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

@ -4,280 +4,272 @@ using Server.Mobiles;
namespace Server.Engines.MLQuests
{
[Flags]
public enum MLQuestFlag
{
None = 0x00,
Spellweaving = 0x01,
SummonFey = 0x02,
SummonFiend = 0x04,
BedlamAccess = 0x08
}
[Flags]
public enum MLQuestFlag
{
None = 0x00,
Spellweaving = 0x01,
SummonFey = 0x02,
SummonFiend = 0x04,
BedlamAccess = 0x08
}
[PropertyObject]
public class MLQuestContext
{
private class MLDoneQuestInfo
{
public MLQuest m_Quest;
public DateTime m_NextAvailable;
[PropertyObject]
public class MLQuestContext
{
private List<MLDoneQuestInfo> m_DoneQuests;
private MLQuestFlag m_Flags;
public MLDoneQuestInfo( MLQuest quest, DateTime nextAvailable )
{
m_Quest = quest;
m_NextAvailable = nextAvailable;
}
public MLQuestContext(PlayerMobile owner)
{
Owner = owner;
QuestInstances = new List<MLQuestInstance>();
m_DoneQuests = new List<MLDoneQuestInfo>();
ChainOffers = new List<MLQuest>();
m_Flags = MLQuestFlag.None;
}
public void Serialize( GenericWriter writer )
{
MLQuestSystem.WriteQuestRef( writer, m_Quest );
writer.Write( m_NextAvailable );
}
public MLQuestContext(GenericReader reader, int version)
{
Owner = reader.ReadMobile<PlayerMobile>();
QuestInstances = new List<MLQuestInstance>();
m_DoneQuests = new List<MLDoneQuestInfo>();
ChainOffers = new List<MLQuest>();
public static MLDoneQuestInfo Deserialize( GenericReader reader, int version )
{
MLQuest quest = MLQuestSystem.ReadQuestRef( reader );
DateTime nextAvailable = reader.ReadDateTime();
int instances = reader.ReadInt();
if ( quest == null || !quest.RecordCompletion )
return null; // forget about this record
for (int i = 0; i < instances; ++i)
{
MLQuestInstance instance = MLQuestInstance.Deserialize(reader, version, Owner);
return new MLDoneQuestInfo( quest, nextAvailable );
}
}
if (instance != null)
QuestInstances.Add(instance);
}
private List<MLDoneQuestInfo> m_DoneQuests;
private MLQuestFlag m_Flags;
int doneQuests = reader.ReadInt();
public PlayerMobile Owner { get; }
for (int i = 0; i < doneQuests; ++i)
{
MLDoneQuestInfo info = MLDoneQuestInfo.Deserialize(reader, version);
public List<MLQuestInstance> QuestInstances { get; }
if (info != null)
m_DoneQuests.Add(info);
}
public List<MLQuest> ChainOffers { get; }
int chainOffers = reader.ReadInt();
[CommandProperty( AccessLevel.GameMaster )]
public bool IsFull => QuestInstances.Count >= MLQuestSystem.MaxConcurrentQuests;
for (int i = 0; i < chainOffers; ++i)
{
MLQuest quest = MLQuestSystem.ReadQuestRef(reader);
[CommandProperty( AccessLevel.GameMaster )]
public bool Spellweaving
{
get => GetFlag( MLQuestFlag.Spellweaving );
set => SetFlag( MLQuestFlag.Spellweaving, value );
}
if (quest != null && quest.IsChainTriggered)
ChainOffers.Add(quest);
}
[CommandProperty( AccessLevel.GameMaster )]
public bool SummonFey
{
get => GetFlag( MLQuestFlag.SummonFey );
set => SetFlag( MLQuestFlag.SummonFey, value );
}
m_Flags = (MLQuestFlag)reader.ReadEncodedInt();
}
[CommandProperty( AccessLevel.GameMaster )]
public bool SummonFiend
{
get => GetFlag( MLQuestFlag.SummonFiend );
set => SetFlag( MLQuestFlag.SummonFiend, value );
}
public PlayerMobile Owner{ get; }
[CommandProperty( AccessLevel.GameMaster )]
public bool BedlamAccess
{
get => GetFlag( MLQuestFlag.BedlamAccess );
set => SetFlag( MLQuestFlag.BedlamAccess, value );
}
public List<MLQuestInstance> QuestInstances{ get; }
public MLQuestContext( PlayerMobile owner )
{
Owner = owner;
QuestInstances = new List<MLQuestInstance>();
m_DoneQuests = new List<MLDoneQuestInfo>();
ChainOffers = new List<MLQuest>();
m_Flags = MLQuestFlag.None;
}
public List<MLQuest> ChainOffers{ get; }
public bool HasDoneQuest( Type questType )
{
MLQuest quest = MLQuestSystem.FindQuest( questType );
[CommandProperty(AccessLevel.GameMaster)]
public bool IsFull => QuestInstances.Count >= MLQuestSystem.MaxConcurrentQuests;
return ( quest != null && HasDoneQuest( quest ) );
}
[CommandProperty(AccessLevel.GameMaster)]
public bool Spellweaving
{
get => GetFlag(MLQuestFlag.Spellweaving);
set => SetFlag(MLQuestFlag.Spellweaving, value);
}
public bool HasDoneQuest( MLQuest quest )
{
foreach ( MLDoneQuestInfo info in m_DoneQuests )
{
if ( info.m_Quest == quest )
return true;
}
[CommandProperty(AccessLevel.GameMaster)]
public bool SummonFey
{
get => GetFlag(MLQuestFlag.SummonFey);
set => SetFlag(MLQuestFlag.SummonFey, value);
}
return false;
}
[CommandProperty(AccessLevel.GameMaster)]
public bool SummonFiend
{
get => GetFlag(MLQuestFlag.SummonFiend);
set => SetFlag(MLQuestFlag.SummonFiend, value);
}
public bool HasDoneQuest( MLQuest quest, out DateTime nextAvailable )
{
nextAvailable = DateTime.MinValue;
[CommandProperty(AccessLevel.GameMaster)]
public bool BedlamAccess
{
get => GetFlag(MLQuestFlag.BedlamAccess);
set => SetFlag(MLQuestFlag.BedlamAccess, value);
}
foreach ( MLDoneQuestInfo info in m_DoneQuests )
{
if ( info.m_Quest == quest )
{
nextAvailable = info.m_NextAvailable;
return true;
}
}
public bool HasDoneQuest(Type questType)
{
MLQuest quest = MLQuestSystem.FindQuest(questType);
return false;
}
return quest != null && HasDoneQuest(quest);
}
public void SetDoneQuest( MLQuest quest )
{
SetDoneQuest( quest, DateTime.MinValue );
}
public bool HasDoneQuest(MLQuest quest)
{
foreach (MLDoneQuestInfo info in m_DoneQuests)
if (info.m_Quest == quest)
return true;
public void SetDoneQuest( MLQuest quest, DateTime nextAvailable )
{
foreach ( MLDoneQuestInfo info in m_DoneQuests )
{
if ( info.m_Quest == quest )
{
info.m_NextAvailable = nextAvailable;
return;
}
}
return false;
}
m_DoneQuests.Add( new MLDoneQuestInfo( quest, nextAvailable ) );
}
public bool HasDoneQuest(MLQuest quest, out DateTime nextAvailable)
{
nextAvailable = DateTime.MinValue;
public void RemoveDoneQuest( MLQuest quest )
{
for ( int i = m_DoneQuests.Count - 1; i >= 0; --i )
{
MLDoneQuestInfo info = m_DoneQuests[i];
foreach (MLDoneQuestInfo info in m_DoneQuests)
if (info.m_Quest == quest)
{
nextAvailable = info.m_NextAvailable;
return true;
}
if ( info.m_Quest == quest )
m_DoneQuests.RemoveAt( i );
}
}
return false;
}
public void HandleDeath()
{
for ( int i = QuestInstances.Count - 1; i >= 0; --i )
QuestInstances[i].OnPlayerDeath();
}
public void SetDoneQuest(MLQuest quest)
{
SetDoneQuest(quest, DateTime.MinValue);
}
public void HandleDeletion()
{
for ( int i = QuestInstances.Count - 1; i >= 0; --i )
QuestInstances[i].Remove();
}
public void SetDoneQuest(MLQuest quest, DateTime nextAvailable)
{
foreach (MLDoneQuestInfo info in m_DoneQuests)
if (info.m_Quest == quest)
{
info.m_NextAvailable = nextAvailable;
return;
}
public MLQuestInstance FindInstance( Type questType )
{
MLQuest quest = MLQuestSystem.FindQuest( questType );
m_DoneQuests.Add(new MLDoneQuestInfo(quest, nextAvailable));
}
if ( quest == null )
return null;
public void RemoveDoneQuest(MLQuest quest)
{
for (int i = m_DoneQuests.Count - 1; i >= 0; --i)
{
MLDoneQuestInfo info = m_DoneQuests[i];
return FindInstance( quest );
}
if (info.m_Quest == quest)
m_DoneQuests.RemoveAt(i);
}
}
public MLQuestInstance FindInstance( MLQuest quest )
{
foreach ( MLQuestInstance instance in QuestInstances )
{
if ( instance.Quest == quest )
return instance;
}
public void HandleDeath()
{
for (int i = QuestInstances.Count - 1; i >= 0; --i)
QuestInstances[i].OnPlayerDeath();
}
return null;
}
public void HandleDeletion()
{
for (int i = QuestInstances.Count - 1; i >= 0; --i)
QuestInstances[i].Remove();
}
public bool IsDoingQuest( Type questType )
{
MLQuest quest = MLQuestSystem.FindQuest( questType );
public MLQuestInstance FindInstance(Type questType)
{
MLQuest quest = MLQuestSystem.FindQuest(questType);
return ( quest != null && IsDoingQuest( quest ) );
}
if (quest == null)
return null;
public bool IsDoingQuest( MLQuest quest )
{
return ( FindInstance( quest ) != null );
}
return FindInstance(quest);
}
public void Serialize( GenericWriter writer )
{
// Version info is written in MLQuestPersistence.Serialize
public MLQuestInstance FindInstance(MLQuest quest)
{
foreach (MLQuestInstance instance in QuestInstances)
if (instance.Quest == quest)
return instance;
writer.WriteMobile<PlayerMobile>( Owner );
writer.Write( QuestInstances.Count );
return null;
}
foreach ( MLQuestInstance instance in QuestInstances )
instance.Serialize( writer );
public bool IsDoingQuest(Type questType)
{
MLQuest quest = MLQuestSystem.FindQuest(questType);
writer.Write( m_DoneQuests.Count );
return quest != null && IsDoingQuest(quest);
}
foreach ( MLDoneQuestInfo info in m_DoneQuests )
info.Serialize( writer );
public bool IsDoingQuest(MLQuest quest)
{
return FindInstance(quest) != null;
}
writer.Write( ChainOffers.Count );
public void Serialize(GenericWriter writer)
{
// Version info is written in MLQuestPersistence.Serialize
foreach ( MLQuest quest in ChainOffers )
MLQuestSystem.WriteQuestRef( writer, quest );
writer.WriteMobile(Owner);
writer.Write(QuestInstances.Count);
writer.WriteEncodedInt( (int)m_Flags );
}
foreach (MLQuestInstance instance in QuestInstances)
instance.Serialize(writer);
public MLQuestContext( GenericReader reader, int version )
{
Owner = reader.ReadMobile<PlayerMobile>();
QuestInstances = new List<MLQuestInstance>();
m_DoneQuests = new List<MLDoneQuestInfo>();
ChainOffers = new List<MLQuest>();
writer.Write(m_DoneQuests.Count);
int instances = reader.ReadInt();
foreach (MLDoneQuestInfo info in m_DoneQuests)
info.Serialize(writer);
for ( int i = 0; i < instances; ++i )
{
MLQuestInstance instance = MLQuestInstance.Deserialize( reader, version, Owner );
writer.Write(ChainOffers.Count);
if ( instance != null )
QuestInstances.Add( instance );
}
foreach (MLQuest quest in ChainOffers)
MLQuestSystem.WriteQuestRef(writer, quest);
int doneQuests = reader.ReadInt();
writer.WriteEncodedInt((int)m_Flags);
}
for ( int i = 0; i < doneQuests; ++i )
{
MLDoneQuestInfo info = MLDoneQuestInfo.Deserialize( reader, version );
public bool GetFlag(MLQuestFlag flag)
{
return (m_Flags & flag) != 0;
}
if ( info != null )
m_DoneQuests.Add( info );
}
public void SetFlag(MLQuestFlag flag, bool value)
{
if (value)
m_Flags |= flag;
else
m_Flags &= ~flag;
}
int chainOffers = reader.ReadInt();
private class MLDoneQuestInfo
{
public DateTime m_NextAvailable;
public MLQuest m_Quest;
for ( int i = 0; i < chainOffers; ++i )
{
MLQuest quest = MLQuestSystem.ReadQuestRef( reader );
public MLDoneQuestInfo(MLQuest quest, DateTime nextAvailable)
{
m_Quest = quest;
m_NextAvailable = nextAvailable;
}
if ( quest != null && quest.IsChainTriggered )
ChainOffers.Add( quest );
}
public void Serialize(GenericWriter writer)
{
MLQuestSystem.WriteQuestRef(writer, m_Quest);
writer.Write(m_NextAvailable);
}
m_Flags = (MLQuestFlag)reader.ReadEncodedInt();
}
public static MLDoneQuestInfo Deserialize(GenericReader reader, int version)
{
MLQuest quest = MLQuestSystem.ReadQuestRef(reader);
DateTime nextAvailable = reader.ReadDateTime();
public bool GetFlag( MLQuestFlag flag )
{
return ( ( m_Flags & flag ) != 0 );
}
if (quest == null || !quest.RecordCompletion)
return null; // forget about this record
public void SetFlag( MLQuestFlag flag, bool value )
{
if ( value )
m_Flags |= flag;
else
m_Flags &= ~flag;
}
}
}
return new MLDoneQuestInfo(quest, nextAvailable);
}
}
}
}