* 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
381 lines
11 KiB
C#
381 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Factions;
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using Server.Network;
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using Server.Targeting;
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namespace Server.Engines.PartySystem
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{
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public class Party : IParty
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{
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public const int Capacity = 10;
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public Party(Mobile leader)
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{
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Leader = leader;
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Members = new List<PartyMemberInfo>();
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Candidates = new List<Mobile>();
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Listeners = new List<Mobile>();
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Members.Add(new PartyMemberInfo(leader));
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}
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public int Count => Members.Count;
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public bool Active => Members.Count > 1;
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public Mobile Leader{ get; }
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public List<PartyMemberInfo> Members{ get; }
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public List<Mobile> Candidates{ get; }
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public List<Mobile> Listeners { get; } // staff listening
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public PartyMemberInfo this[int index] => Members[index];
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public PartyMemberInfo this[Mobile m] => Members.FirstOrDefault(t => t.Mobile == m);
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public void OnStamChanged(Mobile m)
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{
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for (int i = 0; i < Members.Count; ++i)
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{
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Mobile c = Members[i].Mobile;
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if (c != m && m.Map == c.Map && Utility.InUpdateRange(c, m) && c.CanSee(m))
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Packets.SendNormalizedMobileStam(c.NetState, c);
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}
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}
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public void OnManaChanged(Mobile m)
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{
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for (int i = 0; i < Members.Count; ++i)
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{
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Mobile c = Members[i].Mobile;
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if (c != m && m.Map == c.Map && Utility.InUpdateRange(c, m) && c.CanSee(m))
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Packets.SendNormalizedMobileMana(c.NetState, c);
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}
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}
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public void OnStatsQuery(Mobile beholder, Mobile beheld)
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{
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if (beholder != beheld && Contains(beholder) && beholder.Map == beheld.Map &&
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Utility.InUpdateRange(beholder, beheld))
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{
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if (!beholder.CanSee(beheld))
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Packets.SendMobileStatusCompact(beholder.NetState, beheld, beheld.CanBeRenamedBy(beholder));
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Packets.SendNormalizedMobileAttributes(beholder.NetState, beheld);
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}
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}
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public static void Initialize()
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{
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EventSink.Logout += EventSink_Logout;
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EventSink.Login += EventSink_Login;
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EventSink.PlayerDeath += EventSink_PlayerDeath;
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CommandSystem.Register("ListenToParty", AccessLevel.GameMaster, ListenToParty_OnCommand);
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}
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public static void ListenToParty_OnCommand(CommandEventArgs e)
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{
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e.Mobile.BeginTarget(-1, false, TargetFlags.None, ListenToParty_OnTarget);
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e.Mobile.SendMessage("Target a partied player.");
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}
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public static void ListenToParty_OnTarget(Mobile from, object obj)
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{
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if (obj is Mobile mobile)
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{
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Party p = Get(mobile);
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if (p == null)
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{
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from.SendMessage("They are not in a party.");
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}
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else if (p.Listeners.Contains(from))
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{
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p.Listeners.Remove(from);
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from.SendMessage("You are no longer listening to that party.");
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}
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else
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{
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p.Listeners.Add(from);
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from.SendMessage("You are now listening to that party.");
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}
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}
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}
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public static void EventSink_PlayerDeath(PlayerDeathEventArgs e)
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{
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Mobile from = e.Mobile;
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Party p = Get(from);
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if (p != null)
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{
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Mobile m = from.LastKiller;
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if (m == from)
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p.SendPublicMessage(from, "I killed myself !!");
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else if (m == null)
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p.SendPublicMessage(from, "I was killed !!");
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else
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p.SendPublicMessage(from, $"I was killed by {m.Name} !!");
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}
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}
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public static void EventSink_Login(LoginEventArgs e)
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{
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Mobile from = e.Mobile;
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Party p = Get(from);
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if (p != null)
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new RejoinTimer(from).Start();
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else
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from.Party = null;
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}
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public static void EventSink_Logout(LogoutEventArgs e)
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{
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Mobile from = e.Mobile;
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Party p = Get(from);
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p?.Remove(from);
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from.Party = null;
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}
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public static Party Get(Mobile m) => m?.Party as Party;
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public void Add(Mobile m)
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{
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PartyMemberInfo mi = this[m];
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if (mi == null)
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{
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Members.Add(new PartyMemberInfo(m));
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m.Party = this;
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for (int i = 0; i < Members.Count; ++i)
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{
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Mobile f = Members[i].Mobile;
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NetState ns = f.NetState;
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PartyPackets.SendPartyMemberList(ns, this);
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if (f != m)
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{
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Packets.SendMobileStatusCompact(ns, m, m.CanBeRenamedBy(f));
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Packets.SendNormalizedMobileAttributes(ns, m);
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Packets.SendMobileStatusCompact(ns, f, f.CanBeRenamedBy(m));
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Packets.SendNormalizedMobileAttributes(ns, f);
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}
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}
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}
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}
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public void OnAccept(Mobile from, bool force = false)
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{
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Faction ourFaction = Faction.Find(Leader);
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Faction theirFaction = Faction.Find(from);
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if (!force && ourFaction != null && theirFaction != null && ourFaction != theirFaction)
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return;
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// : joined the party.
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PartyPackets.SendPartyMessageLocalizedAffixToAll(this, Serial.MinusOne, -1, MessageType.Label,
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0x3B2, 3, 1008094, "",AffixType.Prepend | AffixType.System, from.Name);
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from.SendLocalizedMessage(1005445); // You have been added to the party.
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Candidates.Remove(from);
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Add(from);
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}
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public void OnDecline(Mobile from, Mobile leader)
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{
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// : Does not wish to join the party.
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leader.SendLocalizedMessage(1008091, false, from.Name);
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from.SendLocalizedMessage(1008092); // You notify them that you do not wish to join the party.
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Candidates.Remove(from);
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PartyPackets.SendPartyEmptyList(from.NetState, from);
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if (Candidates.Count == 0 && Members.Count <= 1)
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{
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for (int i = 0; i < Members.Count; ++i)
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{
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Mobile m = this[i].Mobile;
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PartyPackets.SendPartyEmptyList(m.NetState, m);
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m.Party = null;
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}
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Members.Clear();
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}
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}
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public void Remove(Mobile m)
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{
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if (m == Leader)
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Disband();
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else
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{
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for (int i = 0; i < Members.Count; ++i)
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if (Members[i].Mobile == m)
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{
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Members.RemoveAt(i);
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m.Party = null;
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PartyPackets.SendPartyEmptyList(m.NetState, m);
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m.SendLocalizedMessage(1005451); // You have been removed from the party.
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PartyPackets.SendPartyRemoveMemberToAll(m, this);
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// A player has been removed from your party.
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PartyPackets.SendPartyMessageLocalizedToAll(this, Serial.MinusOne, -1, MessageType.Regular, 0x3B2, 3, 1005452, "System");
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break;
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}
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if (Members.Count == 1)
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{
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// The last person has left the party...
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PartyPackets.SendPartyMessageLocalizedToAll(this, Serial.MinusOne, -1, MessageType.Regular, 0x3B2, 3, 1005450, "System");
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Disband();
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}
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}
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}
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public bool Contains(Mobile m) => this[m] != null;
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public void Disband()
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{
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// Your party has disbanded.
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PartyPackets.SendPartyMessageLocalizedToAll(this, Serial.MinusOne, -1, MessageType.Regular, 0x3B2, 3, 1005449, "System");
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for (int i = 0; i < Members.Count; ++i)
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{
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Mobile m = this[i].Mobile;
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PartyPackets.SendPartyEmptyList(m.NetState, m);
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m.Party = null;
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}
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Members.Clear();
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}
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public static void Invite(Mobile from, Mobile target)
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{
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Faction ourFaction = Faction.Find(from);
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Faction theirFaction = Faction.Find(target);
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if (ourFaction != null && theirFaction != null && ourFaction != theirFaction)
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{
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from.SendLocalizedMessage(1008088); // You cannot have players from opposing factions in the same party!
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target.SendLocalizedMessage(1008093); // The party cannot have members from opposing factions.
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return;
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}
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Party p = Get(from);
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if (p == null)
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from.Party = p = new Party(from);
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if (!p.Candidates.Contains(target))
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p.Candidates.Add(target);
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// : You are invited to join the party. Type /accept to join or /decline to decline the offer.
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Packets.SendMessageLocalizedAffix(target.NetState, Serial.MinusOne, -1, MessageType.Label, 0x3B2, 3, 1008089, "",
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AffixType.Prepend | AffixType.System, from.Name);
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from.SendLocalizedMessage(1008090); // You have invited them to join the party.
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PartyPackets.SendPartyInvitation(target.NetState, from);
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target.Party = from;
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DeclineTimer.Start(target, from);
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}
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public void SendPublicMessage(Mobile from, string text)
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{
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PartyPackets.SendPartyTextMessageToAll(this, true, from, text);
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for (int i = 0; i < Listeners.Count; ++i)
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{
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Mobile mob = Listeners[i];
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if (mob.Party != this)
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Listeners[i].SendMessage("[{0}]: {1}", from.Name, text);
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}
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SendToStaffMessage(from, $"[Party]: {text}");
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}
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public void SendPrivateMessage(Mobile from, Mobile to, string text)
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{
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PartyPackets.SendPartyTextMessage(to.NetState, false, from, text);
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for (int i = 0; i < Listeners.Count; ++i)
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{
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Mobile mob = Listeners[i];
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if (mob.Party != this)
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Listeners[i].SendMessage("[{0}]->[{1}]: {2}", from.Name, to.Name, text);
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}
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SendToStaffMessage(from, $"[Party]->[{to.Name}]: {text}");
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}
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private void SendToStaffMessage(Mobile from, string text)
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{
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foreach (NetState ns in from.GetClientsInRange(8))
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{
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Mobile mob = ns.Mobile;
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if (mob?.AccessLevel >= AccessLevel.GameMaster && mob.AccessLevel > from.AccessLevel &&
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mob.Party != this && !Listeners.Contains(mob))
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Packets.SendUnicodeMessage(ns, from.Serial, from.Body, MessageType.Regular, from.SpeechHue, 3, from.Language, from.Name, text);
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}
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}
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private void SendToStaffMessage(Mobile from, string format, params object[] args)
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{
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SendToStaffMessage(from, string.Format(format, args));
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}
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private class RejoinTimer : Timer
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{
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private Mobile m_Mobile;
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public RejoinTimer(Mobile m) : base(TimeSpan.FromSeconds(1.0)) => m_Mobile = m;
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protected override void OnTick()
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{
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Party p = Get(m_Mobile);
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if (p == null)
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return;
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m_Mobile.SendLocalizedMessage(1005437); // You have rejoined the party.
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PartyPackets.SendPartyMemberList(m_Mobile.NetState, p);
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foreach (PartyMemberInfo mi in p.Members)
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{
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Mobile m = mi.Mobile;
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if (m != m_Mobile)
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{
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NetState ns = m.NetState;
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Packets.SendMessageLocalizedAffix(ns, Serial.MinusOne, -1, MessageType.Label, 0x3B2, 3,
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1008087, "", AffixType.Prepend | AffixType.System, m_Mobile.Name);
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Packets.SendMobileStatusCompact(ns, m_Mobile, m_Mobile.CanBeRenamedBy(m));
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Packets.SendNormalizedMobileAttributes(ns, m_Mobile);
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Packets.SendMobileStatusCompact(ns, m, m.CanBeRenamedBy(m_Mobile));
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Packets.SendNormalizedMobileAttributes(ns, m);
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}
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}
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}
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}
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}
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}
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