494 lines
12 KiB
C#
494 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Targeting;
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namespace Server.Factions
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{
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[CustomEnum(new[] { "Britain", "Magincia", "Minoc", "Moonglow", "Skara Brae", "Trinsic", "Vesper", "Yew" })]
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public abstract class Town : IComparable<Town>
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{
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public const int SilverCaptureBonus = 10000;
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public static readonly TimeSpan TaxChangePeriod = TimeSpan.FromHours(12.0);
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public static readonly TimeSpan IncomePeriod = TimeSpan.FromDays(1.0);
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private Timer m_IncomeTimer;
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private TownState m_State;
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public Town()
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{
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m_State = new TownState(this);
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ConstructVendorLists();
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ConstructGuardLists();
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StartIncomeTimer();
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}
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public TownDefinition Definition{ get; set; }
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public TownState State
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{
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get => m_State;
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set
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{
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m_State = value;
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ConstructGuardLists();
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}
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}
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public int Silver
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{
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get => m_State.Silver;
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set => m_State.Silver = value;
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}
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public Faction Owner
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{
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get => m_State.Owner;
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set => Capture(value);
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}
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public Mobile Sheriff
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{
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get => m_State.Sheriff;
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set => m_State.Sheriff = value;
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}
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public Mobile Finance
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{
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get => m_State.Finance;
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set => m_State.Finance = value;
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}
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public int Tax
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{
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get => m_State.Tax;
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set => m_State.Tax = value;
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}
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public DateTime LastTaxChange
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{
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get => m_State.LastTaxChange;
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set => m_State.LastTaxChange = value;
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}
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public bool TaxChangeReady => m_State.LastTaxChange + TaxChangePeriod < DateTime.UtcNow;
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public int FinanceUpkeep
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{
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get
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{
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List<VendorList> vendorLists = VendorLists;
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int upkeep = 0;
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for (int i = 0; i < vendorLists.Count; ++i)
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upkeep += vendorLists[i].Vendors.Count * vendorLists[i].Definition.Upkeep;
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return upkeep;
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}
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}
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public int SheriffUpkeep
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{
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get
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{
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List<GuardList> guardLists = GuardLists;
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int upkeep = 0;
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for (int i = 0; i < guardLists.Count; ++i)
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upkeep += guardLists[i].Guards.Count * guardLists[i].Definition.Upkeep;
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return upkeep;
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}
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}
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public int DailyIncome => 10000 * (100 + m_State.Tax) / 100;
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public int NetCashFlow => DailyIncome - FinanceUpkeep - SheriffUpkeep;
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public TownMonolith Monolith
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{
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get
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{
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List<BaseMonolith> monoliths = BaseMonolith.Monoliths;
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foreach (BaseMonolith monolith in monoliths)
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if (monolith is TownMonolith townMonolith && townMonolith.Town == this)
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return townMonolith;
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return null;
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}
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}
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public DateTime LastIncome
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{
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get => m_State.LastIncome;
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set => m_State.LastIncome = value;
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}
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public List<VendorList> VendorLists{ get; set; }
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public List<GuardList> GuardLists{ get; set; }
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public static List<Town> Towns => Reflector.Towns;
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public int CompareTo(Town other) => Definition.Sort - (other?.Definition.Sort ?? 0);
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public static Town FromRegion(Region reg)
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{
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if (reg.Map != Faction.Facet)
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return null;
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List<Town> towns = Towns;
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for (int i = 0; i < towns.Count; ++i)
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{
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Town town = towns[i];
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if (reg.IsPartOf(town.Definition.Region))
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return town;
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}
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return null;
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}
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public void BeginOrderFiring(Mobile from)
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{
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bool isFinance = IsFinance(from);
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bool isSheriff = IsSheriff(from);
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string type = null;
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// NOTE: Messages not OSI-accurate, intentional
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if (isFinance && isSheriff) // GM only
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type = "vendor or guard";
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else if (isFinance)
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type = "vendor";
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else if (isSheriff)
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type = "guard";
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from.SendMessage("Target the {0} you wish to dismiss.", type);
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from.BeginTarget(12, false, TargetFlags.None, EndOrderFiring);
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}
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public void EndOrderFiring(Mobile from, object obj)
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{
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bool isFinance = IsFinance(from);
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bool isSheriff = IsSheriff(from);
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string type = null;
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if (isFinance && isSheriff) // GM only
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type = "vendor or guard";
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else if (isFinance)
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type = "vendor";
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else if (isSheriff)
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type = "guard";
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if (obj is BaseFactionVendor vendor && vendor.Town == this && isFinance)
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vendor.Delete();
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else if (obj is BaseFactionGuard guard && guard.Town == this && isSheriff)
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guard.Delete();
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else
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from.SendMessage("That is not a {0}!", type);
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}
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public void StartIncomeTimer()
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{
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m_IncomeTimer?.Stop();
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m_IncomeTimer = Timer.DelayCall(TimeSpan.FromMinutes(1.0), TimeSpan.FromMinutes(1.0), CheckIncome);
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}
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public void StopIncomeTimer()
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{
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m_IncomeTimer?.Stop();
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m_IncomeTimer = null;
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}
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public void CheckIncome()
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{
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if (LastIncome + IncomePeriod > DateTime.UtcNow || Owner == null)
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return;
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ProcessIncome();
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}
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public void ProcessIncome()
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{
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LastIncome = DateTime.UtcNow;
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int flow = NetCashFlow;
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if (Silver + flow < 0)
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{
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List<Mobile> toDelete = BuildFinanceList();
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while (Silver + flow < 0 && toDelete.Count > 0)
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{
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int index = Utility.Random(toDelete.Count);
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Mobile mob = toDelete[index];
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mob.Delete();
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toDelete.RemoveAt(index);
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flow = NetCashFlow;
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}
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}
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Silver += flow;
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}
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public List<Mobile> BuildFinanceList()
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{
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List<Mobile> list = new List<Mobile>();
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for (int i = 0; i < VendorLists.Count; ++i)
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list.AddRange(VendorLists[i].Vendors);
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for (int i = 0; i < GuardLists.Count; ++i)
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list.AddRange(GuardLists[i].Guards);
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return list;
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}
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public void ConstructGuardLists()
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{
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GuardDefinition[] defs = Owner?.Definition.Guards ?? new GuardDefinition[0];
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GuardLists = new List<GuardList>();
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for (int i = 0; i < defs.Length; ++i)
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GuardLists.Add(new GuardList(defs[i]));
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}
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public GuardList FindGuardList(Type type)
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{
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List<GuardList> guardLists = GuardLists;
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for (int i = 0; i < guardLists.Count; ++i)
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{
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GuardList guardList = guardLists[i];
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if (guardList.Definition.Type == type)
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return guardList;
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}
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return null;
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}
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public void ConstructVendorLists()
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{
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VendorDefinition[] defs = VendorDefinition.Definitions;
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VendorLists = new List<VendorList>();
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for (int i = 0; i < defs.Length; ++i)
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VendorLists.Add(new VendorList(defs[i]));
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}
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public VendorList FindVendorList(Type type)
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{
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List<VendorList> vendorLists = VendorLists;
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for (int i = 0; i < vendorLists.Count; ++i)
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{
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VendorList vendorList = vendorLists[i];
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if (vendorList.Definition.Type == type)
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return vendorList;
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}
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return null;
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}
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public bool RegisterGuard(BaseFactionGuard guard)
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{
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if (guard == null)
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return false;
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GuardList guardList = FindGuardList(guard.GetType());
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if (guardList == null)
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return false;
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guardList.Guards.Add(guard);
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return true;
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}
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public bool UnregisterGuard(BaseFactionGuard guard)
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{
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if (guard == null)
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return false;
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GuardList guardList = FindGuardList(guard.GetType());
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if (guardList == null)
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return false;
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if (!guardList.Guards.Contains(guard))
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return false;
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guardList.Guards.Remove(guard);
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return true;
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}
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public bool RegisterVendor(BaseFactionVendor vendor)
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{
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if (vendor == null)
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return false;
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VendorList vendorList = FindVendorList(vendor.GetType());
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if (vendorList == null)
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return false;
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vendorList.Vendors.Add(vendor);
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return true;
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}
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public bool UnregisterVendor(BaseFactionVendor vendor)
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{
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if (vendor == null)
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return false;
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VendorList vendorList = FindVendorList(vendor.GetType());
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if (vendorList == null)
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return false;
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if (!vendorList.Vendors.Contains(vendor))
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return false;
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vendorList.Vendors.Remove(vendor);
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return true;
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}
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public static void Initialize()
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{
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List<Town> towns = Towns;
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for (int i = 0; i < towns.Count; ++i)
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{
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towns[i].Sheriff = towns[i].Sheriff;
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towns[i].Finance = towns[i].Finance;
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}
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CommandSystem.Register("GrantTownSilver", AccessLevel.Administrator, GrantTownSilver_OnCommand);
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}
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public bool IsSheriff(Mobile mob) =>
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mob?.Deleted == false &&
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(mob.AccessLevel >= AccessLevel.GameMaster || mob == Sheriff);
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public bool IsFinance(Mobile mob) =>
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mob?.Deleted == false &&
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(mob.AccessLevel >= AccessLevel.GameMaster || mob == Finance);
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public void Capture(Faction f)
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{
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if (m_State.Owner == f)
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return;
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if (m_State.Owner == null) // going from unowned to owned
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{
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LastIncome = DateTime.UtcNow;
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f.Silver += SilverCaptureBonus;
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}
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else if (f == null) // going from owned to unowned
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{
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LastIncome = DateTime.MinValue;
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}
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else // otherwise changing hands, income timer doesn't change
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{
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f.Silver += SilverCaptureBonus;
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}
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m_State.Owner = f;
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Sheriff = null;
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Finance = null;
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TownMonolith monolith = Monolith;
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if (monolith != null)
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monolith.Faction = f;
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List<VendorList> vendorLists = VendorLists;
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for (int i = 0; i < vendorLists.Count; ++i)
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{
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VendorList vendorList = vendorLists[i];
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List<BaseFactionVendor> vendors = vendorList.Vendors;
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for (int j = vendors.Count - 1; j >= 0; --j)
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vendors[j].Delete();
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}
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List<GuardList> guardLists = GuardLists;
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for (int i = 0; i < guardLists.Count; ++i)
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{
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GuardList guardList = guardLists[i];
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List<BaseFactionGuard> guards = guardList.Guards;
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for (int j = guards.Count - 1; j >= 0; --j)
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guards[j].Delete();
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}
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ConstructGuardLists();
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}
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public override string ToString() => Definition.FriendlyName;
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public static void WriteReference(IGenericWriter writer, Town town)
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{
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int idx = Towns.IndexOf(town);
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writer.WriteEncodedInt(idx + 1);
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}
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public static Town ReadReference(IGenericReader reader)
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{
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int idx = reader.ReadEncodedInt() - 1;
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if (idx >= 0 && idx < Towns.Count)
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return Towns[idx];
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return null;
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}
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public static Town Parse(string name)
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{
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List<Town> towns = Towns;
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for (int i = 0; i < towns.Count; ++i)
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{
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Town town = towns[i];
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if (Insensitive.Equals(town.Definition.FriendlyName, name))
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return town;
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}
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return null;
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}
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public static void GrantTownSilver_OnCommand(CommandEventArgs e)
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{
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Town town = FromRegion(e.Mobile.Region);
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if (town == null)
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{
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e.Mobile.SendMessage("You are not in a faction town.");
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}
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else if (e.Length == 0)
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{
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e.Mobile.SendMessage("Format: GrantTownSilver <amount>");
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}
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else
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{
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town.Silver += e.GetInt32(0);
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e.Mobile.SendMessage("You have granted {0:N0} silver to the town. It now has {1:N0} silver.", e.GetInt32(0),
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town.Silver);
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}
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}
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}
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}
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