* 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
252 lines
6.5 KiB
C#
252 lines
6.5 KiB
C#
using System;
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using Server.Items;
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using Server.Network;
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namespace Server.Factions
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{
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public enum AllowedPlacing
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{
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Everywhere,
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AnyFactionTown,
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ControlledFactionTown,
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FactionStronghold
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}
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public abstract class BaseFactionTrap : BaseTrap
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{
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private Timer m_Concealing;
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public BaseFactionTrap(Faction f, Mobile m, int itemID) : base(itemID)
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{
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Visible = false;
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Faction = f;
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TimeOfPlacement = DateTime.UtcNow;
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Placer = m;
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}
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public BaseFactionTrap(Serial serial) : base(serial)
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{
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Faction Faction{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public Mobile Placer{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public DateTime TimeOfPlacement{ get; set; }
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public virtual int EffectSound => 0;
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public virtual int SilverFromDisarm => 100;
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public virtual int MessageHue => 0;
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public virtual int AttackMessage => 0;
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public virtual int DisarmMessage => 0;
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public virtual AllowedPlacing AllowedPlacing => AllowedPlacing.Everywhere;
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public virtual TimeSpan ConcealPeriod => TimeSpan.FromMinutes(1.0);
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public virtual TimeSpan DecayPeriod
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{
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get
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{
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if (Core.AOS)
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return TimeSpan.FromDays(1.0);
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return TimeSpan.MaxValue; // no decay
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}
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}
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public override void OnTrigger(Mobile from)
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{
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if (!IsEnemy(from))
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return;
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Conceal();
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DoVisibleEffect();
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Effects.PlaySound(Location, Map, EffectSound);
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DoAttackEffect(from);
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int silverToAward = from.Alive ? 20 : 40;
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if (silverToAward > 0 && Placer != null && Faction != null)
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{
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PlayerState victimState = PlayerState.Find(from);
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if (victimState?.CanGiveSilverTo(Placer) == true && victimState.KillPoints > 0)
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{
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int silverGiven = Faction.AwardSilver(Placer, silverToAward);
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if (silverGiven > 0)
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{
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// TODO: Get real message
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if (from.Alive)
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Placer.SendMessage("You have earned {0} silver pieces because {1} fell for your trap.",
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silverGiven, from.Name);
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else
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Placer.SendLocalizedMessage(1042736,
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$"{silverGiven} silver\t{from.Name}"); // You have earned ~1_SILVER_AMOUNT~ pieces for vanquishing ~2_PLAYER_NAME~!
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}
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victimState.OnGivenSilverTo(Placer);
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}
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}
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from.LocalOverheadMessage(MessageType.Regular, MessageHue, AttackMessage);
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}
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public abstract void DoVisibleEffect();
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public abstract void DoAttackEffect(Mobile m);
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public virtual int IsValidLocation() => IsValidLocation(GetWorldLocation(), Map);
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public virtual int IsValidLocation(Point3D p, Map m)
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{
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if (m == null)
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return 502956; // You cannot place a trap on that.
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if (Core.ML)
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{
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IPooledEnumerable eable = m.GetItemsInRange(p, 0);
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foreach (Item item in eable)
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if (item is BaseFactionTrap trap && trap.Faction == Faction)
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return 1075263; // There is already a trap belonging to your faction at this location.;
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eable.Free();
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}
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switch (AllowedPlacing)
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{
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case AllowedPlacing.FactionStronghold:
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{
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StrongholdRegion region = Region.Find(p, m).GetRegion<StrongholdRegion>();
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if (region != null && region.Faction == Faction)
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return 0;
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return 1010355; // This trap can only be placed in your stronghold
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}
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case AllowedPlacing.AnyFactionTown:
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return Town.FromRegion(Region.Find(p, m)) != null ? 0 : 1010356;
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case AllowedPlacing.ControlledFactionTown:
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{
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Town town = Town.FromRegion(Region.Find(p, m));
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return town != null && town.Owner == Faction ? 0 : 1010357;
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}
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}
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return 0;
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}
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public override void OnMovement(Mobile m, Point3D oldLocation)
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{
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base.OnMovement(m, oldLocation);
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if (!CheckDecay() && CheckRange(m.Location, oldLocation, 6) &&
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Faction.Find(m) != null && (m.Skills.DetectHidden.Value - 80.0) / 20.0 > Utility.RandomDouble())
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PrivateOverheadLocalizedMessage(m, 1010154, MessageHue, "", ""); // [Faction Trap]
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}
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public void PrivateOverheadLocalizedMessage(Mobile to, int number, int hue, string name, string args)
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{
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NetState ns = to?.NetState;
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Packets.SendMessageLocalized(ns, Serial, ItemID, MessageType.Regular, hue, 3, number, name, args);
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}
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public virtual bool CheckDecay()
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{
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TimeSpan decayPeriod = DecayPeriod;
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if (decayPeriod == TimeSpan.MaxValue)
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return false;
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if (TimeOfPlacement + decayPeriod < DateTime.UtcNow)
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{
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Timer.DelayCall(TimeSpan.Zero, Delete);
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return true;
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}
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return false;
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}
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public virtual void BeginConceal()
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{
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m_Concealing?.Stop();
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m_Concealing = Timer.DelayCall(ConcealPeriod, Conceal);
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}
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public virtual void Conceal()
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{
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m_Concealing?.Stop();
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m_Concealing = null;
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if (!Deleted)
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Visible = false;
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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Faction.WriteReference(writer, Faction);
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writer.Write(Placer);
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writer.Write(TimeOfPlacement);
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if (Visible)
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BeginConceal();
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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Faction = Faction.ReadReference(reader);
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Placer = reader.ReadMobile();
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TimeOfPlacement = reader.ReadDateTime();
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if (Visible)
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BeginConceal();
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CheckDecay();
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}
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public override void OnDelete()
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{
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if (Faction?.Traps.Contains(this) == true)
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Faction.Traps.Remove(this);
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base.OnDelete();
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}
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public virtual bool IsEnemy(Mobile mob)
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{
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if (mob.Hidden && mob.AccessLevel > AccessLevel.Player)
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return false;
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if (!mob.Alive || mob.IsDeadBondedPet)
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return false;
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Faction faction = Faction.Find(mob, true);
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if (faction == null && mob is BaseFactionGuard guard)
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faction = guard.Faction;
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return faction != null && faction != Faction;
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}
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}
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}
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