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