using Server.Mobiles; namespace Server.Factions { public class TownStone : BaseSystemController { private Town m_Town; [CommandProperty( AccessLevel.Counselor, AccessLevel.Administrator )] public Town Town { get => m_Town; set { m_Town = value; AssignName( m_Town == null ? null : m_Town.Definition.TownStoneName ); } } public override string DefaultName => "faction town stone"; [Constructible] public TownStone() : this( null ) { } [Constructible] public TownStone( Town town ) : base( 0xEDE ) { Movable = false; Town = town; } public override void OnDoubleClick( Mobile from ) { if ( m_Town == null ) return; Faction faction = Faction.Find( from ); if ( faction == null && from.AccessLevel < AccessLevel.GameMaster ) return; // TODO: Message? if ( m_Town.Owner == null || ( from.AccessLevel < AccessLevel.GameMaster && faction != m_Town.Owner ) ) from.SendLocalizedMessage( 1010332 ); // Your faction does not control this town else if ( !m_Town.Owner.IsCommander( from ) ) from.SendLocalizedMessage( 1005242 ); // Only faction Leaders can use townstones else if ( FactionGump.Exists( from ) ) from.SendLocalizedMessage( 1042160 ); // You already have a faction menu open. else if ( from is PlayerMobile mobile ) mobile.SendGump( new TownStoneGump( mobile, m_Town.Owner, m_Town ) ); } public TownStone( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 0 ); // version Town.WriteReference( writer, m_Town ); } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); switch ( version ) { case 0: { Town = Town.ReadReference( reader ); break; } } } } }