }
public int RankIndex { get => m_RankIndex;
set { if ( m_RankIndex != value ) { m_RankIndex = value; m_InvalidateRank = true; } } }
public Faction Faction{ get; }
public RankDefinition Rank {
get {
if ( m_InvalidateRank ) {
RankDefinition[] ranks = Faction.Definition.Ranks;
int percent;
public List<PlayerState> Owner{ get; }
if ( Owner.Count == 1 )
percent = 1000;
else if ( m_RankIndex == -1 )
percent = 0;
else
percent = ( ( Faction.ZeroRankOffset - m_RankIndex ) * 1000 ) / Faction.ZeroRankOffset;
public MerchantTitle MerchantTitle
{
get => m_MerchantTitle;
set
{
m_MerchantTitle = value;
Invalidate();
}
}
for ( int i = 0; i < ranks.Length; i++ ) {
RankDefinition check = ranks[i];
public Town Sheriff
{
get => m_Sheriff;
set
{
m_Sheriff = value;
Invalidate();
}
}
if ( percent >= check.Required ) {
m_Rank = check;
m_InvalidateRank = false;
break;
}
}
public Town Finance
{
get => m_Finance;
set
{
m_Finance = value;
Invalidate();
}
}
Invalidate();
}
public List<SilverGivenEntry> SilverGiven{ get; private set; }
return m_Rank;
}
}
public int KillPoints
{
get => m_KillPoints;
set
{
if (m_KillPoints != value)
{
if (value > m_KillPoints)
{
if (m_KillPoints <= 0)
{
if (value <= 0)
{
m_KillPoints = value;
Invalidate();
return;
}
public DateTime LastHonorTime { get; set; }
Owner.Remove(this);
Owner.Insert(Faction.ZeroRankOffset, this);
public DateTime Leaving { get; set; }
m_RankIndex = Faction.ZeroRankOffset;
Faction.ZeroRankOffset++;
}
public bool IsLeaving => ( Leaving > DateTime.MinValue );
while (m_RankIndex - 1 >= 0)
{
PlayerState p = Owner[m_RankIndex - 1];
if (value > p.KillPoints)
{
Owner[m_RankIndex] = p;
Owner[m_RankIndex - 1] = this;
RankIndex--;
p.RankIndex++;
}
else
{
break;
}
}
}
else
{
if (value <= 0)
{
if (m_KillPoints <= 0)
{
m_KillPoints = value;
Invalidate();
return;
}
public bool IsActive { get; set; }
while (m_RankIndex + 1 < Faction.ZeroRankOffset)
{
PlayerState p = Owner[m_RankIndex + 1];
Owner[m_RankIndex + 1] = this;
Owner[m_RankIndex] = p;
RankIndex++;
p.RankIndex--;
}
public bool CanGiveSilverTo( Mobile mob )
{
if ( SilverGiven == null )
return true;
m_RankIndex = -1;
Faction.ZeroRankOffset--;
}
else
{
while (m_RankIndex + 1 < Faction.ZeroRankOffset)
{
PlayerState p = Owner[m_RankIndex + 1];
if (value < p.KillPoints)
{
Owner[m_RankIndex + 1] = this;
Owner[m_RankIndex] = p;
RankIndex++;
p.RankIndex--;
}
else
{
break;
}
}
}
}
for ( int i = 0; i < SilverGiven.Count; ++i )
{
SilverGivenEntry sge = SilverGiven[i];
m_KillPoints = value;
Invalidate();
}
}
}
if ( sge.IsExpired )
SilverGiven.RemoveAt( i-- );
else if ( sge.GivenTo == mob )
return false;
}
public int RankIndex
{
get => m_RankIndex;
set
{
if (m_RankIndex != value)
{
m_RankIndex = value;
m_InvalidateRank = true;
}
}
}
return true;
}
public RankDefinition Rank
{
get
{
if (m_InvalidateRank)
{
RankDefinition[] ranks = Faction.Definition.Ranks;
int percent;
public void OnGivenSilverTo( Mobile mob )
{
if ( SilverGiven == null )
SilverGiven = new List<SilverGivenEntry>();
if (Owner.Count == 1)
percent = 1000;
else if (m_RankIndex == -1)
percent = 0;
else
percent = (Faction.ZeroRankOffset - m_RankIndex) * 1000 / Faction.ZeroRankOffset;
SilverGiven.Add( new SilverGivenEntry( mob ) );
}
for (int i = 0; i < ranks.Length; i++)
{
RankDefinition check = ranks[i];
public void Invalidate()
{
if ( Mobile is PlayerMobile pm )
{
pm.InvalidateProperties();
pm.InvalidateMyRunUO();
}
}
if (percent >= check.Required)
{
m_Rank = check;
m_InvalidateRank = false;
break;
}
}
public void Attach()
{
if ( Mobile is PlayerMobile mobile )
mobile.FactionPlayerState = this;
}
Invalidate();
}
public PlayerState( Mobile mob, Faction faction, List<PlayerState> owner )
{
Mobile = mob;
Faction = faction;
Owner = owner;
return m_Rank;
}
}
Attach();
Invalidate();
}
public DateTime LastHonorTime{ get; set; }
public PlayerState( GenericReader reader, Faction faction, List<PlayerState> owner )
{
Faction = faction;
Owner = owner;
public DateTime Leaving{ get; set; }
int version = reader.ReadEncodedInt();
public bool IsLeaving => Leaving > DateTime.MinValue;
switch ( version )
{
case 1:
{
IsActive = reader.ReadBool();
LastHonorTime = reader.ReadDateTime();
goto case 0;
}
case 0:
{
Mobile = reader.ReadMobile();
public bool IsActive{ get; set; }
m_KillPoints = reader.ReadEncodedInt();
m_MerchantTitle = (MerchantTitle)reader.ReadEncodedInt();
public int CompareTo(object obj)
{
return ((PlayerState)obj).m_KillPoints - m_KillPoints;
}
Leaving = reader.ReadDateTime();
public bool CanGiveSilverTo(Mobile mob)
{
if (SilverGiven == null)
return true;
break;
}
}
for (int i = 0; i < SilverGiven.Count; ++i)
{
SilverGivenEntry sge = SilverGiven[i];
Attach();
}
if (sge.IsExpired)
SilverGiven.RemoveAt(i--);
else if (sge.GivenTo == mob)
return false;
}
public void Serialize( GenericWriter writer )
{
writer.WriteEncodedInt( (int) 1 ); // version
return true;
}
writer.Write( IsActive );
writer.Write( LastHonorTime );
public void OnGivenSilverTo(Mobile mob)
{
if (SilverGiven == null)
SilverGiven = new List<SilverGivenEntry>();
writer.Write( (Mobile) Mobile );
SilverGiven.Add(new SilverGivenEntry(mob));
}
writer.WriteEncodedInt( (int) m_KillPoints );
writer.WriteEncodedInt( (int) m_MerchantTitle );
public void Invalidate()
{
if (Mobile is PlayerMobile pm)
{
pm.InvalidateProperties();
pm.InvalidateMyRunUO();
}
}
writer.Write( (DateTime) Leaving );
}
public void Attach()
{
if (Mobile is PlayerMobile mobile)
mobile.FactionPlayerState = this;
}
public static PlayerState Find( Mobile mob )
{
return mob is PlayerMobile mobile ? mobile.FactionPlayerState : null;
}
public void Serialize(GenericWriter writer)
{
writer.WriteEncodedInt(1); // version
public int CompareTo( object obj )
{
return ((PlayerState)obj).m_KillPoints - m_KillPoints;
}
}
}
writer.Write(IsActive);
writer.Write(LastHonorTime);
writer.Write(Mobile);
writer.WriteEncodedInt(m_KillPoints);
writer.WriteEncodedInt((int)m_MerchantTitle);
writer.Write(Leaving);
}
public static PlayerState Find(Mobile mob)
{
return mob is PlayerMobile mobile ? mobile.FactionPlayerState : null;
}
}
}