ModernUO/Projects/Scripts/Mobiles/Vendors/NPC/Guildmasters/BaseGuildmaster.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

136 lines
4.3 KiB
C#

using System;
using System.Collections.Generic;
using Server.Items;
using Server.Network;
namespace Server.Mobiles
{
public abstract class BaseGuildmaster : BaseVendor
{
public BaseGuildmaster(string title) : base(title) => Title = $"the {title} {(Female ? "guildmistress" : "guildmaster")}";
public BaseGuildmaster(Serial serial) : base(serial)
{
}
protected override List<SBInfo> SBInfos{ get; } = new List<SBInfo>();
public override bool IsActiveVendor => false;
public override bool ClickTitle => false;
public virtual int JoinCost => 500;
public virtual TimeSpan JoinAge => TimeSpan.FromDays(0.0);
public virtual TimeSpan JoinGameAge => TimeSpan.FromDays(2.0);
public virtual TimeSpan QuitAge => TimeSpan.FromDays(7.0);
public virtual TimeSpan QuitGameAge => TimeSpan.FromDays(4.0);
public override void InitSBInfo()
{
}
public virtual bool CheckCustomReqs(PlayerMobile pm) => true;
public virtual void SayGuildTo(Mobile m)
{
SayTo(m, 1008055 + (int)NpcGuild);
}
public virtual void SayWelcomeTo(Mobile m)
{
SayTo(m, 1008054); // Welcome to the guild! Thou shalt find that fellow members shall grant thee lower prices in shops.
}
public virtual void SayPriceTo(Mobile m)
{
Packets.SendMessageLocalizedAffix(m.NetState, Serial, Body, MessageType.Regular, SpeechHue, 3, 1008052, Name,
AffixType.Append, JoinCost.ToString());
}
public virtual bool WasNamed(string speech) => Name != null && Insensitive.StartsWith(speech, Name);
public override bool HandlesOnSpeech(Mobile from) => from.InRange(Location, 2) || base.HandlesOnSpeech(from);
public override void OnSpeech(SpeechEventArgs e)
{
Mobile from = e.Mobile;
if (!e.Handled && from is PlayerMobile pm && pm.InRange(Location, 2) && WasNamed(e.Speech))
{
if (e.HasKeyword(0x0004)) // *join* | *member*
{
if (pm.NpcGuild == NpcGuild)
SayTo(pm, 501047); // Thou art already a member of our guild.
else if (pm.NpcGuild != NpcGuild.None)
SayTo(pm, 501046); // Thou must resign from thy other guild first.
else if (pm.GameTime < JoinGameAge || pm.CreationTime + JoinAge > DateTime.UtcNow)
SayTo(pm, 501048); // You are too young to join my guild...
else if (CheckCustomReqs(pm))
SayPriceTo(pm);
e.Handled = true;
}
else if (e.HasKeyword(0x0005)) // *resign* | *quit*
{
if (pm.NpcGuild != NpcGuild)
SayTo(pm, 501052); // Thou dost not belong to my guild!
else if (pm.NpcGuildJoinTime + QuitAge > DateTime.UtcNow ||
pm.NpcGuildGameTime + QuitGameAge > pm.GameTime)
SayTo(pm, 501053); // You just joined my guild! You must wait a week to resign.
else
{
SayTo(pm, 501054); // I accept thy resignation.
pm.NpcGuild = NpcGuild.None;
}
e.Handled = true;
}
}
base.OnSpeech(e);
}
public override bool OnGoldGiven(Mobile from, Gold dropped)
{
if (from is PlayerMobile pm && dropped.Amount == JoinCost)
{
if (pm.NpcGuild == NpcGuild)
SayTo(pm, 501047); // Thou art already a member of our guild.
else if (pm.NpcGuild != NpcGuild.None)
SayTo(pm, 501046); // Thou must resign from thy other guild first.
else if (pm.GameTime < JoinGameAge || pm.CreationTime + JoinAge > DateTime.UtcNow)
SayTo(pm, 501048); // You are too young to join my guild...
else if (CheckCustomReqs(pm))
{
SayWelcomeTo(pm);
pm.NpcGuild = NpcGuild;
pm.NpcGuildJoinTime = DateTime.UtcNow;
pm.NpcGuildGameTime = pm.GameTime;
dropped.Delete();
return true;
}
return false;
}
return base.OnGoldGiven(from, dropped);
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
}