100 lines
2.6 KiB
C#
100 lines
2.6 KiB
C#
using System;
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using System.Collections.Generic;
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using ModernUO.Serialization;
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using Server.Mobiles;
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namespace Server.Engines.PlayerMurderSystem;
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[SerializationGenerator(0)]
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public partial class MurderContext
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{
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[SerializableField(0)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private TimeSpan _shortTermElapse;
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[SerializableField(1)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private TimeSpan _longTermElapse;
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[SerializableProperty(2)]
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[CommandProperty(AccessLevel.GameMaster)]
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public int ShortTermMurders
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{
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get => _shortTermMurders;
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set => _shortTermMurders = Math.Max(value, 0);
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}
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public PlayerMobile _player;
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public PlayerMobile Player => _player;
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// Wall clock time for next short or long term expiration
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internal DateTime _nextElapse;
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public MurderContext(PlayerMobile player) => _player = player;
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public void ResetKillTime()
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{
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var gameTime = _player.GameTime;
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if (ShortTermMurders > 0)
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{
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ShortTermElapse = gameTime + PlayerMurderSystem.ShortTermMurderDuration;
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}
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if (_player.Kills > 0)
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{
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LongTermElapse = gameTime + PlayerMurderSystem.LongTermMurderDuration;
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}
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}
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public void DecayKills()
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{
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var gameTime = _player.GameTime;
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if (ShortTermMurders > 0 && _shortTermElapse < gameTime)
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{
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ShortTermElapse += PlayerMurderSystem.ShortTermMurderDuration;
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--ShortTermMurders;
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}
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if (_player.Kills > 0 && _longTermElapse < gameTime)
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{
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LongTermElapse += PlayerMurderSystem.LongTermMurderDuration;
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--_player.Kills;
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}
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}
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public bool CheckStart()
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{
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_nextElapse = DateTime.MaxValue;
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var now = Core.Now;
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var gameTime = _player.GameTime;
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if (ShortTermMurders > 0)
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{
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_nextElapse = now + (ShortTermElapse - gameTime);
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}
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if (_player.Kills > 0)
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{
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var timeUntilLong = now + (LongTermElapse - gameTime);
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if (_nextElapse > timeUntilLong)
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{
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_nextElapse = timeUntilLong;
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}
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}
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return _nextElapse != DateTime.MaxValue;
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}
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public class EqualityComparer : IEqualityComparer<MurderContext>
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{
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public static EqualityComparer Default { get; } = new ();
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public bool Equals(MurderContext x, MurderContext y) => x?._player == y?._player;
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public int GetHashCode(MurderContext context) => context._player?.GetHashCode() ?? 0;
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}
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}
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