Logging of staff crafting items, Fixes for the OSI client changes The potion stacking stuff BaseWeapon fix, so that damage increase things don't multiply themselves. admin gump fixes for Firewall Various display tweaks for weight SoS no longer spawn in Tokuno Hiryu hues happified to OSI standards staff now see alliance chat correctly Play barkeeper text increased per OSI Various other OSI skill requirement changes Various unimplemented features of the SE moves EventSink for when the client version is received from client. Client validation moved out of the core. Client version validation now has options to ignore/kick/warn/annoy. Automagically tries to detect current client. Reverted the delayeddamagecontext back to OSI standards. Can no longer use bags of sending in jail. MagerySpell implemented. Now only Magery spells have a circle, and various other properties of 'em. TransformationSpellHelper now implemented. Things moved around for this. Spells now need a Timespan for the cast delay, instead of arbitrarily based on Circle. Circle doesn't make sense for non-Magery spells! Alot of the spellweaving spells added to OSI standards.
394 lines
No EOL
13 KiB
C#
394 lines
No EOL
13 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Server;
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using Server.Items;
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using Server.Guilds;
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using Server.Multis;
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using Server.Mobiles;
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using Server.Engines.PartySystem;
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using Server.Factions;
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using Server.Spells.Necromancy;
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using Server.Spells.Ninjitsu;
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using Server.Spells;
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namespace Server.Misc
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{
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public class NotorietyHandlers
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{
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public static void Initialize()
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{
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Notoriety.Hues[Notoriety.Innocent] = 0x59;
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Notoriety.Hues[Notoriety.Ally] = 0x3F;
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Notoriety.Hues[Notoriety.CanBeAttacked] = 0x3B2;
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Notoriety.Hues[Notoriety.Criminal] = 0x3B2;
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Notoriety.Hues[Notoriety.Enemy] = 0x90;
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Notoriety.Hues[Notoriety.Murderer] = 0x22;
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Notoriety.Hues[Notoriety.Invulnerable] = 0x35;
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Notoriety.Handler = new NotorietyHandler( MobileNotoriety );
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Mobile.AllowBeneficialHandler = new AllowBeneficialHandler( Mobile_AllowBeneficial );
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Mobile.AllowHarmfulHandler = new AllowHarmfulHandler( Mobile_AllowHarmful );
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}
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private enum GuildStatus { None, Peaceful, Waring }
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private static GuildStatus GetGuildStatus( Mobile m )
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{
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if( m.Guild == null )
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return GuildStatus.None;
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else if( ((Guild)m.Guild).Enemies.Count == 0 && m.Guild.Type == GuildType.Regular )
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return GuildStatus.Peaceful;
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return GuildStatus.Waring;
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}
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private static bool CheckBeneficialStatus( GuildStatus from, GuildStatus target )
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{
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if( from == GuildStatus.Waring || target == GuildStatus.Waring )
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return false;
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return true;
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}
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/*private static bool CheckHarmfulStatus( GuildStatus from, GuildStatus target )
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{
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if ( from == GuildStatus.Waring && target == GuildStatus.Waring )
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return true;
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return false;
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}*/
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public static bool Mobile_AllowBeneficial( Mobile from, Mobile target )
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{
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if( from == null || target == null || from.AccessLevel > AccessLevel.Player || target.AccessLevel > AccessLevel.Player )
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return true;
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#region Factions
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Faction targetFaction = Faction.Find( target, true );
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if( targetFaction != null )
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{
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if( Faction.Find( from, true ) != targetFaction )
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return false;
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}
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#endregion
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Map map = from.Map;
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if( map != null && (map.Rules & MapRules.BeneficialRestrictions) == 0 )
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return true; // In felucca, anything goes
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if( !from.Player )
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return true; // NPCs have no restrictions
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if( target is BaseCreature && !((BaseCreature)target).Controlled )
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return false; // Players cannot heal uncontrolled mobiles
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if( from is PlayerMobile && ((PlayerMobile)from).Young && (!(target is PlayerMobile) || !((PlayerMobile)target).Young) )
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return false; // Young players cannot perform beneficial actions towards older players
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Guild fromGuild = from.Guild as Guild;
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Guild targetGuild = target.Guild as Guild;
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if( fromGuild != null && targetGuild != null && (targetGuild == fromGuild || fromGuild.IsAlly( targetGuild )) )
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return true; // Guild members can be beneficial
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return CheckBeneficialStatus( GetGuildStatus( from ), GetGuildStatus( target ) );
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}
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public static bool Mobile_AllowHarmful( Mobile from, Mobile target )
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{
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if( from == null || target == null || from.AccessLevel > AccessLevel.Player || target.AccessLevel > AccessLevel.Player )
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return true;
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Map map = from.Map;
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if( map != null && (map.Rules & MapRules.HarmfulRestrictions) == 0 )
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return true; // In felucca, anything goes
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if( !from.Player && !(from is BaseCreature && (((BaseCreature)from).Controlled || ((BaseCreature)from).Summoned)) )
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{
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if( !CheckAggressor( from.Aggressors, target ) && !CheckAggressed( from.Aggressed, target ) && target is PlayerMobile && ((PlayerMobile)target).CheckYoungProtection( from ) )
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return false;
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return true; // Uncontrolled NPCs are only restricted by the young system
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}
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Guild fromGuild = GetGuildFor( from.Guild as Guild, from );
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Guild targetGuild = GetGuildFor( target.Guild as Guild, target );
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if( fromGuild != null && targetGuild != null && (fromGuild == targetGuild || fromGuild.IsAlly( targetGuild ) || fromGuild.IsEnemy( targetGuild )) )
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return true; // Guild allies or enemies can be harmful
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if( target is BaseCreature && (((BaseCreature)target).Controlled || (((BaseCreature)target).Summoned && from != ((BaseCreature)target).SummonMaster)) )
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return false; // Cannot harm other controlled mobiles
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if( target.Player )
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return false; // Cannot harm other players
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if( !(target is BaseCreature && ((BaseCreature)target).InitialInnocent) )
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{
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if( Notoriety.Compute( from, target ) == Notoriety.Innocent )
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return false; // Cannot harm innocent mobiles
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}
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return true;
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}
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public static Guild GetGuildFor( Guild def, Mobile m )
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{
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Guild g = def;
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BaseCreature c = m as BaseCreature;
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if( c != null && c.Controlled && c.ControlMaster != null )
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{
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c.DisplayGuildTitle = false;
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if( c.Map != Map.Internal && (Core.AOS || Guild.NewGuildSystem || c.ControlOrder == OrderType.Attack || c.ControlOrder == OrderType.Guard) )
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g = (Guild)(c.Guild = c.ControlMaster.Guild);
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else if( c.Map == Map.Internal || c.ControlMaster.Guild == null )
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g = (Guild)(c.Guild = null);
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}
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return g;
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}
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public static int CorpseNotoriety( Mobile source, Corpse target )
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{
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if( target.AccessLevel > AccessLevel.Player )
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return Notoriety.CanBeAttacked;
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Body body = (Body)target.Amount;
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BaseCreature cretOwner = target.Owner as BaseCreature;
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if( cretOwner != null )
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{
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Guild sourceGuild = GetGuildFor( source.Guild as Guild, source );
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Guild targetGuild = GetGuildFor( target.Guild as Guild, target.Owner );
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if( sourceGuild != null && targetGuild != null )
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{
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if( sourceGuild == targetGuild || sourceGuild.IsAlly( targetGuild ) )
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return Notoriety.Ally;
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else if( sourceGuild.IsEnemy( targetGuild ) )
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return Notoriety.Enemy;
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}
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Faction srcFaction = Faction.Find( source, true, true );
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Faction trgFaction = Faction.Find( target.Owner, true, true );
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if( srcFaction != null && trgFaction != null && srcFaction != trgFaction && source.Map == Faction.Facet )
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return Notoriety.Enemy;
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if( CheckHouseFlag( source, target.Owner, target.Location, target.Map ) )
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return Notoriety.CanBeAttacked;
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int actual = Notoriety.CanBeAttacked;
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if( target.Kills >= 5 || (body.IsMonster && IsSummoned( target.Owner as BaseCreature )) || (target.Owner is BaseCreature && (((BaseCreature)target.Owner).AlwaysMurderer || ((BaseCreature)target.Owner).IsAnimatedDead)) )
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actual = Notoriety.Murderer;
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if( DateTime.Now >= (target.TimeOfDeath + Corpse.MonsterLootRightSacrifice) )
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return actual;
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Party sourceParty = Party.Get( source );
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List<Mobile> list = target.Aggressors;
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for( int i = 0; i < list.Count; ++i )
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{
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if( list[i] == source || (sourceParty != null && Party.Get( list[i] ) == sourceParty) )
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return actual;
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}
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return Notoriety.Innocent;
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}
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else
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{
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if( target.Kills >= 5 || (body.IsMonster && IsSummoned( target.Owner as BaseCreature )) || (target.Owner is BaseCreature && (((BaseCreature)target.Owner).AlwaysMurderer || ((BaseCreature)target.Owner).IsAnimatedDead)) )
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return Notoriety.Murderer;
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if( target.Criminal )
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return Notoriety.Criminal;
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Guild sourceGuild = GetGuildFor( source.Guild as Guild, source );
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Guild targetGuild = GetGuildFor( target.Guild as Guild, target.Owner );
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if( sourceGuild != null && targetGuild != null )
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{
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if( sourceGuild == targetGuild || sourceGuild.IsAlly( targetGuild ) )
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return Notoriety.Ally;
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else if( sourceGuild.IsEnemy( targetGuild ) )
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return Notoriety.Enemy;
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}
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Faction srcFaction = Faction.Find( source, true, true );
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Faction trgFaction = Faction.Find( target.Owner, true, true );
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if( srcFaction != null && trgFaction != null && srcFaction != trgFaction && source.Map == Faction.Facet )
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{
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List<Mobile> secondList = target.Aggressors;
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for( int i = 0; i < secondList.Count; ++i )
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{
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if( secondList[i] == source || secondList[i] is BaseFactionGuard )
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return Notoriety.Enemy;
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}
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}
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if( target.Owner != null && target.Owner is BaseCreature && ((BaseCreature)target.Owner).AlwaysAttackable )
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return Notoriety.CanBeAttacked;
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if( CheckHouseFlag( source, target.Owner, target.Location, target.Map ) )
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return Notoriety.CanBeAttacked;
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if( !(target.Owner is PlayerMobile) && !IsPet( target.Owner as BaseCreature ) )
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return Notoriety.CanBeAttacked;
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List<Mobile> list = target.Aggressors;
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for( int i = 0; i < list.Count; ++i )
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{
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if( list[i] == source )
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return Notoriety.CanBeAttacked;
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}
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return Notoriety.Innocent;
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}
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}
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public static int MobileNotoriety( Mobile source, Mobile target )
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{
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if( Core.AOS && (target.Blessed || (target is BaseVendor && ((BaseVendor)target).IsInvulnerable) || target is PlayerVendor || target is TownCrier) )
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return Notoriety.Invulnerable;
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if( target.AccessLevel > AccessLevel.Player )
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return Notoriety.CanBeAttacked;
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if( source.Player && !target.Player && source is PlayerMobile && target is BaseCreature )
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{
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BaseCreature bc = (BaseCreature)target;
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if( !bc.Summoned && !bc.Controlled && ((PlayerMobile)source).EnemyOfOneType == target.GetType() )
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return Notoriety.Enemy;
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}
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if( target.Kills >= 5 || (target.Body.IsMonster && IsSummoned( target as BaseCreature ) && !(target is BaseFamiliar) && !(target is Golem)) || (target is BaseCreature && (((BaseCreature)target).AlwaysMurderer || ((BaseCreature)target).IsAnimatedDead)) )
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return Notoriety.Murderer;
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if( target.Criminal )
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return Notoriety.Criminal;
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Guild sourceGuild = GetGuildFor( source.Guild as Guild, source );
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Guild targetGuild = GetGuildFor( target.Guild as Guild, target );
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if( sourceGuild != null && targetGuild != null )
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{
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if( sourceGuild == targetGuild || sourceGuild.IsAlly( targetGuild ) )
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return Notoriety.Ally;
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else if( sourceGuild.IsEnemy( targetGuild ) )
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return Notoriety.Enemy;
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}
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Faction srcFaction = Faction.Find( source, true, true );
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Faction trgFaction = Faction.Find( target, true, true );
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if( srcFaction != null && trgFaction != null && srcFaction != trgFaction && source.Map == Faction.Facet )
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return Notoriety.Enemy;
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if( SkillHandlers.Stealing.ClassicMode && target is PlayerMobile && ((PlayerMobile)target).PermaFlags.Contains( source ) )
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return Notoriety.CanBeAttacked;
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if( target is BaseCreature && ((BaseCreature)target).AlwaysAttackable )
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return Notoriety.CanBeAttacked;
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if( CheckHouseFlag( source, target, target.Location, target.Map ) )
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return Notoriety.CanBeAttacked;
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if( !(target is BaseCreature && ((BaseCreature)target).InitialInnocent) )
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{
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if( !target.Body.IsHuman && !target.Body.IsGhost && !IsPet( target as BaseCreature ) && !TransformationSpellHelper.UnderTransformation( target ) && !AnimalForm.UnderTransformation( target ) )
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return Notoriety.CanBeAttacked;
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}
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if( CheckAggressor( source.Aggressors, target ) )
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return Notoriety.CanBeAttacked;
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if( CheckAggressed( source.Aggressed, target ) )
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return Notoriety.CanBeAttacked;
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if( target is BaseCreature )
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{
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BaseCreature bc = (BaseCreature)target;
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if( bc.Controlled && bc.ControlOrder == OrderType.Guard && bc.ControlTarget == source )
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return Notoriety.CanBeAttacked;
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}
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if( source is BaseCreature )
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{
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BaseCreature bc = (BaseCreature)source;
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Mobile master = bc.GetMaster();
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if( master != null && CheckAggressor( master.Aggressors, target ) )
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return Notoriety.CanBeAttacked;
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}
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return Notoriety.Innocent;
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}
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public static bool CheckHouseFlag( Mobile from, Mobile m, Point3D p, Map map )
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{
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BaseHouse house = BaseHouse.FindHouseAt( p, map, 16 );
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if( house == null || house.Public || !house.IsFriend( from ) )
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return false;
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if( m != null && house.IsFriend( m ) )
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return false;
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BaseCreature c = m as BaseCreature;
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if( c != null && !c.Deleted && c.Controlled && c.ControlMaster != null )
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return !house.IsFriend( c.ControlMaster );
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return true;
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}
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public static bool IsPet( BaseCreature c )
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{
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return (c != null && c.Controlled);
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}
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public static bool IsSummoned( BaseCreature c )
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{
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return (c != null && /*c.Controlled &&*/ c.Summoned);
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}
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public static bool CheckAggressor( List<AggressorInfo> list, Mobile target )
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{
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for( int i = 0; i < list.Count; ++i )
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if( list[i].Attacker == target )
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return true;
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return false;
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}
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public static bool CheckAggressed( List<AggressorInfo> list, Mobile target )
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{
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for( int i = 0; i < list.Count; ++i )
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{
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AggressorInfo info = list[i];
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if( !info.CriminalAggression && info.Defender == target )
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return true;
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}
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return false;
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}
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}
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} |