ModernUO/Projects/Scripts/Gumps/Guilds/New Guild System/OtherGuildInfo.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

635 lines
26 KiB
C#

using System;
using Server.Factions;
using Server.Gumps;
using Server.Mobiles;
using Server.Network;
namespace Server.Guilds
{
public class OtherGuildInfo : BaseGuildGump
{
private Guild m_Other;
public OtherGuildInfo(PlayerMobile pm, Guild g, Guild otherGuild) : base(pm, g, 10, 40)
{
m_Other = otherGuild;
g.CheckExpiredWars();
PopulateGump();
}
public void AddButtonAndBackground(int x, int y, int buttonID, int locNum)
{
AddBackground(x, y, 225, 26, 0x2486);
AddButton(x + 5, y + 5, 0x845, 0x846, buttonID);
AddHtmlLocalized(x + 30, y + 3, 185, 26, locNum, 0x0);
}
public override void PopulateGump()
{
Guild g = Guild.GetAllianceLeader(guild);
Guild other = Guild.GetAllianceLeader(m_Other);
WarDeclaration war = g.FindPendingWar(other);
WarDeclaration activeWar = g.FindActiveWar(other);
AllianceInfo alliance = guild.Alliance;
AllianceInfo otherAlliance = m_Other.Alliance;
//NOTE TO SELF: Only only alliance leader can see pending guild alliance statuses
bool PendingWar = war != null;
bool ActiveWar = activeWar != null;
AddPage(0);
AddBackground(0, 0, 520, 335, 0x242C);
AddHtmlLocalized(20, 15, 480, 26, 1062975, 0x0); // <div align=center><i>Guild Relationship</i></div>
AddImageTiled(20, 40, 480, 2, 0x2711);
AddHtmlLocalized(20, 50, 120, 26, 1062954, 0x0, true); // <i>Guild Name</i>
AddHtml(150, 53, 360, 26, m_Other.Name);
AddHtmlLocalized(20, 80, 120, 26, 1063025, 0x0, true); // <i>Alliance</i>
if (otherAlliance != null)
if (otherAlliance.IsMember(m_Other))
AddHtml(150, 83, 360, 26, otherAlliance.Name);
AddHtmlLocalized(20, 110, 120, 26, 1063139, 0x0, true); // <i>Abbreviation</i>
AddHtml(150, 113, 120, 26, m_Other.Abbreviation);
string kills = "0/0";
string time = "00:00";
string otherKills = "0/0";
WarDeclaration otherWar;
if (ActiveWar)
{
kills = $"{activeWar.Kills}/{activeWar.MaxKills}";
TimeSpan timeRemaining = TimeSpan.Zero;
if (activeWar.WarLength != TimeSpan.Zero && activeWar.WarBeginning + activeWar.WarLength > DateTime.UtcNow)
timeRemaining = activeWar.WarBeginning + activeWar.WarLength - DateTime.UtcNow;
//time = String.Format( "{0:D2}:{1:D2}", timeRemaining.Hours.ToString(), timeRemaining.Subtract( TimeSpan.FromHours( timeRemaining.Hours ) ).Minutes ); //Is there a formatter for htis? it's 2AM and I'm tired and can't find it
time = $"{timeRemaining.Hours:D2}:{DateTime.MinValue + timeRemaining:mm}";
otherWar = m_Other.FindActiveWar(guild);
if (otherWar != null)
otherKills = $"{otherWar.Kills}/{otherWar.MaxKills}";
}
else if (PendingWar)
{
kills = Color($"{war.Kills}/{war.MaxKills}", 0x990000);
//time = Color( String.Format( "{0}:{1}", war.WarLength.Hours, ((TimeSpan)(war.WarLength - TimeSpan.FromHours( war.WarLength.Hours ))).Minutes ), 0xFF0000 );
time = Color($"{war.WarLength.Hours:D2}:{DateTime.MinValue + war.WarLength:mm}", 0x990000);
otherWar = m_Other.FindPendingWar(guild);
if (otherWar != null)
otherKills = Color($"{otherWar.Kills}/{otherWar.MaxKills}", 0x990000);
}
AddHtmlLocalized(280, 110, 120, 26, 1062966, 0x0, true); // <i>Your Kills</i>
AddHtml(410, 113, 120, 26, kills);
AddHtmlLocalized(20, 140, 120, 26, 1062968, 0x0, true); // <i>Time Remaining</i>
AddHtml(150, 143, 120, 26, time);
AddHtmlLocalized(280, 140, 120, 26, 1062967, 0x0, true); // <i>Their Kills</i>
AddHtml(410, 143, 120, 26, otherKills);
AddImageTiled(20, 172, 480, 2, 0x2711);
int number = 1062973; // <div align=center>You are at peace with this guild.</div>
if (PendingWar)
{
if (war.WarRequester)
number = 1063027; // <div align=center>You have challenged this guild to war!</div>
else
{
number = 1062969; // <div align=center>This guild has challenged you to war!</div>
AddButtonAndBackground(20, 260, 5, 1062981); // Accept Challenge
AddButtonAndBackground(275, 260, 6, 1062983); //Modify Terms
}
AddButtonAndBackground(20, 290, 7, 1062982); // Dismiss Challenge
}
else if (ActiveWar)
{
number = 1062965; // <div align=center>You are at war with this guild!</div>
AddButtonAndBackground(20, 290, 8, 1062980); // Surrender
}
else if (alliance != null && alliance == otherAlliance) //alliance, Same Alliance
{
if (alliance.IsMember(guild) && alliance.IsMember(m_Other)) //Both in Same alliance, full members
{
number = 1062970; // <div align=center>You are allied with this guild.</div>
if (alliance.Leader == guild)
{
AddButtonAndBackground(20, 260, 12, 1062984); // Remove Guild from Alliance
AddButtonAndBackground(275, 260, 13,
1063433); // Promote to Alliance Leader //Note: No 'confirmation' like the other leader guild promotion things
//Remove guild from alliance //Promote to Alliance Leader
}
//Show roster, Centered, up
AddButtonAndBackground(148, 215, 10, 1063164); //Show Alliance Roster
//Leave Alliance
AddButtonAndBackground(20, 290, 11, 1062985); // Leave Alliance
}
else if (alliance.Leader == guild && alliance.IsPendingMember(m_Other))
{
number = 1062971; // <div align=center>You have requested an alliance with this guild.</div>
//Show Alliance Roster, Centered, down.
AddButtonAndBackground(148, 245, 10, 1063164); //Show Alliance Roster
//Withdraw Request
AddButtonAndBackground(20, 290, 14, 1062986); // Withdraw Request
AddHtml(150, 83, 360, 26, Color(alliance.Name, 0x99));
}
else if (alliance.Leader == m_Other && alliance.IsPendingMember(guild))
{
number = 1062972; // <div align=center>This guild has requested an alliance.</div>
//Show alliance Roster, top
AddButtonAndBackground(148, 215, 10, 1063164); //Show Alliance Roster
//Deny Request
//Accept Request
AddButtonAndBackground(20, 260, 15, 1062988); // Deny Request
AddButtonAndBackground(20, 290, 16, 1062987); // Accept Request
AddHtml(150, 83, 360, 26, Color(alliance.Name, 0x99));
}
}
else
{
AddButtonAndBackground(20, 260, 2, 1062990); // Request Alliance
AddButtonAndBackground(20, 290, 1, 1062989); // Declare War!
}
AddButtonAndBackground(275, 290, 0, 3000091); //Cancel
AddHtmlLocalized(20, 180, 480, 30, number, 0x0, true);
AddImageTiled(20, 245, 480, 2, 0x2711);
}
public override void OnResponse(NetState sender, RelayInfo info)
{
PlayerMobile pm = sender.Mobile as PlayerMobile;
if (!IsMember(pm, guild))
return;
RankDefinition playerRank = pm.GuildRank;
Guild guildLeader = Guild.GetAllianceLeader(guild);
Guild otherGuild = Guild.GetAllianceLeader(m_Other);
WarDeclaration war = guildLeader.FindPendingWar(otherGuild);
WarDeclaration activeWar = guildLeader.FindActiveWar(otherGuild);
WarDeclaration otherWar = otherGuild.FindPendingWar(guildLeader);
AllianceInfo alliance = guild.Alliance;
AllianceInfo otherAlliance = otherGuild.Alliance;
switch (info.ButtonID)
{
#region War
case 5: //Accept the war
{
if (war?.WarRequester == false && activeWar == null)
{
if (!playerRank.GetFlag(RankFlags.ControlWarStatus))
pm.SendLocalizedMessage(1063440); // You don't have permission to negotiate wars.
else if (alliance != null && alliance.Leader != guild)
{
pm.SendLocalizedMessage(1063239,
$"{guild.Name}\t{alliance.Name}"); // ~1_val~ is not the leader of the ~2_val~ alliance.
pm.SendLocalizedMessage(1070707,
alliance.Leader.Name); // You need to negotiate via ~1_val~ instead.
}
else
{
//Accept the war
guild.PendingWars.Remove(war);
war.WarBeginning = DateTime.UtcNow;
guild.AcceptedWars.Add(war);
if (alliance?.IsMember(guild) == true)
{
alliance.AllianceMessage(1070769,
otherAlliance != null
? otherAlliance.Name
: otherGuild.Name); // Guild Message: Your guild is now at war with ~1_GUILDNAME~
alliance.InvalidateMemberProperties();
}
else
{
guild.GuildMessage(1070769,
otherAlliance != null
? otherAlliance.Name
: otherGuild.Name); // Guild Message: Your guild is now at war with ~1_GUILDNAME~
guild.InvalidateMemberProperties();
}
//Technically SHOULD say Your guild is now at war w/out any info, intentional diff.
otherGuild.PendingWars.Remove(otherWar);
otherWar.WarBeginning = DateTime.UtcNow;
otherGuild.AcceptedWars.Add(otherWar);
if (otherAlliance != null && m_Other.Alliance.IsMember(m_Other))
{
otherAlliance.AllianceMessage(1070769,
alliance != null
? alliance.Name
: guild.Name); // Guild Message: Your guild is now at war with ~1_GUILDNAME~
otherAlliance.InvalidateMemberProperties();
}
else
{
otherGuild.GuildMessage(1070769,
alliance != null
? alliance.Name
: guild.Name); // Guild Message: Your guild is now at war with ~1_GUILDNAME~
otherGuild.InvalidateMemberProperties();
}
}
}
break;
}
case 6: //Modify war terms
{
if (war?.WarRequester == false && activeWar == null)
{
if (!playerRank.GetFlag(RankFlags.ControlWarStatus))
pm.SendLocalizedMessage(1063440); // You don't have permission to negotiate wars.
else if (alliance != null && alliance.Leader != guild)
{
pm.SendLocalizedMessage(1063239,
$"{guild.Name}\t{alliance.Name}"); // ~1_val~ is not the leader of the ~2_val~ alliance.
pm.SendLocalizedMessage(1070707,
alliance.Leader.Name); // You need to negotiate via ~1_val~ instead.
}
else
pm.SendGump(new WarDeclarationGump(pm, guild, otherGuild));
}
break;
}
case 7: //Dismiss war
{
if (war != null)
{
if (!playerRank.GetFlag(RankFlags.ControlWarStatus))
pm.SendLocalizedMessage(1063440); // You don't have permission to negotiate wars.
else if (alliance != null && alliance.Leader != guild)
{
pm.SendLocalizedMessage(1063239,
$"{guild.Name}\t{alliance.Name}"); // ~1_val~ is not the leader of the ~2_val~ alliance.
pm.SendLocalizedMessage(1070707,
alliance.Leader.Name); // You need to negotiate via ~1_val~ instead.
}
else
{
//Dismiss the war
guild.PendingWars.Remove(war);
otherGuild.PendingWars.Remove(otherWar);
pm.SendLocalizedMessage(1070752); // The proposal has been updated.
//Messages to opposing guild? (Testing on OSI says no)
}
}
break;
}
case 8: //Surrender
{
if (!playerRank.GetFlag(RankFlags.ControlWarStatus))
pm.SendLocalizedMessage(1063440); // You don't have permission to negotiate wars.
else if (alliance != null && alliance.Leader != guild)
{
pm.SendLocalizedMessage(1063239,
$"{guild.Name}\t{alliance.Name}"); // ~1_val~ is not the leader of the ~2_val~ alliance.
pm.SendLocalizedMessage(1070707, alliance.Leader.Name); // You need to negotiate via ~1_val~ instead.
}
else
{
if (activeWar != null)
{
if (alliance?.IsMember(guild) == true)
{
alliance.AllianceMessage(1070740,
otherAlliance != null
? otherAlliance.Name
: otherGuild.Name); // You have lost the war with ~1_val~.
alliance.InvalidateMemberProperties();
}
else
{
guild.GuildMessage(1070740,
otherAlliance != null
? otherAlliance.Name
: otherGuild.Name); // You have lost the war with ~1_val~.
guild.InvalidateMemberProperties();
}
guild.AcceptedWars.Remove(activeWar);
if (otherAlliance?.IsMember(otherGuild) == true)
{
otherAlliance.AllianceMessage(1070739,
guild.Alliance != null
? guild.Alliance.Name
: guild.Name); // You have won the war against ~1_val~!
otherAlliance.InvalidateMemberProperties();
}
else
{
otherGuild.GuildMessage(1070739,
guild.Alliance != null
? guild.Alliance.Name
: guild.Name); // You have won the war against ~1_val~!
otherGuild.InvalidateMemberProperties();
}
otherGuild.AcceptedWars.Remove(otherGuild.FindActiveWar(guild));
}
}
break;
}
case 1: //Declare War
{
if (war == null && activeWar == null)
{
if (!playerRank.GetFlag(RankFlags.ControlWarStatus))
pm.SendLocalizedMessage(1063440); // You don't have permission to negotiate wars.
else if (alliance != null && alliance.Leader != guild)
{
pm.SendLocalizedMessage(1063239,
$"{guild.Name}\t{alliance.Name}"); // ~1_val~ is not the leader of the ~2_val~ alliance.
pm.SendLocalizedMessage(1070707,
alliance.Leader.Name); // You need to negotiate via ~1_val~ instead.
}
else if (otherAlliance != null && otherAlliance.Leader != m_Other)
{
pm.SendLocalizedMessage(1063239,
$"{m_Other.Name}\t{otherAlliance.Name}"); // ~1_val~ is not the leader of the ~2_val~ alliance.
pm.SendLocalizedMessage(1070707,
otherAlliance.Leader.Name); // You need to negotiate via ~1_val~ instead.
}
else
pm.SendGump(new WarDeclarationGump(pm, guild, m_Other));
}
break;
}
#endregion
case 2: //Request Alliance
{
#region New alliance
if (alliance == null)
{
if (!playerRank.GetFlag(RankFlags.AllianceControl))
pm.SendLocalizedMessage(1070747); // You don't have permission to create an alliance.
else if (Faction.Find(guild.Leader) != Faction.Find(m_Other.Leader))
pm.SendLocalizedMessage(
1070758); // You cannot propose an alliance to a guild with a different faction allegiance.
else if (otherAlliance != null)
{
if (otherAlliance.IsPendingMember(m_Other))
pm.SendLocalizedMessage(1063416,
m_Other.Name); // ~1_val~ is currently considering another alliance proposal.
else
pm.SendLocalizedMessage(1063426, m_Other.Name); // ~1_val~ already belongs to an alliance.
}
else if (m_Other.AcceptedWars.Count > 0 || m_Other.PendingWars.Count > 0)
pm.SendLocalizedMessage(1063427, m_Other.Name); // ~1_val~ is currently involved in a guild war.
else if (guild.AcceptedWars.Count > 0 || guild.PendingWars.Count > 0)
pm.SendLocalizedMessage(1063427, guild.Name); // ~1_val~ is currently involved in a guild war.
else
{
pm.SendLocalizedMessage(1063439); // Enter a name for the new alliance:
pm.BeginPrompt(CreateAlliance_Callback);
}
}
#endregion
#region Existing Alliance
else
{
if (!playerRank.GetFlag(RankFlags.AllianceControl))
pm.SendLocalizedMessage(1063436); // You don't have permission to negotiate an alliance.
else if (alliance.Leader != guild)
pm.SendLocalizedMessage(1063239,
$"{guild.Name}\t{alliance.Name}"); // ~1_val~ is not the leader of the ~2_val~ alliance.
else if (otherAlliance != null)
{
if (otherAlliance.IsPendingMember(m_Other))
pm.SendLocalizedMessage(1063416,
m_Other.Name); // ~1_val~ is currently considering another alliance proposal.
else
pm.SendLocalizedMessage(1063426, m_Other.Name); // ~1_val~ already belongs to an alliance.
}
else if (alliance.IsPendingMember(guild))
pm.SendLocalizedMessage(1063416,
guild.Name); // ~1_val~ is currently considering another alliance proposal.
else if (m_Other.AcceptedWars.Count > 0 || m_Other.PendingWars.Count > 0)
pm.SendLocalizedMessage(1063427, m_Other.Name); // ~1_val~ is currently involved in a guild war.
else if (guild.AcceptedWars.Count > 0 || guild.PendingWars.Count > 0)
pm.SendLocalizedMessage(1063427, guild.Name); // ~1_val~ is currently involved in a guild war.
else if (Faction.Find(guild.Leader) != Faction.Find(m_Other.Leader))
pm.SendLocalizedMessage(
1070758); // You cannot propose an alliance to a guild with a different faction allegiance.
else
{
pm.SendLocalizedMessage(1070750,
m_Other.Name); // An invitation to join your alliance has been sent to ~1_val~.
m_Other.GuildMessage(1070780, guild.Name); // ~1_val~ has proposed an alliance.
m_Other.Alliance = alliance; //Calls addPendingGuild
//alliance.AddPendingGuild( m_Other );
}
}
#endregion
break;
}
case 10: //Show Alliance Roster
{
if (alliance != null && alliance == otherAlliance)
pm.SendGump(new AllianceInfo.AllianceRosterGump(pm, guild, alliance));
break;
}
case 11: //Leave Alliance
{
if (!playerRank.GetFlag(RankFlags.AllianceControl))
pm.SendLocalizedMessage(1063436); // You don't have permission to negotiate an alliance.
else if (alliance?.IsMember(guild) == true)
{
guild.Alliance = null; //Calls alliance.Removeguild
// alliance.RemoveGuild( guild );
m_Other.InvalidateWarNotoriety();
guild.InvalidateMemberNotoriety();
}
break;
}
case 12: //Remove Guild from alliance
{
if (!playerRank.GetFlag(RankFlags.AllianceControl))
pm.SendLocalizedMessage(1063436); // You don't have permission to negotiate an alliance.
else if (alliance != null && alliance.Leader != guild)
pm.SendLocalizedMessage(1063239,
$"{guild.Name}\t{alliance.Name}"); // ~1_val~ is not the leader of the ~2_val~ alliance.
else if (alliance?.IsMember(guild) == true && alliance.IsMember(m_Other))
{
m_Other.Alliance = null;
m_Other.InvalidateMemberNotoriety();
guild.InvalidateWarNotoriety();
}
break;
}
case 13: //Promote to Alliance leader
{
if (!playerRank.GetFlag(RankFlags.AllianceControl))
pm.SendLocalizedMessage(1063436); // You don't have permission to negotiate an alliance.
else if (alliance != null && alliance.Leader != guild)
pm.SendLocalizedMessage(1063239,
$"{guild.Name}\t{alliance.Name}"); // ~1_val~ is not the leader of the ~2_val~ alliance.
else if (alliance?.IsMember(guild) == true && alliance.IsMember(m_Other))
{
pm.SendLocalizedMessage(1063434,
$"{m_Other.Name}\t{alliance.Name}"); // ~1_val~ is now the leader of ~2_val~.
alliance.Leader = m_Other;
}
break;
}
case 14: //Withdraw Request
{
if (!playerRank.GetFlag(RankFlags.AllianceControl))
pm.SendLocalizedMessage(1063436); // You don't have permission to negotiate an alliance.
else if (alliance != null && alliance.Leader == guild && alliance.IsPendingMember(m_Other))
{
m_Other.Alliance = null;
pm.SendLocalizedMessage(1070752); // The proposal has been updated.
}
break;
}
case 15: //Deny Alliance Request
{
if (!playerRank.GetFlag(RankFlags.AllianceControl))
pm.SendLocalizedMessage(1063436); // You don't have permission to negotiate an alliance.
else if (alliance != null && otherAlliance != null && alliance.Leader == m_Other &&
otherAlliance.IsPendingMember(guild))
{
pm.SendLocalizedMessage(1070752); // The proposal has been updated.
//m_Other.GuildMessage( 1070782 ); // ~1_val~ has responded to your proposal. //Per OSI commented out.
guild.Alliance = null;
}
break;
}
case 16: //Accept Alliance Request
{
if (!playerRank.GetFlag(RankFlags.AllianceControl))
pm.SendLocalizedMessage(1063436); // You don't have permission to negotiate an alliance.
else if (otherAlliance != null && otherAlliance.Leader == m_Other &&
otherAlliance.IsPendingMember(guild))
{
pm.SendLocalizedMessage(1070752); // The proposal has been updated.
otherAlliance
.TurnToMember(
m_Other); //No need to verify it's in the guild or already a member, the function does this
otherAlliance.TurnToMember(guild);
}
break;
}
}
}
public void CreateAlliance_Callback(Mobile from, string text)
{
PlayerMobile pm = from as PlayerMobile;
AllianceInfo alliance = guild.Alliance;
AllianceInfo otherAlliance = m_Other.Alliance;
if (!IsMember(from, guild) || alliance != null)
return;
RankDefinition playerRank = pm.GuildRank;
if (!playerRank.GetFlag(RankFlags.AllianceControl))
pm.SendLocalizedMessage(1070747); // You don't have permission to create an alliance.
else if (Faction.Find(guild.Leader) != Faction.Find(m_Other.Leader))
//Notes about this: OSI only cares/checks when proposing, you can change your faction all you want later.
pm.SendLocalizedMessage(
1070758); // You cannot propose an alliance to a guild with a different faction allegiance.
else if (otherAlliance != null)
{
if (otherAlliance.IsPendingMember(m_Other))
pm.SendLocalizedMessage(1063416,
m_Other.Name); // ~1_val~ is currently considering another alliance proposal.
else
pm.SendLocalizedMessage(1063426, m_Other.Name); // ~1_val~ already belongs to an alliance.
}
else if (m_Other.AcceptedWars.Count > 0 || m_Other.PendingWars.Count > 0)
pm.SendLocalizedMessage(1063427, m_Other.Name); // ~1_val~ is currently involved in a guild war.
else if (guild.AcceptedWars.Count > 0 || guild.PendingWars.Count > 0)
pm.SendLocalizedMessage(1063427, guild.Name); // ~1_val~ is currently involved in a guild war.
else
{
string name = Utility.FixHtml(text.Trim());
if (!CheckProfanity(name))
pm.SendLocalizedMessage(1070886); // That alliance name is not allowed.
else if (name.Length > Guild.NameLimit)
pm.SendLocalizedMessage(1070887,
Guild.NameLimit.ToString()); // An alliance name cannot exceed ~1_val~ characters in length.
else if (AllianceInfo.Alliances.ContainsKey(name.ToLower()))
pm.SendLocalizedMessage(1063428); // That alliance name is not available.
else
{
pm.SendLocalizedMessage(1070750,
m_Other.Name); // An invitation to join your alliance has been sent to ~1_val~.
m_Other.GuildMessage(1070780, guild.Name); // ~1_val~ has proposed an alliance.
new AllianceInfo(guild, name, m_Other);
}
}
}
}
}