* 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
133 lines
No EOL
3.6 KiB
C#
133 lines
No EOL
3.6 KiB
C#
using Server.Guilds;
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using Server.Multis;
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namespace Server.Items
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{
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public class GuildDeed : Item
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{
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[Constructible]
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public GuildDeed() : base(0x14F0) => Weight = 1.0;
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public GuildDeed(Serial serial) : base(serial)
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{
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}
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public override int LabelNumber => 1041055; // a guild deed
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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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}
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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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if (Weight == 0.0)
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Weight = 1.0;
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (Guild.NewGuildSystem)
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return;
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if (!IsChildOf(from.Backpack))
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{
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from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
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}
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else if (from.Guild != null)
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{
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from.SendLocalizedMessage(501137); // You must resign from your current guild before founding another!
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}
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else
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{
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BaseHouse house = BaseHouse.FindHouseAt(from);
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if (house == null)
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{
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from.SendLocalizedMessage(501138); // You can only place a guildstone in a house.
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}
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else if (house.FindGuildstone() != null)
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{
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from.SendLocalizedMessage(501142); //Only one guildstone may reside in a given house.
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}
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else if (!house.IsOwner(from))
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{
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from.SendLocalizedMessage(501141); // You can only place a guildstone in a house you own!
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}
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else
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{
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from.SendLocalizedMessage(1013060); // Enter new guild name (40 characters max):
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from.Prompt = new InternalPrompt(this);
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}
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}
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}
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private class InternalPrompt : Prompt
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{
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private GuildDeed m_Deed;
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public InternalPrompt(GuildDeed deed) => m_Deed = deed;
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public override void OnResponse(Mobile from, string text)
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{
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if (m_Deed.Deleted)
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return;
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if (!m_Deed.IsChildOf(from.Backpack))
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{
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from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
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}
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else if (from.Guild != null)
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{
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from.SendLocalizedMessage(501137); // You must resign from your current guild before founding another!
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}
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else
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{
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BaseHouse house = BaseHouse.FindHouseAt(from);
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if (house == null)
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{
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from.SendLocalizedMessage(501138); // You can only place a guildstone in a house.
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}
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else if (house.FindGuildstone() != null)
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{
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from.SendLocalizedMessage(501142); //Only one guildstone may reside in a given house.
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}
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else if (!house.IsOwner(from))
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{
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from.SendLocalizedMessage(501141); // You can only place a guildstone in a house you own!
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}
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else
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{
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m_Deed.Delete();
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if (text.Length > 40)
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text = text.Substring(0, 40);
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Guild guild = new Guild(from, text, "none");
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from.Guild = guild;
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from.GuildTitle = "Guildmaster";
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Guildstone stone = new Guildstone(guild);
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stone.MoveToWorld(from.Location, from.Map);
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guild.Guildstone = stone;
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}
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}
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}
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public override void OnCancel(Mobile from)
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{
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from.SendLocalizedMessage(501145); // Placement of guildstone cancelled.
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}
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}
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}
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} |