using System; using System.Collections.Generic; using Server.Mobiles; namespace Server.Factions; public class PlayerState : IComparable { private Town m_Finance; private int m_KillPoints; private MerchantTitle m_MerchantTitle; private RankDefinition m_Rank; private int m_RankIndex = -1; private Town m_Sheriff; public PlayerState(Mobile mob, Faction faction, List owner) { Mobile = mob; Faction = faction; Owner = owner; // Owner does not contain this state yet, so the count is short by one; the caller ranks it // after inserting. SeedLowestRank(); Attach(); Invalidate(); } public PlayerState(IGenericReader reader, Faction faction, List owner) { Faction = faction; Owner = owner; var version = reader.ReadEncodedInt(); switch (version) { case 1: { IsActive = reader.ReadBool(); LastHonorTime = reader.ReadDateTime(); goto case 0; } case 0: { Mobile = reader.ReadEntity(); m_KillPoints = reader.ReadEncodedInt(); m_MerchantTitle = (MerchantTitle)reader.ReadEncodedInt(); Leaving = reader.ReadDateTime(); break; } } // Members are still being read; FactionState ranks everyone once the ordering settles. SeedLowestRank(); Attach(); } 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); // Direct, not through RankIndex: ZeroRankOffset is mid-update. The // UpdateRank() at the end of this setter covers it. m_RankIndex = Faction.ZeroRankOffset; Faction.ZeroRankOffset++; } while (m_RankIndex - 1 >= 0) { var p = Owner[m_RankIndex - 1]; 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) { var p = Owner[m_RankIndex + 1]; Owner[m_RankIndex + 1] = this; Owner[m_RankIndex] = p; RankIndex++; p.RankIndex--; } m_RankIndex = -1; Faction.ZeroRankOffset--; } else { while (m_RankIndex + 1 < Faction.ZeroRankOffset) { var p = Owner[m_RankIndex + 1]; if (value < p.KillPoints) { Owner[m_RankIndex + 1] = this; Owner[m_RankIndex] = p; RankIndex++; p.RankIndex--; } else { break; } } } } m_KillPoints = value; UpdateRank(); Invalidate(); } } } public int RankIndex { get => m_RankIndex; set { if (m_RankIndex != value) { m_RankIndex = value; UpdateRank(); Invalidate(); } } } /// /// Read from PlayerMobile.GetProperties, so it must stay a plain field read -- recomputing or /// invalidating here re-enters the property list build. Maintained by . /// public RankDefinition Rank => m_Rank; // Lowest rank (Required 0): correct for an unranked member, and never null, so Rank.Title // cannot NRE before the first UpdateRank(). private void SeedLowestRank() { var ranks = Faction.Definition.Ranks; if (ranks.Length > 0) { m_Rank = ranks[^1]; } } /// /// Recomputes the cached rank. Call whenever , the faction's /// ZeroRankOffset, or the member count changes -- and only once they have settled. /// public void UpdateRank() { var ranks = Faction.Definition.Ranks; if (ranks.Length == 0) { return; } int percent; if (Owner.Count == 1) { percent = 1000; } else if (m_RankIndex == -1 || Faction.ZeroRankOffset <= 0) { percent = 0; } else { percent = (Faction.ZeroRankOffset - m_RankIndex) * 1000 / Faction.ZeroRankOffset; } // Ranks run Required-descending ending at 0, so anything >= 0 matches below. A negative // percent (RankIndex out of sync with ZeroRankOffset) would otherwise leave it null. m_Rank = ranks[^1]; for (var i = 0; i < ranks.Length; i++) { var check = ranks[i]; if (percent >= check.Required) { m_Rank = check; break; } } } public DateTime LastHonorTime { get; set; } public DateTime Leaving { get; set; } public bool IsLeaving => Leaving > DateTime.MinValue; public bool IsActive { get; set; } public int CompareTo(PlayerState ps) => (ps?.m_KillPoints ?? 0) - m_KillPoints; public bool CanGiveSilverTo(Mobile mob) { for (var i = 0; i < SilverGiven?.Count; ++i) { var sge = SilverGiven[i]; if (sge.IsExpired) { SilverGiven.RemoveAt(i--); } else if (sge.GivenTo == mob) { return false; } } return true; } public void OnGivenSilverTo(Mobile mob) { SilverGiven ??= []; SilverGiven.Add(new SilverGivenEntry(mob)); } public void Invalidate() { (Mobile as PlayerMobile)?.InvalidateProperties(); } public void Attach() { if (Mobile is PlayerMobile mobile) { mobile.FactionPlayerState = this; } } public void Serialize(IGenericWriter writer) { writer.WriteEncodedInt(1); // version writer.Write(IsActive); writer.Write(LastHonorTime); writer.Write(Mobile); writer.WriteEncodedInt(m_KillPoints); writer.WriteEncodedInt((int)m_MerchantTitle); writer.Write(Leaving); } public static PlayerState Find(Mobile mob) => mob is PlayerMobile mobile ? mobile.FactionPlayerState : null; }