using System; using System.Collections.Generic; using Server.Mobiles; namespace Server.Factions { public class PlayerState : IComparable { private Town m_Finance; private bool m_InvalidateRank = true; 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; 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 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]; 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]; 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]; if (value < p.KillPoints) { Owner[m_RankIndex + 1] = this; Owner[m_RankIndex] = p; RankIndex++; p.RankIndex--; } else { break; } } } } m_KillPoints = value; Invalidate(); } } } 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 int CompareTo(PlayerState ps) => (ps?.m_KillPoints ?? 0) - m_KillPoints; public bool CanGiveSilverTo(Mobile mob) { 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() { (Mobile as PlayerMobile)?.InvalidateProperties(); } public void Attach() { if (Mobile is PlayerMobile mobile) mobile.FactionPlayerState = this; } public void Serialize(GenericWriter 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; } }