ModernUO/Scripts/Engines/Factions/Core/Faction.cs
2018-09-14 12:56:58 -07:00

1409 lines
37 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Server.Items;
using Server.Guilds;
using Server.Mobiles;
using Server.Prompts;
using Server.Targeting;
using Server.Accounting;
using Server.Commands;
using Server.Commands.Generic;
namespace Server.Factions
{
[CustomEnum( new[]{ "Minax", "Council of Mages", "True Britannians", "Shadowlords" } )]
public abstract class Faction : IComparable
{
public int ZeroRankOffset;
private FactionDefinition m_Definition;
private FactionState m_State;
private StrongholdRegion m_StrongholdRegion;
public StrongholdRegion StrongholdRegion
{
get => m_StrongholdRegion;
set => m_StrongholdRegion = value;
}
public FactionDefinition Definition
{
get => m_Definition;
set
{
m_Definition = value;
m_StrongholdRegion = new StrongholdRegion( this );
}
}
public FactionState State
{
get => m_State;
set => m_State = value;
}
public Election Election
{
get => m_State.Election;
set => m_State.Election = value;
}
public Mobile Commander
{
get => m_State.Commander;
set => m_State.Commander = value;
}
public int Tithe
{
get => m_State.Tithe;
set => m_State.Tithe = value;
}
public int Silver
{
get => m_State.Silver;
set => m_State.Silver = value;
}
public List<PlayerState> Members
{
get => m_State.Members;
set => m_State.Members = value;
}
public static readonly TimeSpan LeavePeriod = TimeSpan.FromDays( 3.0 );
public bool FactionMessageReady => m_State.FactionMessageReady;
public void Broadcast( string text )
{
Broadcast( 0x3B2, text );
}
public void Broadcast( int hue, string text )
{
List<PlayerState> members = Members;
for ( int i = 0; i < members.Count; ++i )
members[i].Mobile.SendMessage( hue, text );
}
public void Broadcast( int number )
{
List<PlayerState> members = Members;
for ( int i = 0; i < members.Count; ++i )
members[i].Mobile.SendLocalizedMessage( number );
}
public void Broadcast( string format, params object[] args )
{
Broadcast( String.Format( format, args ) );
}
public void Broadcast( int hue, string format, params object[] args )
{
Broadcast( hue, String.Format( format, args ) );
}
public void BeginBroadcast( Mobile from )
{
from.SendLocalizedMessage( 1010265 ); // Enter Faction Message
from.Prompt = new BroadcastPrompt( this );
}
public void EndBroadcast( Mobile from, string text )
{
if ( from.AccessLevel == AccessLevel.Player )
m_State.RegisterBroadcast();
Broadcast( Definition.HueBroadcast, "{0} [Commander] {1} : {2}", from.Name, Definition.FriendlyName, text );
}
private class BroadcastPrompt : Prompt
{
private Faction m_Faction;
public BroadcastPrompt( Faction faction )
{
m_Faction = faction;
}
public override void OnResponse( Mobile from, string text )
{
m_Faction.EndBroadcast( from, text );
}
}
public static void HandleAtrophy()
{
foreach ( Faction f in Factions )
{
if ( !f.State.IsAtrophyReady )
return;
}
List<PlayerState> activePlayers = new List<PlayerState>();
foreach ( Faction f in Factions )
{
foreach ( PlayerState ps in f.Members )
{
if ( ps.KillPoints > 0 && ps.IsActive )
activePlayers.Add( ps );
}
}
int distrib = 0;
foreach ( Faction f in Factions )
distrib += f.State.CheckAtrophy();
if ( activePlayers.Count == 0 )
return;
for ( int i = 0; i < distrib; ++i )
activePlayers[Utility.Random( activePlayers.Count )].KillPoints++;
}
public static void DistributePoints( int distrib ) {
List<PlayerState> activePlayers = new List<PlayerState>();
foreach ( Faction f in Factions ) {
foreach ( PlayerState ps in f.Members ) {
if ( ps.KillPoints > 0 && ps.IsActive ) {
activePlayers.Add( ps );
}
}
}
if ( activePlayers.Count > 0 ) {
for ( int i = 0; i < distrib; ++i ) {
activePlayers[Utility.Random( activePlayers.Count )].KillPoints++;
}
}
}
public void BeginHonorLeadership( Mobile from )
{
from.SendLocalizedMessage( 502090 ); // Click on the player whom you wish to honor.
from.BeginTarget( 12, false, TargetFlags.None, new TargetCallback( HonorLeadership_OnTarget ) );
}
public void HonorLeadership_OnTarget( Mobile from, object obj )
{
if ( obj is Mobile recv )
{
PlayerState giveState = PlayerState.Find( from );
PlayerState recvState = PlayerState.Find( recv );
if ( giveState == null )
return;
if ( recvState == null || recvState.Faction != giveState.Faction )
{
from.SendLocalizedMessage( 1042497 ); // Only faction mates can be honored this way.
}
else if ( giveState.KillPoints < 5 )
{
from.SendLocalizedMessage( 1042499 ); // You must have at least five kill points to honor them.
}
else
{
recvState.LastHonorTime = DateTime.UtcNow;
giveState.KillPoints -= 5;
recvState.KillPoints += 4;
// TODO: Confirm no message sent to giver
recv.SendLocalizedMessage( 1042500 ); // You have been honored with four kill points.
}
}
else
{
from.SendLocalizedMessage( 1042496 ); // You may only honor another player.
}
}
public virtual void AddMember( Mobile mob )
{
Members.Insert( ZeroRankOffset, new PlayerState( mob, this, Members ) );
mob.AddToBackpack( FactionItem.Imbue( new Robe(), this, false, Definition.HuePrimary ) );
mob.SendLocalizedMessage( 1010374 ); // You have been granted a robe which signifies your faction
mob.InvalidateProperties();
mob.Delta( MobileDelta.Noto );
mob.FixedEffect( 0x373A, 10, 30 );
mob.PlaySound( 0x209 );
}
public static bool IsNearType( Mobile mob, Type type, int range )
{
bool mobs = type.IsSubclassOf( typeof( Mobile ) );
bool items = type.IsSubclassOf( typeof( Item ) );
if ( !(items || mobs) )
return false;
IPooledEnumerable<IEntity> eable = mob.Map.GetObjectsInRange(mob.Location, range, items, mobs);
foreach ( IEntity obj in eable )
{
if ( type.IsAssignableFrom( obj.GetType() ) )
{
eable.Free();
return true;
}
}
eable.Free();
return false;
}
public static bool IsNearType( Mobile mob, Type[] types, int range )
{
IPooledEnumerable<IEntity> eable = mob.GetObjectsInRange( range );
foreach( IEntity obj in eable )
{
Type objType = obj.GetType();
for( int i = 0; i < types.Length; i++ )
{
if ( types[i].IsAssignableFrom( objType ) )
{
eable.Free();
return true;
}
}
}
eable.Free();
return false;
}
public void RemovePlayerState( PlayerState pl )
{
if ( pl == null || !Members.Contains( pl ) )
return;
int killPoints = pl.KillPoints;
if ( pl.RankIndex != -1 ) {
while ( ( pl.RankIndex + 1 ) < ZeroRankOffset ) {
PlayerState pNext = Members[pl.RankIndex+1] as PlayerState;
Members[pl.RankIndex+1] = pl;
Members[pl.RankIndex] = pNext;
pl.RankIndex++;
pNext.RankIndex--;
}
ZeroRankOffset--;
}
Members.Remove( pl );
PlayerMobile pm = (PlayerMobile)pl.Mobile;
if ( pm == null )
return;
Mobile mob = pl.Mobile;
if ( pm.FactionPlayerState == pl ) {
pm.FactionPlayerState = null;
mob.InvalidateProperties();
mob.Delta( MobileDelta.Noto );
if ( Election.IsCandidate( mob ) )
Election.RemoveCandidate( mob );
if ( pl.Finance != null )
pl.Finance.Finance = null;
if ( pl.Sheriff != null )
pl.Sheriff.Sheriff = null;
Election.RemoveVoter( mob );
if ( Commander == mob )
Commander = null;
pm.ValidateEquipment();
}
if ( killPoints > 0 )
DistributePoints( killPoints );
}
public void RemoveMember( Mobile mob )
{
PlayerState pl = PlayerState.Find( mob );
if ( pl == null || !Members.Contains( pl ) )
return;
int killPoints = pl.KillPoints;
if ( mob.Backpack != null )
{
//Ordinarily, through normal faction removal, this will never find any sigils.
//Only with a leave delay less than the ReturnPeriod or a Faction Kick/Ban, will this ever do anything
Item[] sigils = mob.Backpack.FindItemsByType( typeof( Sigil ) );
for ( int i = 0; i < sigils.Length; ++i )
((Sigil)sigils[i]).ReturnHome();
}
if ( pl.RankIndex != -1 ) {
while ( ( pl.RankIndex + 1 ) < ZeroRankOffset ) {
PlayerState pNext = Members[pl.RankIndex+1];
Members[pl.RankIndex+1] = pl;
Members[pl.RankIndex] = pNext;
pl.RankIndex++;
pNext.RankIndex--;
}
ZeroRankOffset--;
}
Members.Remove( pl );
if ( mob is PlayerMobile mobile )
mobile.FactionPlayerState = null;
mob.InvalidateProperties();
mob.Delta( MobileDelta.Noto );
if ( Election.IsCandidate( mob ) )
Election.RemoveCandidate( mob );
Election.RemoveVoter( mob );
if ( pl.Finance != null )
pl.Finance.Finance = null;
if ( pl.Sheriff != null )
pl.Sheriff.Sheriff = null;
if ( Commander == mob )
Commander = null;
if ( mob is PlayerMobile playerMobile )
playerMobile.ValidateEquipment();
if ( killPoints > 0 )
DistributePoints( killPoints );
}
public void JoinGuilded( PlayerMobile mob, Guild guild )
{
if ( mob.Young )
{
guild.RemoveMember( mob );
mob.SendLocalizedMessage( 1042283 ); // You have been kicked out of your guild! Young players may not remain in a guild which is allied with a faction.
}
else if ( AlreadyHasCharInFaction( mob ) )
{
guild.RemoveMember( mob );
mob.SendLocalizedMessage( 1005281 ); // You have been kicked out of your guild due to factional overlap
}
else if ( IsFactionBanned( mob ) )
{
guild.RemoveMember( mob );
mob.SendLocalizedMessage( 1005052 ); // You are currently banned from the faction system
}
else
{
AddMember( mob );
mob.SendLocalizedMessage( 1042756, true, " " + m_Definition.FriendlyName ); // You are now joining a faction:
}
}
public void JoinAlone( Mobile mob )
{
AddMember( mob );
mob.SendLocalizedMessage( 1005058 ); // You have joined the faction
}
private bool AlreadyHasCharInFaction( Mobile mob )
{
if ( mob.Account is Account acct )
{
for ( int i = 0; i < acct.Length; ++i )
{
Mobile c = acct[i];
if ( Find( c ) != null )
return true;
}
}
return false;
}
public static bool IsFactionBanned( Mobile mob )
{
if ( !(mob.Account is Account acct) )
return false;
return ( acct.GetTag( "FactionBanned" ) != null );
}
public void OnJoinAccepted( Mobile mob )
{
if ( !(mob is PlayerMobile pm) )
return; // sanity
PlayerState pl = PlayerState.Find( pm );
if ( pm.Young )
pm.SendLocalizedMessage( 1010104 ); // You cannot join a faction as a young player
else if ( pl != null && pl.IsLeaving )
pm.SendLocalizedMessage( 1005051 ); // You cannot use the faction stone until you have finished quitting your current faction
else if ( AlreadyHasCharInFaction( pm ) )
pm.SendLocalizedMessage( 1005059 ); // You cannot join a faction because you already declared your allegiance with another character
else if ( IsFactionBanned( mob ) )
pm.SendLocalizedMessage( 1005052 ); // You are currently banned from the faction system
else if ( pm.Guild != null )
{
Guild guild = pm.Guild as Guild;
if ( guild?.Leader != pm )
pm.SendLocalizedMessage( 1005057 ); // You cannot join a faction because you are in a guild and not the guildmaster
else if ( guild.Type != GuildType.Regular )
pm.SendLocalizedMessage( 1042161 ); // You cannot join a faction because your guild is an Order or Chaos type.
else if ( !Guild.NewGuildSystem && guild.Enemies != null && guild.Enemies.Count > 0 ) //CAN join w/wars in new system
pm.SendLocalizedMessage( 1005056 ); // You cannot join a faction with active Wars
else if ( Guild.NewGuildSystem && guild.Alliance != null )
pm.SendLocalizedMessage( 1080454 ); // Your guild cannot join a faction while in alliance with non-factioned guilds.
else if ( !CanHandleInflux( guild.Members.Count ) )
pm.SendLocalizedMessage( 1018031 ); // In the interest of faction stability, this faction declines to accept new members for now.
else
{
List<Mobile> members = new List<Mobile>( guild.Members );
for ( int i = 0; i < members.Count; ++i )
{
if ( !(members[i] is PlayerMobile member) )
continue;
JoinGuilded( member, guild );
}
}
}
else if ( !CanHandleInflux( 1 ) )
{
pm.SendLocalizedMessage( 1018031 ); // In the interest of faction stability, this faction declines to accept new members for now.
}
else
{
JoinAlone( mob );
}
}
public bool IsCommander( Mobile mob )
{
if ( mob == null )
return false;
return ( mob.AccessLevel >= AccessLevel.GameMaster || mob == Commander );
}
public Faction()
{
m_State = new FactionState( this );
}
public override string ToString()
{
return m_Definition.FriendlyName;
}
public int CompareTo( object obj )
{
return m_Definition.Sort - ((Faction)obj).m_Definition.Sort;
}
public static bool CheckLeaveTimer( Mobile mob )
{
PlayerState pl = PlayerState.Find( mob );
if ( pl == null || !pl.IsLeaving )
return false;
if ( (pl.Leaving + LeavePeriod) >= DateTime.UtcNow )
return false;
mob.SendLocalizedMessage( 1005163 ); // You have now quit your faction
pl.Faction.RemoveMember( mob );
return true;
}
public static void Initialize()
{
EventSink.Login += new LoginEventHandler( EventSink_Login );
EventSink.Logout += new LogoutEventHandler( EventSink_Logout );
Timer.DelayCall( TimeSpan.FromMinutes( 1.0 ), TimeSpan.FromMinutes( 10.0 ), new TimerCallback( HandleAtrophy ) );
Timer.DelayCall( TimeSpan.FromSeconds( 30.0 ), TimeSpan.FromSeconds( 30.0 ), new TimerCallback( ProcessTick ) );
CommandSystem.Register( "FactionElection", AccessLevel.GameMaster, new CommandEventHandler( FactionElection_OnCommand ) );
CommandSystem.Register( "FactionCommander", AccessLevel.Administrator, new CommandEventHandler( FactionCommander_OnCommand ) );
CommandSystem.Register( "FactionItemReset", AccessLevel.Administrator, new CommandEventHandler( FactionItemReset_OnCommand ) );
CommandSystem.Register( "FactionReset", AccessLevel.Administrator, new CommandEventHandler( FactionReset_OnCommand ) );
CommandSystem.Register( "FactionTownReset", AccessLevel.Administrator, new CommandEventHandler( FactionTownReset_OnCommand ) );
}
public static void FactionTownReset_OnCommand( CommandEventArgs e )
{
List<BaseMonolith> monoliths = BaseMonolith.Monoliths;
for ( int i = 0; i < monoliths.Count; ++i )
monoliths[i].Sigil = null;
List<Town> towns = Town.Towns;
for ( int i = 0; i < towns.Count; ++i )
{
towns[i].Silver = 0;
towns[i].Sheriff = null;
towns[i].Finance = null;
towns[i].Tax = 0;
towns[i].Owner = null;
}
List<Sigil> sigils = Sigil.Sigils;
for ( int i = 0; i < sigils.Count; ++i )
{
sigils[i].Corrupted = null;
sigils[i].Corrupting = null;
sigils[i].LastStolen = DateTime.MinValue;
sigils[i].GraceStart = DateTime.MinValue;
sigils[i].CorruptionStart = DateTime.MinValue;
sigils[i].PurificationStart = DateTime.MinValue;
sigils[i].LastMonolith = null;
sigils[i].ReturnHome();
}
List<Faction> factions = Factions;
for ( int i = 0; i < factions.Count; ++i )
{
Faction f = factions[i];
List<FactionItem> list = new List<FactionItem>( f.State.FactionItems );
for ( int j = 0; j < list.Count; ++j )
{
FactionItem fi = list[j];
if ( fi.Expiration == DateTime.MinValue )
fi.Item.Delete();
else
fi.Detach();
}
}
}
public static void FactionReset_OnCommand( CommandEventArgs e )
{
List<BaseMonolith> monoliths = BaseMonolith.Monoliths;
for ( int i = 0; i < monoliths.Count; ++i )
monoliths[i].Sigil = null;
List<Town> towns = Town.Towns;
for ( int i = 0; i < towns.Count; ++i )
{
towns[i].Silver = 0;
towns[i].Sheriff = null;
towns[i].Finance = null;
towns[i].Tax = 0;
towns[i].Owner = null;
}
List<Sigil> sigils = Sigil.Sigils;
for ( int i = 0; i < sigils.Count; ++i )
{
sigils[i].Corrupted = null;
sigils[i].Corrupting = null;
sigils[i].LastStolen = DateTime.MinValue;
sigils[i].GraceStart = DateTime.MinValue;
sigils[i].CorruptionStart = DateTime.MinValue;
sigils[i].PurificationStart = DateTime.MinValue;
sigils[i].LastMonolith = null;
sigils[i].ReturnHome();
}
List<Faction> factions = Factions;
for ( int i = 0; i < factions.Count; ++i )
{
Faction f = factions[i];
List<PlayerState> playerStateList = new List<PlayerState>( f.Members );
for( int j = 0; j < playerStateList.Count; ++j )
f.RemoveMember( playerStateList[j].Mobile );
List<FactionItem> factionItemList = new List<FactionItem>( f.State.FactionItems );
for( int j = 0; j < factionItemList.Count; ++j )
{
FactionItem fi = (FactionItem)factionItemList[j];
if ( fi.Expiration == DateTime.MinValue )
fi.Item.Delete();
else
fi.Detach();
}
List<BaseFactionTrap> factionTrapList = new List<BaseFactionTrap>( f.Traps );
for( int j = 0; j < factionTrapList.Count; ++j )
factionTrapList[j].Delete();
}
}
public static void FactionItemReset_OnCommand( CommandEventArgs e )
{
ArrayList pots = new ArrayList();
foreach ( Item item in World.Items.Values )
{
if ( item is IFactionItem && !(item is HoodedShroudOfShadows) )
pots.Add( item );
}
int[] hues = new int[Factions.Count * 2];
for ( int i = 0; i < Factions.Count; ++i )
{
hues[0+(i*2)] = Factions[i].Definition.HuePrimary;
hues[1+(i*2)] = Factions[i].Definition.HueSecondary;
}
int count = 0;
for ( int i = 0; i < pots.Count; ++i )
{
Item item = (Item)pots[i];
IFactionItem fci = (IFactionItem)item;
if ( fci.FactionItemState != null || item.LootType != LootType.Blessed )
continue;
bool isHued = false;
for ( int j = 0; j < hues.Length; ++j )
{
if ( item.Hue == hues[j] )
{
isHued = true;
break;
}
}
if ( isHued )
{
fci.FactionItemState = null;
++count;
}
}
e.Mobile.SendMessage( "{0} items reset", count );
}
public static void FactionCommander_OnCommand( CommandEventArgs e )
{
e.Mobile.SendMessage( "Target a player to make them the faction commander." );
e.Mobile.BeginTarget( -1, false, TargetFlags.None, new TargetCallback( FactionCommander_OnTarget ) );
}
public static void FactionCommander_OnTarget( Mobile from, object obj )
{
if ( obj is PlayerMobile mobile )
{
Mobile targ = mobile;
PlayerState pl = PlayerState.Find( targ );
if ( pl != null )
{
pl.Faction.Commander = targ;
from.SendMessage( "You have appointed them as the faction commander." );
}
else
{
from.SendMessage( "They are not in a faction." );
}
}
else
{
from.SendMessage( "That is not a player." );
}
}
public static void FactionElection_OnCommand( CommandEventArgs e )
{
e.Mobile.SendMessage( "Target a faction stone to open its election properties." );
e.Mobile.BeginTarget( -1, false, TargetFlags.None, new TargetCallback( FactionElection_OnTarget ) );
}
public static void FactionElection_OnTarget( Mobile from, object obj )
{
if ( obj is FactionStone stone )
{
Faction faction = stone.Faction;
if ( faction != null )
from.SendGump( new ElectionManagementGump( faction.Election ) );
//from.SendGump( new Gumps.PropertiesGump( from, faction.Election ) );
else
from.SendMessage( "That stone has no faction assigned." );
}
else
{
from.SendMessage( "That is not a faction stone." );
}
}
public static void FactionKick_OnCommand( CommandEventArgs e )
{
e.Mobile.SendMessage( "Target a player to remove them from their faction." );
e.Mobile.BeginTarget( -1, false, TargetFlags.None, new TargetCallback( FactionKick_OnTarget ) );
}
public static void FactionKick_OnTarget( Mobile from, object obj )
{
if ( obj is Mobile mob )
{
PlayerState pl = PlayerState.Find( mob );
if ( pl != null )
{
pl.Faction.RemoveMember( mob );
mob.SendMessage( "You have been kicked from your faction." );
from.SendMessage( "They have been kicked from their faction." );
}
else
{
from.SendMessage( "They are not in a faction." );
}
}
else
{
from.SendMessage( "That is not a player." );
}
}
public static void ProcessTick()
{
List<Sigil> sigils = Sigil.Sigils;
for ( int i = 0; i < sigils.Count; ++i )
{
Sigil sigil = sigils[i];
if ( !sigil.IsBeingCorrupted && sigil.GraceStart != DateTime.MinValue && (sigil.GraceStart + Sigil.CorruptionGrace) < DateTime.UtcNow )
{
if ( sigil.LastMonolith is StrongholdMonolith && ( sigil.Corrupted == null || sigil.LastMonolith.Faction != sigil.Corrupted ))
{
sigil.Corrupting = sigil.LastMonolith.Faction;
sigil.CorruptionStart = DateTime.UtcNow;
}
else
{
sigil.Corrupting = null;
sigil.CorruptionStart = DateTime.MinValue;
}
sigil.GraceStart = DateTime.MinValue;
}
if ( sigil.LastMonolith == null || sigil.LastMonolith.Sigil == null )
{
if ( (sigil.LastStolen + Sigil.ReturnPeriod) < DateTime.UtcNow )
sigil.ReturnHome();
}
else
{
if ( sigil.IsBeingCorrupted && (sigil.CorruptionStart + Sigil.CorruptionPeriod) < DateTime.UtcNow )
{
sigil.Corrupted = sigil.Corrupting;
sigil.Corrupting = null;
sigil.CorruptionStart = DateTime.MinValue;
sigil.GraceStart = DateTime.MinValue;
}
else if ( sigil.IsPurifying && (sigil.PurificationStart + Sigil.PurificationPeriod) < DateTime.UtcNow )
{
sigil.PurificationStart = DateTime.MinValue;
sigil.Corrupted = null;
sigil.Corrupting = null;
sigil.CorruptionStart = DateTime.MinValue;
sigil.GraceStart = DateTime.MinValue;
}
}
}
}
public static void HandleDeath( Mobile mob )
{
HandleDeath( mob, null );
}
#region Skill Loss
public const double SkillLossFactor = 1.0 / 3;
public static readonly TimeSpan SkillLossPeriod = TimeSpan.FromMinutes( 20.0 );
private static Dictionary<Mobile, SkillLossContext> m_SkillLoss = new Dictionary<Mobile, SkillLossContext>();
private class SkillLossContext
{
public Timer m_Timer;
public List<SkillMod> m_Mods;
}
public static bool InSkillLoss( Mobile mob )
{
return m_SkillLoss.ContainsKey( mob );
}
public static void ApplySkillLoss( Mobile mob )
{
if ( InSkillLoss( mob ) )
return;
SkillLossContext context = new SkillLossContext();
m_SkillLoss[mob] = context;
List<SkillMod> mods = context.m_Mods = new List<SkillMod>();
for ( int i = 0; i < mob.Skills.Length; ++i )
{
Skill sk = mob.Skills[i];
double baseValue = sk.Base;
if ( baseValue > 0 )
{
SkillMod mod = new DefaultSkillMod( sk.SkillName, true, -(baseValue * SkillLossFactor) );
mods.Add( mod );
mob.AddSkillMod( mod );
}
}
context.m_Timer = Timer.DelayCall( SkillLossPeriod, new TimerStateCallback( ClearSkillLoss_Callback ), mob );
}
private static void ClearSkillLoss_Callback( object state )
{
ClearSkillLoss( (Mobile) state );
}
public static bool ClearSkillLoss( Mobile mob )
{
if (!m_SkillLoss.TryGetValue( mob, out SkillLossContext context ))
return false;
m_SkillLoss.Remove( mob );
List<SkillMod> mods = context.m_Mods;
for ( int i = 0; i < mods.Count; ++i )
mob.RemoveSkillMod( mods[i] );
context.m_Timer.Stop();
return true;
}
#endregion
public int AwardSilver( Mobile mob, int silver )
{
if ( silver <= 0 )
return 0;
int tithed = ( silver * Tithe ) / 100;
Silver += tithed;
silver = silver - tithed;
if ( silver > 0 )
mob.AddToBackpack( new Silver( silver ) );
return silver;
}
public virtual int MaximumTraps => 15;
public List<BaseFactionTrap> Traps
{
get => m_State.Traps;
set => m_State.Traps = value;
}
public const int StabilityFactor = 300; // 300% greater (3 times) than smallest faction
public const int StabilityActivation = 200; // Stablity code goes into effect when largest faction has > 200 people
public static Faction FindSmallestFaction()
{
List<Faction> factions = Factions;
Faction smallest = null;
for ( int i = 0; i < factions.Count; ++i )
{
Faction faction = factions[i];
if ( smallest == null || faction.Members.Count < smallest.Members.Count )
smallest = faction;
}
return smallest;
}
public static bool StabilityActive()
{
List<Faction> factions = Factions;
for ( int i = 0; i < factions.Count; ++i )
{
Faction faction = factions[i];
if ( faction.Members.Count > StabilityActivation )
return true;
}
return false;
}
public bool CanHandleInflux( int influx )
{
if ( !StabilityActive())
return true;
Faction smallest = FindSmallestFaction();
if ( smallest == null )
return true; // sanity
if ( StabilityFactor > 0 && (((Members.Count + influx) * 100) / StabilityFactor) > smallest.Members.Count )
return false;
return true;
}
public static void HandleDeath( Mobile victim, Mobile killer )
{
if ( killer == null )
killer = victim.FindMostRecentDamager( true );
PlayerState killerState = PlayerState.Find( killer );
Container pack = victim.Backpack;
if ( pack != null )
{
Container killerPack = ( killer == null ? null : killer.Backpack );
Item[] sigils = pack.FindItemsByType( typeof( Sigil ) );
for ( int i = 0; i < sigils.Length; ++i )
{
Sigil sigil = (Sigil)sigils[i];
if ( killerState != null && killerPack != null )
{
if ( killer.GetDistanceToSqrt( victim ) > 64 ) {
sigil.ReturnHome();
killer.SendLocalizedMessage( 1042230 ); // The sigil has gone back to its home location.
}
else if ( Sigil.ExistsOn( killer ) )
{
sigil.ReturnHome();
killer.SendLocalizedMessage( 1010258 ); // The sigil has gone back to its home location because you already have a sigil.
}
else if ( !killerPack.TryDropItem( killer, sigil, false ) )
{
sigil.ReturnHome();
killer.SendLocalizedMessage( 1010259 ); // The sigil has gone home because your backpack is full.
}
}
else
{
sigil.ReturnHome();
}
}
}
if ( killerState == null )
return;
if ( victim is BaseCreature bc )
{
Faction victimFaction = bc.FactionAllegiance;
if ( bc.Map == Facet && victimFaction != null && killerState.Faction != victimFaction )
{
int silver = killerState.Faction.AwardSilver( killer, bc.FactionSilverWorth );
if ( silver > 0 )
killer.SendLocalizedMessage( 1042748, silver.ToString( "N0" ) ); // Thou hast earned ~1_AMOUNT~ silver for vanquishing the vile creature.
}
#region Ethics
if ( bc.Map == Facet && bc.GetEthicAllegiance( killer ) == BaseCreature.Allegiance.Enemy )
{
Ethics.Player killerEPL = Ethics.Player.Find( killer );
if ( killerEPL != null && ( 100 - killerEPL.Power ) > Utility.Random( 100 ) )
{
++killerEPL.Power;
++killerEPL.History;
}
}
#endregion
return;
}
PlayerState victimState = PlayerState.Find( victim );
if ( victimState == null )
return;
#region Dueling
if ( victim.Region.IsPartOf( typeof( Engines.ConPVP.SafeZone ) ) )
return;
#endregion
if ( killer == victim || killerState.Faction != victimState.Faction )
ApplySkillLoss( victim );
if ( killerState.Faction != victimState.Faction )
{
if ( victimState.KillPoints <= -6 )
{
killer.SendLocalizedMessage( 501693 ); // This victim is not worth enough to get kill points from.
#region Ethics
Ethics.Player killerEPL = Ethics.Player.Find( killer );
Ethics.Player victimEPL = Ethics.Player.Find( victim );
if ( killerEPL != null && victimEPL != null && victimEPL.Power > 0 && victimState.CanGiveSilverTo( killer ) )
{
int powerTransfer = Math.Max( 1, victimEPL.Power / 5 );
if ( powerTransfer > ( 100 - killerEPL.Power ) )
powerTransfer = 100 - killerEPL.Power;
if ( powerTransfer > 0 )
{
victimEPL.Power -= ( powerTransfer + 1 ) / 2;
killerEPL.Power += powerTransfer;
killerEPL.History += powerTransfer;
victimState.OnGivenSilverTo( killer );
}
}
#endregion
}
else
{
int award = Math.Max( victimState.KillPoints / 10, 1 );
if ( award > 40 )
award = 40;
if ( victimState.CanGiveSilverTo( killer ) )
{
PowerFactionItem.CheckSpawn( killer, victim );
if ( victimState.KillPoints > 0 )
{
victimState.IsActive = true;
if ( 1 > Utility.Random( 3 ) )
killerState.IsActive = true;
int silver = 0;
silver = killerState.Faction.AwardSilver( killer, award * 40 );
if ( silver > 0 )
killer.SendLocalizedMessage( 1042736, String.Format( "{0:N0} silver\t{1}", silver, victim.Name ) ); // You have earned ~1_SILVER_AMOUNT~ pieces for vanquishing ~2_PLAYER_NAME~!
}
victimState.KillPoints -= award;
killerState.KillPoints += award;
int offset = ( award != 1 ? 0 : 2 ); // for pluralization
string args = String.Format( "{0}\t{1}\t{2}", award, victim.Name, killer.Name );
killer.SendLocalizedMessage( 1042737 + offset, args ); // Thou hast been honored with ~1_KILL_POINTS~ kill point(s) for vanquishing ~2_DEAD_PLAYER~!
victim.SendLocalizedMessage( 1042738 + offset, args ); // Thou has lost ~1_KILL_POINTS~ kill point(s) to ~3_ATTACKER_NAME~ for being vanquished!
#region Ethics
Ethics.Player killerEPL = Ethics.Player.Find( killer );
Ethics.Player victimEPL = Ethics.Player.Find( victim );
if ( killerEPL != null && victimEPL != null && victimEPL.Power > 0 )
{
int powerTransfer = Math.Max( 1, victimEPL.Power / 5 );
if ( powerTransfer > ( 100 - killerEPL.Power ) )
powerTransfer = 100 - killerEPL.Power;
if ( powerTransfer > 0 )
{
victimEPL.Power -= ( powerTransfer + 1 ) / 2;
killerEPL.Power += powerTransfer;
killerEPL.History += powerTransfer;
}
}
#endregion
victimState.OnGivenSilverTo( killer );
}
else
{
killer.SendLocalizedMessage( 1042231 ); // You have recently defeated this enemy and thus their death brings you no honor.
}
}
}
}
private static void EventSink_Logout( LogoutEventArgs e )
{
Mobile mob = e.Mobile;
Container pack = mob.Backpack;
if ( pack == null )
return;
Item[] sigils = pack.FindItemsByType( typeof( Sigil ) );
for ( int i = 0; i < sigils.Length; ++i )
((Sigil)sigils[i]).ReturnHome();
}
private static void EventSink_Login( LoginEventArgs e )
{
Mobile mob = e.Mobile;
CheckLeaveTimer( mob );
}
public static readonly Map Facet = Map.Felucca;
public static void WriteReference( GenericWriter writer, Faction fact )
{
int idx = Factions.IndexOf( fact );
writer.WriteEncodedInt( (int) (idx + 1) );
}
public static List<Faction> Factions => Reflector.Factions;
public static Faction ReadReference( GenericReader reader )
{
int idx = reader.ReadEncodedInt() - 1;
if ( idx >= 0 && idx < Factions.Count )
return Factions[idx];
return null;
}
public static Faction Find( Mobile mob )
{
return Find( mob, false, false );
}
public static Faction Find( Mobile mob, bool inherit )
{
return Find( mob, inherit, false );
}
public static Faction Find( Mobile mob, bool inherit, bool creatureAllegiances )
{
PlayerState pl = PlayerState.Find( mob );
if ( pl != null )
return pl.Faction;
if ( inherit && mob is BaseCreature bc )
{
if ( bc.Controlled )
return Find( bc.ControlMaster, false );
if ( bc.Summoned )
return Find( bc.SummonMaster, false );
if ( creatureAllegiances && bc is BaseFactionGuard guard )
return guard.Faction;
if ( creatureAllegiances )
return bc.FactionAllegiance;
}
return null;
}
public static Faction Parse( string name )
{
List<Faction> factions = Factions;
for ( int i = 0; i < factions.Count; ++i )
{
Faction faction = factions[i];
if ( Insensitive.Equals( faction.Definition.FriendlyName, name ) )
return faction;
}
return null;
}
}
public enum FactionKickType
{
Kick,
Ban,
Unban
}
public class FactionKickCommand : BaseCommand
{
private FactionKickType m_KickType;
public FactionKickCommand( FactionKickType kickType )
{
m_KickType = kickType;
AccessLevel = AccessLevel.GameMaster;
Supports = CommandSupport.AllMobiles;
ObjectTypes = ObjectTypes.Mobiles;
switch ( m_KickType )
{
case FactionKickType.Kick:
{
Commands = new[]{ "FactionKick" };
Usage = "FactionKick";
Description = "Kicks the targeted player out of his current faction. This does not prevent them from rejoining.";
break;
}
case FactionKickType.Ban:
{
Commands = new[]{ "FactionBan" };
Usage = "FactionBan";
Description = "Bans the account of a targeted player from joining factions. All players on the account are removed from their current faction, if any.";
break;
}
case FactionKickType.Unban:
{
Commands = new[]{ "FactionUnban" };
Usage = "FactionUnban";
Description = "Unbans the account of a targeted player from joining factions.";
break;
}
}
}
public override void Execute( CommandEventArgs e, object obj )
{
Mobile mob = (Mobile)obj;
switch ( m_KickType )
{
case FactionKickType.Kick:
{
PlayerState pl = PlayerState.Find( mob );
if ( pl != null )
{
pl.Faction.RemoveMember( mob );
mob.SendMessage( "You have been kicked from your faction." );
AddResponse( "They have been kicked from their faction." );
}
else
{
LogFailure( "They are not in a faction." );
}
break;
}
case FactionKickType.Ban:
{
if ( mob.Account is Account acct )
{
if ( acct.GetTag( "FactionBanned" ) == null )
{
acct.SetTag( "FactionBanned", "true" );
AddResponse( "The account has been banned from joining factions." );
}
else
{
AddResponse( "The account is already banned from joining factions." );
}
for ( int i = 0; i < acct.Length; ++i )
{
mob = acct[i];
if ( mob != null )
{
PlayerState pl = PlayerState.Find( mob );
if ( pl != null )
{
pl.Faction.RemoveMember( mob );
mob.SendMessage( "You have been kicked from your faction." );
AddResponse( "They have been kicked from their faction." );
}
}
}
}
else
{
LogFailure( "They have no assigned account." );
}
break;
}
case FactionKickType.Unban:
{
if ( mob.Account is Account acct )
{
if ( acct.GetTag( "FactionBanned" ) == null )
{
AddResponse( "The account is not already banned from joining factions." );
}
else
{
acct.RemoveTag( "FactionBanned" );
AddResponse( "The account may now freely join factions." );
}
}
else
{
LogFailure( "They have no assigned account." );
}
break;
}
}
}
}
}