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

@ -1,138 +1,139 @@
using System;
using Server.Network;
using Server.Commands;
using Server.Items;
using Server.Network;
namespace Server
{
public class LightCycle
{
public const int DayLevel = 0;
public const int NightLevel = 12;
public const int DungeonLevel = 26;
public const int JailLevel = 9;
public class LightCycle
{
public const int DayLevel = 0;
public const int NightLevel = 12;
public const int DungeonLevel = 26;
public const int JailLevel = 9;
private static int m_LevelOverride = int.MinValue;
private static int m_LevelOverride = int.MinValue;
public static int LevelOverride
{
get => m_LevelOverride;
set
{
m_LevelOverride = value;
public static int LevelOverride
{
get => m_LevelOverride;
set
{
m_LevelOverride = value;
for ( int i = 0; i < NetState.Instances.Count; ++i )
{
NetState ns = NetState.Instances[i];
Mobile m = ns.Mobile;
for (int i = 0; i < NetState.Instances.Count; ++i)
{
NetState ns = NetState.Instances[i];
Mobile m = ns.Mobile;
m?.CheckLightLevels( false );
}
}
}
m?.CheckLightLevels(false);
}
}
}
public static void Initialize()
{
new LightCycleTimer().Start();
EventSink.Login += OnLogin;
public static void Initialize()
{
new LightCycleTimer().Start();
EventSink.Login += OnLogin;
CommandSystem.Register( "GlobalLight", AccessLevel.GameMaster, Light_OnCommand );
}
CommandSystem.Register("GlobalLight", AccessLevel.GameMaster, Light_OnCommand);
}
[Usage( "GlobalLight <value>" )]
[Description( "Sets the current global light level." )]
private static void Light_OnCommand( CommandEventArgs e )
{
if ( e.Length >= 1 )
{
LevelOverride = e.GetInt32( 0 );
e.Mobile.SendMessage( "Global light level override has been changed to {0}.", m_LevelOverride );
}
else
{
LevelOverride = int.MinValue;
e.Mobile.SendMessage( "Global light level override has been cleared." );
}
}
[Usage("GlobalLight <value>")]
[Description("Sets the current global light level.")]
private static void Light_OnCommand(CommandEventArgs e)
{
if (e.Length >= 1)
{
LevelOverride = e.GetInt32(0);
e.Mobile.SendMessage("Global light level override has been changed to {0}.", m_LevelOverride);
}
else
{
LevelOverride = int.MinValue;
e.Mobile.SendMessage("Global light level override has been cleared.");
}
}
public static void OnLogin( LoginEventArgs args )
{
Mobile m = args.Mobile;
public static void OnLogin(LoginEventArgs args)
{
Mobile m = args.Mobile;
m.CheckLightLevels( true );
}
m.CheckLightLevels(true);
}
public static int ComputeLevelFor( Mobile from )
{
if ( m_LevelOverride > int.MinValue )
return m_LevelOverride;
public static int ComputeLevelFor(Mobile from)
{
if (m_LevelOverride > int.MinValue)
return m_LevelOverride;
int hours, minutes;
int hours, minutes;
Items.Clock.GetTime( from.Map, from.X, from.Y, out hours, out minutes );
Clock.GetTime(from.Map, from.X, from.Y, out hours, out minutes);
/* OSI times:
*
* Midnight -> 3:59 AM : Night
* 4:00 AM -> 11:59 PM : Day
*
* RunUO times:
*
* 10:00 PM -> 11:59 PM : Scale to night
* Midnight -> 3:59 AM : Night
* 4:00 AM -> 5:59 AM : Scale to day
* 6:00 AM -> 9:59 PM : Day
*/
/* OSI times:
*
* Midnight -> 3:59 AM : Night
* 4:00 AM -> 11:59 PM : Day
*
* RunUO times:
*
* 10:00 PM -> 11:59 PM : Scale to night
* Midnight -> 3:59 AM : Night
* 4:00 AM -> 5:59 AM : Scale to day
* 6:00 AM -> 9:59 PM : Day
*/
if ( hours < 4 )
return NightLevel;
if (hours < 4)
return NightLevel;
if ( hours < 6 )
return NightLevel + (((((hours - 4) * 60) + minutes) * (DayLevel - NightLevel)) / 120);
if (hours < 6)
return NightLevel + ((hours - 4) * 60 + minutes) * (DayLevel - NightLevel) / 120;
if ( hours < 22 )
return DayLevel;
if (hours < 22)
return DayLevel;
if ( hours < 24 )
return DayLevel + (((((hours - 22) * 60) + minutes) * (NightLevel - DayLevel)) / 120);
if (hours < 24)
return DayLevel + ((hours - 22) * 60 + minutes) * (NightLevel - DayLevel) / 120;
return NightLevel; // should never be
}
return NightLevel; // should never be
}
private class LightCycleTimer : Timer
{
public LightCycleTimer() : base( TimeSpan.FromSeconds( 0 ), TimeSpan.FromSeconds( 5.0 ) )
{
Priority = TimerPriority.FiveSeconds;
}
private class LightCycleTimer : Timer
{
public LightCycleTimer() : base(TimeSpan.FromSeconds(0), TimeSpan.FromSeconds(5.0))
{
Priority = TimerPriority.FiveSeconds;
}
protected override void OnTick()
{
for ( int i = 0; i < NetState.Instances.Count; ++i )
{
NetState ns = NetState.Instances[i];
Mobile m = ns.Mobile;
protected override void OnTick()
{
for (int i = 0; i < NetState.Instances.Count; ++i)
{
NetState ns = NetState.Instances[i];
Mobile m = ns.Mobile;
m?.CheckLightLevels( false );
}
}
}
m?.CheckLightLevels(false);
}
}
}
public class NightSightTimer : Timer
{
private Mobile m_Owner;
public class NightSightTimer : Timer
{
private Mobile m_Owner;
public NightSightTimer( Mobile owner ) : base( TimeSpan.FromMinutes( Utility.Random( 15, 25 ) ) )
{
m_Owner = owner;
Priority = TimerPriority.OneMinute;
}
public NightSightTimer(Mobile owner) : base(TimeSpan.FromMinutes(Utility.Random(15, 25)))
{
m_Owner = owner;
Priority = TimerPriority.OneMinute;
}
protected override void OnTick()
{
m_Owner.EndAction( typeof( LightCycle ) );
m_Owner.LightLevel = 0;
BuffInfo.RemoveBuff( m_Owner, BuffIcon.NightSight );
}
}
}
}
protected override void OnTick()
{
m_Owner.EndAction(typeof(LightCycle));
m_Owner.LightLevel = 0;
BuffInfo.RemoveBuff(m_Owner, BuffIcon.NightSight);
}
}
}
}