* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand. * WIP - Rewriting packets. * Cleanup and updates README * Converts more packets * Fixes header * Converts Effects packets. * Forgot the send command * Adds the start of containers packets. * Adds message packets with caching * Extends the send methods * Starts to add Acquire methods * Converted the packets * Cleanup * Cleanup * Adds more packets * Adds more packets * Fixes clearing arrays from pool. Adds Mobile Incoming * Converts more packets. * Moves more packets * Moves more packets * Test compression * Merges * Migrating to an idiomatic syntax that also supports compression, and proxying. * Optimize the stack alloc. Changes attributes * Converted container packets * Visual Studio doesn't auto save files. I am still getting used to subpar IDEs. * Adds static packet caching. Will profile later. Converts more packets * Fixes packets and changes how compression is configured * WIP - Adds basics for Gumps. Not finished though. * Fix file * Fixes formatting * Changed SpanWriter to be more idiomatic. * Fixes Span vs RawSpan and missing stackallocs * Converts over some more gumps * WIP - Deletes 32bit support. * Drops RDRand32 support. * Fixes gump compilation * Converting gump components * Removes old huffman compression function * Revert signature for backwards compatibility * WIP - Converting more gump components * Creates ArraySet for the strings. Updates AppendTo to reference that. * Converts the maining gump components * Cleans up gump components * Cleans up directives * Cleans up ArraySet and moves it. Adds null-coalescing-assignment * Cleanup, Target Packets, and C# 8 changes. * Removed OPL Packet * World packets * Fixing packet uses * Cleans up code. Fixes packet uses in various places. * More cleanup for packets * Code cleanup * Converts more packet uses and cleans up more code * More code cleanup * Finishes fixing the packets in Item * Updates secure trade packets * Updates core and gets it to compile. * Moved packets to scripts. Fixed account handler use of packets * Code cleanup * Updates chat packets * Code cleanuo * Adds party packets, but need to implement them. * Party packets WIP * Finishes party packets * Rearrange movement namespaces and classes * Finishes plant packets * Code Formatting * Fixes moving effects * Code cleanup, eliminates equipinfo * Adds more packets. Fixes bugs with various packets. * Finishes mahjon packets * Fixes mahjong packet * Code cleanup * Finishes mahjong packets * Adds Map packets * Add multifacet maps and charts * Cleans up some packets with UTF8 * Optimizes packets * Cleans up more packets. Moves the MessageHelper * Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets. * Updates protocol extensions packet receiver * Fixes a few bugs. Fixes a few more packets. * Code cleanup and fixing more packets * Fixes packet effects * Cleaned up more code * Buff Icon cleanup * Removed unused constructors * Code Cleanup. Adds BoatHS Packets * Moves house files. Updates house foundation packets. * Deployment cleanup * Fixes: * Code cleanup * More code cleanup * More code cleanup * Cleaned up BaseHouse * Enforces styling * Converts foreach to linq where possible. * Dont need that * Goals/Readme updates * Removes 32bit support at the highest level. Turns on HRT by default. * Code cleanup. Fixes extended features packet. * Fixes various bugs * Code cleanup * Code cleanup * Code cleanup. Fixes gump X/Y assignment. * Code cleanup using |= operator * More code cleanup * Cleanup * Fixes spacing issues. Thanks Visual Studio. You suck. * Compiler error * Fixes NPE from RunUO 2.7 * Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README * Fixes more packets. Stupid trailing nulls. * Fixes various bugs. * Fixes for gumps * Fixes more gump stuff. Going to split it out later since it is getting insane * Recoded the gump writing * WIP * *Added output path of scripts project to dev branch *Activated debugging in code
295 lines
6.6 KiB
C#
295 lines
6.6 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Mobiles;
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namespace Server.Factions
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{
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public class PlayerState : IComparable<PlayerState>
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{
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private Town m_Finance;
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private bool m_InvalidateRank = true;
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private int m_KillPoints;
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private MerchantTitle m_MerchantTitle;
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private RankDefinition m_Rank;
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private int m_RankIndex = -1;
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private Town m_Sheriff;
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public PlayerState(Mobile mob, Faction faction, List<PlayerState> owner)
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{
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Mobile = mob;
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Faction = faction;
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Owner = owner;
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Attach();
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Invalidate();
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}
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public PlayerState(GenericReader reader, Faction faction, List<PlayerState> owner)
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{
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Faction = faction;
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Owner = owner;
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int version = reader.ReadEncodedInt();
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switch (version)
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{
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case 1:
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{
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IsActive = reader.ReadBool();
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LastHonorTime = reader.ReadDateTime();
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goto case 0;
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}
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case 0:
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{
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Mobile = reader.ReadMobile();
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m_KillPoints = reader.ReadEncodedInt();
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m_MerchantTitle = (MerchantTitle)reader.ReadEncodedInt();
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Leaving = reader.ReadDateTime();
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break;
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}
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}
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Attach();
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}
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public Mobile Mobile{ get; }
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public Faction Faction{ get; }
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public List<PlayerState> Owner{ get; }
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public MerchantTitle MerchantTitle
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{
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get => m_MerchantTitle;
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set
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{
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m_MerchantTitle = value;
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Invalidate();
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}
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}
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public Town Sheriff
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{
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get => m_Sheriff;
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set
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{
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m_Sheriff = value;
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Invalidate();
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}
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}
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public Town Finance
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{
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get => m_Finance;
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set
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{
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m_Finance = value;
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Invalidate();
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}
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}
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public List<SilverGivenEntry> SilverGiven{ get; private set; }
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public int KillPoints
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{
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get => m_KillPoints;
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set
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{
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if (m_KillPoints != value)
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{
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if (value > m_KillPoints)
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{
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if (m_KillPoints <= 0)
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{
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if (value <= 0)
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{
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m_KillPoints = value;
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Invalidate();
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return;
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}
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Owner.Remove(this);
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Owner.Insert(Faction.ZeroRankOffset, this);
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m_RankIndex = Faction.ZeroRankOffset;
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Faction.ZeroRankOffset++;
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}
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while (m_RankIndex - 1 >= 0)
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{
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PlayerState p = Owner[m_RankIndex - 1];
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if (value > p.KillPoints)
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{
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Owner[m_RankIndex] = p;
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Owner[m_RankIndex - 1] = this;
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RankIndex--;
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p.RankIndex++;
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}
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else
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{
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break;
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}
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}
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}
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else
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{
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if (value <= 0)
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{
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if (m_KillPoints <= 0)
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{
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m_KillPoints = value;
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Invalidate();
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return;
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}
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while (m_RankIndex + 1 < Faction.ZeroRankOffset)
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{
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PlayerState p = Owner[m_RankIndex + 1];
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Owner[m_RankIndex + 1] = this;
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Owner[m_RankIndex] = p;
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RankIndex++;
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p.RankIndex--;
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}
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m_RankIndex = -1;
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Faction.ZeroRankOffset--;
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}
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else
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{
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while (m_RankIndex + 1 < Faction.ZeroRankOffset)
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{
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PlayerState p = Owner[m_RankIndex + 1];
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if (value < p.KillPoints)
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{
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Owner[m_RankIndex + 1] = this;
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Owner[m_RankIndex] = p;
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RankIndex++;
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p.RankIndex--;
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}
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else
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{
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break;
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}
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}
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}
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}
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m_KillPoints = value;
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Invalidate();
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}
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}
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}
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public int RankIndex
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{
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get => m_RankIndex;
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set
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{
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if (m_RankIndex != value)
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{
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m_RankIndex = value;
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m_InvalidateRank = true;
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}
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}
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}
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public RankDefinition Rank
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{
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get
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{
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if (m_InvalidateRank)
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{
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RankDefinition[] ranks = Faction.Definition.Ranks;
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int percent;
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if (Owner.Count == 1)
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percent = 1000;
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else if (m_RankIndex == -1)
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percent = 0;
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else
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percent = (Faction.ZeroRankOffset - m_RankIndex) * 1000 / Faction.ZeroRankOffset;
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for (int i = 0; i < ranks.Length; i++)
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{
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RankDefinition check = ranks[i];
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if (percent >= check.Required)
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{
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m_Rank = check;
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m_InvalidateRank = false;
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break;
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}
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}
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Invalidate();
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}
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return m_Rank;
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}
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}
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public DateTime LastHonorTime{ get; set; }
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public DateTime Leaving{ get; set; }
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public bool IsLeaving => Leaving > DateTime.MinValue;
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public bool IsActive{ get; set; }
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public int CompareTo(PlayerState ps) => (ps?.m_KillPoints ?? 0) - m_KillPoints;
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public bool CanGiveSilverTo(Mobile mob)
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{
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for (int i = 0; i < SilverGiven?.Count; ++i)
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{
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SilverGivenEntry sge = SilverGiven[i];
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if (sge.IsExpired)
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SilverGiven.RemoveAt(i--);
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else if (sge.GivenTo == mob)
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return false;
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}
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return true;
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}
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public void OnGivenSilverTo(Mobile mob)
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{
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SilverGiven ??= new List<SilverGivenEntry>();
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SilverGiven.Add(new SilverGivenEntry(mob));
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}
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public void Invalidate()
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{
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(Mobile as PlayerMobile)?.InvalidateProperties();
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}
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public void Attach()
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{
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if (Mobile is PlayerMobile mobile)
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mobile.FactionPlayerState = this;
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}
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public void Serialize(GenericWriter writer)
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{
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writer.WriteEncodedInt(1); // version
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writer.Write(IsActive);
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writer.Write(LastHonorTime);
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writer.Write(Mobile);
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writer.WriteEncodedInt(m_KillPoints);
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writer.WriteEncodedInt((int)m_MerchantTitle);
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writer.Write(Leaving);
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}
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public static PlayerState Find(Mobile mob) => mob is PlayerMobile mobile ? mobile.FactionPlayerState : null;
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}
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}
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