using Server.Gumps; using Server.Misc; using Server.Mobiles; using Server.Network; namespace Server.Guilds { public abstract class BaseGuildGump : Gump { public override bool Singleton => true; public BaseGuildGump(PlayerMobile pm, Guild g, int x = 10, int y = 10) : base(x, y) { guild = g; player = pm; } protected Guild guild { get; } protected PlayerMobile player { get; } // There's prolly a way to have all the vars set of inherited classes before something is called in the Ctor... but... I can't think of it right now, and I can't use Timer.DelayCall here :< public virtual void PopulateGump() { AddPage(0); AddBackground(0, 0, 600, 440, 0x24AE); AddBackground(66, 40, 150, 26, 0x2486); AddButton(71, 45, 0x845, 0x846, 1); AddHtmlLocalized(96, 43, 110, 26, 1063014, 0x0); // My Guild AddBackground(236, 40, 150, 26, 0x2486); AddButton(241, 45, 0x845, 0x846, 2); AddHtmlLocalized(266, 43, 110, 26, 1062974, 0x0); // Guild Roster AddBackground(401, 40, 150, 26, 0x2486); AddButton(406, 45, 0x845, 0x846, 3); AddHtmlLocalized(431, 43, 110, 26, 1062978, 0x0); // Diplomacy AddPage(1); } public override void OnResponse(NetState sender, in RelayInfo info) { if (sender.Mobile is not PlayerMobile pm) { return; } if (!IsMember(pm, guild)) { return; } switch (info.ButtonID) { case 1: { pm.SendGump(new GuildInfoGump(pm, guild)); break; } case 2: { pm.SendGump(new GuildRosterGump(pm, guild)); break; } case 3: { pm.SendGump(new GuildDiplomacyGump(pm, guild)); break; } } } public static bool IsLeader(Mobile m, Guild g) => !(m.Deleted || g.Disbanded || m is not PlayerMobile || m.AccessLevel < AccessLevel.GameMaster && g.Leader != m); public static bool IsMember(Mobile m, Guild g) => !(m.Deleted || g.Disbanded || m is not PlayerMobile || m.AccessLevel < AccessLevel.GameMaster && !g.IsMember(m)); public static bool CheckProfanity(string s, int maxLength = 50) { // return NameVerification.Validate( s, 1, 50, true, true, false, int.MaxValue, ProfanityProtection.Exceptions, ProfanityProtection.Disallowed, ProfanityProtection.StartDisallowed ); //What am I doing wrong, this still allows chars like the <3 symbol... 3 AM. someone change this to use this // With testing on OSI, Guild stuff seems to follow a 'simpler' method of profanity protection if (s.Length < 1 || s.Length > maxLength) { return false; } var exceptions = ProfanityProtection.Exceptions; s = s.ToLower(); for (var i = 0; i < s.Length; ++i) { var c = s[i]; if (c is < 'a' or > 'z' && c is < '0' or > '9') { var except = false; for (var j = 0; !except && j < exceptions.Length; j++) { if (c == exceptions[j]) { except = true; } } if (!except) { return false; } } } var disallowed = ProfanityProtection.Disallowed; for (var i = 0; i < disallowed.Length; i++) { if (s.IndexOfOrdinal(disallowed[i]) != -1) { return false; } } return true; } public void AddHtmlText(int x, int y, int width, int height, TextDefinition text, bool back, bool scroll) { if (text?.Number > 0) { AddHtmlLocalized(x, y, width, height, text.Number, back, scroll); } else if (text?.String != null) { AddHtml(x, y, width, height, text.String, back, scroll); } } } }