ModernUO/Scripts/Gumps/Guilds/GuildAdminCandidatesGump.cs
2018-09-14 08:41:38 -07:00

124 lines
No EOL
3.5 KiB
C#

using Server.Guilds;
using Server.Network;
using Server.Factions;
namespace Server.Gumps
{
public class GuildAdminCandidatesGump : GuildMobileListGump
{
public GuildAdminCandidatesGump( Mobile from, Guild guild ) : base( from, guild, true, guild.Candidates )
{
}
protected override void Design()
{
AddHtmlLocalized( 20, 10, 400, 35, 1013075, false, false ); // Accept or Refuse candidates for membership
AddButton( 20, 400, 4005, 4007, 1, GumpButtonType.Reply, 0 );
AddHtmlLocalized( 55, 400, 245, 30, 1013076, false, false ); // Accept
AddButton( 300, 400, 4005, 4007, 2, GumpButtonType.Reply, 0 );
AddHtmlLocalized( 335, 400, 100, 35, 1013077, false, false ); // Refuse
}
public override void OnResponse( NetState state, RelayInfo info )
{
if ( GuildGump.BadLeader( m_Mobile, m_Guild ) )
return;
switch ( info.ButtonID )
{
case 0:
{
GuildGump.EnsureClosed( m_Mobile );
m_Mobile.SendGump( new GuildmasterGump( m_Mobile, m_Guild ) );
break;
}
case 1: // Accept
{
int[] switches = info.Switches;
if ( switches.Length > 0 )
{
int index = switches[0];
if ( index >= 0 && index < m_List.Count )
{
Mobile m = (Mobile)m_List[index];
if ( m != null && !m.Deleted )
{
#region Factions
PlayerState guildState = PlayerState.Find( m_Guild.Leader );
PlayerState targetState = PlayerState.Find( m );
Faction guildFaction = ( guildState == null ? null : guildState.Faction );
Faction targetFaction = ( targetState == null ? null : targetState.Faction );
if ( guildFaction != targetFaction )
{
if ( guildFaction == null )
m_Mobile.SendLocalizedMessage( 1013027 ); // That player cannot join a non-faction guild.
else if ( targetFaction == null )
m_Mobile.SendLocalizedMessage( 1013026 ); // That player must be in a faction before joining this guild.
else
m_Mobile.SendLocalizedMessage( 1013028 ); // That person has a different faction affiliation.
break;
}
else if ( targetState != null && targetState.IsLeaving )
{
// OSI does this quite strangely, so we'll just do it this way
m_Mobile.SendMessage( "That person is quitting their faction and so you may not recruit them." );
break;
}
#endregion
m_Guild.Candidates.Remove( m );
m_Guild.Accepted.Add( m );
GuildGump.EnsureClosed( m_Mobile );
if ( m_Guild.Candidates.Count > 0 )
m_Mobile.SendGump( new GuildAdminCandidatesGump( m_Mobile, m_Guild ) );
else
m_Mobile.SendGump( new GuildmasterGump( m_Mobile, m_Guild ) );
}
}
}
break;
}
case 2: // Refuse
{
int[] switches = info.Switches;
if ( switches.Length > 0 )
{
int index = switches[0];
if ( index >= 0 && index < m_List.Count )
{
Mobile m = (Mobile)m_List[index];
if ( m != null && !m.Deleted )
{
m_Guild.Candidates.Remove( m );
GuildGump.EnsureClosed( m_Mobile );
if ( m_Guild.Candidates.Count > 0 )
m_Mobile.SendGump( new GuildAdminCandidatesGump( m_Mobile, m_Guild ) );
else
m_Mobile.SendGump( new GuildmasterGump( m_Mobile, m_Guild ) );
}
}
}
break;
}
}
}
}
}