ModernUO/Projects/Scripts/Gumps/Guilds/New Guild System/BaseGuildGump.cs
Kamron Batman 179cb50557 Updates Packets & Randomizer (#43)
* 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
2019-11-11 12:40:16 +01:00

105 lines
3.5 KiB
C#

using System.Linq;
using Server.Gumps;
using Server.Misc;
using Server.Mobiles;
using Server.Network;
namespace Server.Guilds
{
public abstract class BaseGuildGump : Gump
{
public BaseGuildGump(PlayerMobile pm, Guild g, int x = 10, int y = 10) : base(x, y)
{
guild = g;
player = pm;
pm.CloseGump<BaseGuildGump>();
}
protected Guild guild{ get; }
protected PlayerMobile player{ get; }
//There's prolly a way to have all the vars set of inherited classes before something is called in the Ctor... but... I can't think of it right now, and I can't use Timer.DelayCall here :<
public virtual void PopulateGump()
{
AddPage(0);
AddBackground(0, 0, 600, 440, 0x24AE);
AddBackground(66, 40, 150, 26, 0x2486);
AddButton(71, 45, 0x845, 0x846, 1);
AddHtmlLocalized(96, 43, 110, 26, 1063014, 0x0); // My Guild
AddBackground(236, 40, 150, 26, 0x2486);
AddButton(241, 45, 0x845, 0x846, 2);
AddHtmlLocalized(266, 43, 110, 26, 1062974, 0x0); // Guild Roster
AddBackground(401, 40, 150, 26, 0x2486);
AddButton(406, 45, 0x845, 0x846, 3);
AddHtmlLocalized(431, 43, 110, 26, 1062978, 0x0); // Diplomacy
AddPage(1);
}
public override void OnResponse(NetState sender, RelayInfo info)
{
if (!(sender.Mobile is PlayerMobile pm &&IsMember(pm, guild)))
return;
switch (info.ButtonID)
{
case 1:
{
pm.SendGump(new GuildInfoGump(pm, guild));
break;
}
case 2:
{
pm.SendGump(new GuildRosterGump(pm, guild));
break;
}
case 3:
{
pm.SendGump(new GuildDiplomacyGump(pm, guild));
break;
}
}
}
public static bool IsLeader(Mobile m, Guild g) =>
!(m.Deleted || g.Disbanded || !(m is PlayerMobile) ||
m.AccessLevel < AccessLevel.GameMaster && g.Leader != m);
public static bool IsMember(Mobile m, Guild g) =>
!(m.Deleted || g.Disbanded || !(m is PlayerMobile) ||
m.AccessLevel < AccessLevel.GameMaster && !g.IsMember(m));
public static bool CheckProfanity(string s, int maxLength = 50)
{
//return NameVerification.Validate( s, 1, 50, true, true, false, int.MaxValue, ProfanityProtection.Exceptions, ProfanityProtection.Disallowed, ProfanityProtection.StartDisallowed ); //What am I doing wrong, this still allows chars like the <3 symbol... 3 AM. someone change this to use this
//With testing on OSI, Guild stuff seems to follow a 'simpler' method of profanity protection
if (s.Length < 1 || s.Length > maxLength)
return false;
char[] exceptions = ProfanityProtection.Exceptions;
s = s.ToLower();
if (s.Any(c => (c < 'a' || c > 'z') && (c < '0' || c > '9') && exceptions.All(exception => exception != c)))
return false;
string[] disallowed = ProfanityProtection.Disallowed;
return disallowed.All(t => s.IndexOf(t) == -1);
}
public void AddHtmlText(int x, int y, int width, int height, TextDefinition text, bool back, bool scroll)
{
if (text?.Number > 0)
AddHtmlLocalized(x, y, width, height, text.Number, back, scroll);
else if (text?.String != null)
AddHtml(x, y, width, height, text.String, back, scroll);
}
public static string Color(string text, int color) => $"<BASEFONT COLOR=#{color:X6}>{text}</BASEFONT>";
}
}