- [X] Fixes an issue where a buffer smaller than 8 bytes would not double with enough space in some cases. - [X] Fixes an issue with dupe copying the savebuffer reference (ugh). - [X] Streamlines the IGenericWriter API to use better generics. - [X] Streamlines the IGenericReader API to use better generics. - [X] Forces `tidying` of a List/HashSet to be done externally since Writers/Readers should not have side effects. - [X] Fixes an issue where Tidying a list didn't TrimExcess, causing memory leaks. - [X] Reverted the meaning of `World.Running` to specifically refer to any world state post world loading. - NOTE: Do not use this if you want to block on world saves. Instead use checks against `WorldState.Saving` states. - [X] Fixes an issue with serializing negative DateTime deltas. - [X] Fixes a potential issue with serializing non-UTC DateTime. Bumps release version
306 lines
8.4 KiB
C#
306 lines
8.4 KiB
C#
using System;
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using Server.Items;
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using Server.Network;
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namespace Server.Factions
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{
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public enum AllowedPlacing
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{
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Everywhere,
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AnyFactionTown,
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ControlledFactionTown,
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FactionStronghold
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}
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public abstract class BaseFactionTrap : BaseTrap
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{
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private Timer m_Concealing;
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public BaseFactionTrap(Faction f, Mobile m, int itemID) : base(itemID)
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{
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Visible = false;
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Faction = f;
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TimeOfPlacement = DateTime.UtcNow;
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Placer = m;
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}
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public BaseFactionTrap(Serial serial) : base(serial)
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{
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Faction Faction { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public Mobile Placer { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public DateTime TimeOfPlacement { get; set; }
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public virtual int EffectSound => 0;
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public virtual int SilverFromDisarm => 100;
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public virtual int MessageHue => 0;
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public virtual int AttackMessage => 0;
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public virtual int DisarmMessage => 0;
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public virtual AllowedPlacing AllowedPlacing => AllowedPlacing.Everywhere;
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public virtual TimeSpan ConcealPeriod => TimeSpan.FromMinutes(1.0);
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public virtual TimeSpan DecayPeriod
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{
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get
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{
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if (Core.AOS)
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{
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return TimeSpan.FromDays(1.0);
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}
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return TimeSpan.MaxValue; // no decay
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}
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}
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public override void OnTrigger(Mobile from)
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{
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if (!IsEnemy(from))
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{
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return;
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}
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Conceal();
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DoVisibleEffect();
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Effects.PlaySound(Location, Map, EffectSound);
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DoAttackEffect(from);
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var silverToAward = from.Alive ? 20 : 40;
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if (Placer != null && Faction != null)
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{
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var victimState = PlayerState.Find(from);
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if (victimState?.CanGiveSilverTo(Placer) == true && victimState.KillPoints > 0)
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{
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var silverGiven = Faction.AwardSilver(Placer, silverToAward);
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if (silverGiven > 0)
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{
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// TODO: Get real message
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if (from.Alive)
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{
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Placer.SendMessage(
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"You have earned {0} silver pieces because {1} fell for your trap.",
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silverGiven,
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from.Name
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);
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}
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else
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{
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// You have earned ~1_SILVER_AMOUNT~ pieces for vanquishing ~2_PLAYER_NAME~!
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Placer.SendLocalizedMessage(1042736, $"{silverGiven} silver\t{from.Name}");
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}
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}
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victimState.OnGivenSilverTo(Placer);
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}
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}
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from.LocalOverheadMessage(MessageType.Regular, MessageHue, AttackMessage);
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}
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public abstract void DoVisibleEffect();
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public abstract void DoAttackEffect(Mobile m);
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public virtual int IsValidLocation() => IsValidLocation(GetWorldLocation(), Map);
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public virtual int IsValidLocation(Point3D p, Map m)
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{
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if (m == null)
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{
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return 502956; // You cannot place a trap on that.
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}
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if (Core.ML)
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{
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foreach (var item in m.GetItemsInRange(p, 0))
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{
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if (item is BaseFactionTrap trap && trap.Faction == Faction)
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{
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return 1075263; // There is already a trap belonging to your faction at this location.;
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}
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}
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}
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switch (AllowedPlacing)
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{
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case AllowedPlacing.FactionStronghold:
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{
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var region = Region.Find(p, m).GetRegion<StrongholdRegion>();
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if (region != null && region.Faction == Faction)
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{
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return 0;
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}
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return 1010355; // This trap can only be placed in your stronghold
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}
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case AllowedPlacing.AnyFactionTown:
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{
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var town = Town.FromRegion(Region.Find(p, m));
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if (town != null)
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{
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return 0;
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}
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return 1010356; // This trap can only be placed in a faction town
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}
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case AllowedPlacing.ControlledFactionTown:
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{
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var town = Town.FromRegion(Region.Find(p, m));
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if (town != null && town.Owner == Faction)
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{
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return 0;
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}
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return 1010357; // This trap can only be placed in a town your faction controls
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}
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}
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return 0;
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}
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public override void OnMovement(Mobile m, Point3D oldLocation)
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{
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base.OnMovement(m, oldLocation);
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if (!CheckDecay() && CheckRange(m.Location, oldLocation, 6))
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{
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if (Faction.Find(m) != null &&
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(m.Skills.DetectHidden.Value - 80.0) / 20.0 > Utility.RandomDouble())
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{
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PrivateOverheadLocalizedMessage(m, 1010154, MessageHue, "", ""); // [Faction Trap]
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}
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}
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}
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public void PrivateOverheadLocalizedMessage(Mobile to, int number, int hue, string name, string args)
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{
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to?.NetState.SendMessageLocalized(Serial, ItemID, MessageType.Regular, hue, 3, number, name, args);
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}
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public virtual bool CheckDecay()
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{
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var decayPeriod = DecayPeriod;
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if (decayPeriod == TimeSpan.MaxValue)
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{
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return false;
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}
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if (TimeOfPlacement + decayPeriod < DateTime.UtcNow)
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{
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Timer.DelayCall(Delete);
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return true;
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}
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return false;
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}
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public virtual void BeginConceal()
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{
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m_Concealing?.Stop();
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m_Concealing = Timer.DelayCall(ConcealPeriod, Conceal);
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}
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public virtual void Conceal()
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{
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m_Concealing?.Stop();
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m_Concealing = null;
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if (!Deleted)
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{
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Visible = false;
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}
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}
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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Faction.WriteReference(writer, Faction);
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writer.Write(Placer);
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writer.Write(TimeOfPlacement);
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if (Visible)
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{
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BeginConceal();
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}
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = reader.ReadInt();
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Faction = Faction.ReadReference(reader);
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Placer = reader.ReadEntity<Mobile>();
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TimeOfPlacement = reader.ReadDateTime();
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if (Visible)
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{
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BeginConceal();
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}
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CheckDecay();
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}
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public override void OnDelete()
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{
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if (Faction?.Traps.Contains(this) == true)
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{
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Faction.Traps.Remove(this);
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}
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base.OnDelete();
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}
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public virtual bool IsEnemy(Mobile mob)
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{
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if (mob.Hidden && mob.AccessLevel > AccessLevel.Player)
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{
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return false;
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}
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if (!mob.Alive || mob.IsDeadBondedPet)
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{
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return false;
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}
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var faction = Faction.Find(mob, true);
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if (faction == null && mob is BaseFactionGuard guard)
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{
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faction = guard.Faction;
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}
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if (faction == null)
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{
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return false;
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}
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return faction != Faction;
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}
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}
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}
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