using Server.Gumps;
using Server.Mobiles;
using Server.Network;
namespace Server.Guilds
{
public class GuildInvitationRequest : BaseGuildGump
{
private readonly PlayerMobile _inviter;
public GuildInvitationRequest(PlayerMobile pm, Guild g, PlayerMobile inviter) : base(pm, g)
{
_inviter = inviter;
}
protected override bool ShowTabStrip => false;
protected override void BuildContent(ref DynamicGumpBuilder builder)
{
builder.AddBackground(0, 0, 350, 170, 0x2422);
//
You have been invited to join a guild! (Warning: Accepting will make you attackable!)
builder.AddHtmlLocalized(25, 20, 300, 45, 1062946, 0x0, true);
builder.AddHtml(25, 75, 300, 25, $"{Guild.Name}", background: true);
builder.AddButton(265, 130, 0xF7, 0xF8, 1);
builder.AddButton(195, 130, 0xF2, 0xF1, 0);
builder.AddButton(20, 130, 0xD2, 0xD3, 2);
builder.AddHtmlLocalized(45, 130, 150, 30, 1062943, 0x0); // Ignore Guild Invites
}
public override void OnResponse(NetState sender, in RelayInfo info)
{
if (Guild.Disbanded || Player.Guild != null)
{
return;
}
switch (info.ButtonID)
{
case 0:
{
// ~1_val~ has declined your invitation to join ~2_val~.
_inviter.SendLocalizedMessage(1063250, $"{Player.Name}\t{Guild.Name}");
break;
}
case 1:
{
Guild.AddMember(Player);
Player.SendLocalizedMessage(1063056, Guild.Name); // You have joined ~1_val~.
// ~1_val~ has accepted your invitation to join ~2_val~.
_inviter.SendLocalizedMessage(1063249, $"{Player.Name}\t{Guild.Name}");
break;
}
case 2:
{
Player.AcceptGuildInvites = false;
Player.SendLocalizedMessage(1070698); // You are now ignoring guild invitations.
break;
}
}
}
}
}