ModernUO/Projects/UOContent/Engines/Player Murder System/MurderContext.cs

100 lines
2.6 KiB
C#

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