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.
421 lines
No EOL
11 KiB
C#
421 lines
No EOL
11 KiB
C#
using System;
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using System.Threading;
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using System.Collections;
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using Server;
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using Server.Items;
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using Server.Mobiles;
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using Server.Network;
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using Server.Factions;
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using Server.Accounting;
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using System.Collections.Generic;
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namespace Server.Engines.Reports
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{
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public class Reports
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{
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public static void Initialize()
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{
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m_StatsHistory = new SnapshotHistory();
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m_StatsHistory.Load();
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m_StaffHistory = new StaffHistory();
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m_StaffHistory.Load();
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DateTime now = DateTime.Now;
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DateTime date = now.Date;
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TimeSpan timeOfDay = now.TimeOfDay;
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m_GenerateTime = date + TimeSpan.FromHours( Math.Ceiling( timeOfDay.TotalHours ) );
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Timer.DelayCall( TimeSpan.FromMinutes( 0.5 ), TimeSpan.FromMinutes( 0.5 ), new TimerCallback( CheckRegenerate ) );
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}
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private static DateTime m_GenerateTime;
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public static void CheckRegenerate()
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{
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if ( DateTime.Now < m_GenerateTime )
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return;
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Generate();
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m_GenerateTime += TimeSpan.FromHours( 1.0 );
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}
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private static SnapshotHistory m_StatsHistory;
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private static StaffHistory m_StaffHistory;
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public static StaffHistory StaffHistory{ get{ return m_StaffHistory; } }
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public static void Generate()
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{
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Snapshot ss = new Snapshot();
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ss.TimeStamp = DateTime.Now;
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FillSnapshot( ss );
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m_StatsHistory.Snapshots.Add( ss );
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m_StaffHistory.QueueStats.Add( new QueueStatus( Engines.Help.PageQueue.List.Count ) );
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ThreadPool.QueueUserWorkItem( new WaitCallback( UpdateOutput ), ss );
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}
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private static void UpdateOutput( object state )
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{
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m_StatsHistory.Save();
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m_StaffHistory.Save();
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HtmlRenderer renderer = new HtmlRenderer( "stats", (Snapshot) state, m_StatsHistory );
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renderer.Render();
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renderer.Upload();
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renderer = new HtmlRenderer( "staff", m_StaffHistory );
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renderer.Render();
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renderer.Upload();
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}
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public static void FillSnapshot( Snapshot ss )
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{
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ss.Children.Add( CompileGeneralStats() );
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ss.Children.Add( CompileStatChart() );
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PersistableObject[] obs = CompileSkillReports();
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for ( int i = 0; i < obs.Length; ++i )
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ss.Children.Add( obs[i] );
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obs = CompileFactionReports();
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for ( int i = 0; i < obs.Length; ++i )
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ss.Children.Add( obs[i] );
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}
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public static Report CompileGeneralStats()
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{
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Report report = new Report( "General Stats", "200" );
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report.Columns.Add( "50%", "left" );
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report.Columns.Add( "50%", "left" );
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int npcs = 0, players = 0;
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foreach ( Mobile mob in World.Mobiles.Values )
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{
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if ( mob.Player )
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++players;
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else
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++npcs;
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}
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report.Items.Add( "NPCs", npcs, "N0" );
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report.Items.Add( "Players", players, "N0" );
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report.Items.Add( "Clients", NetState.Instances.Count, "N0" );
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report.Items.Add( "Accounts", Accounts.Count, "N0" );
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report.Items.Add( "Items", World.Items.Count, "N0" );
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return report;
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}
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public static Chart CompileStatChart()
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{
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PieChart chart = new PieChart( "Stat Distribution", "graphs_strdexint_distrib", true );
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ChartItem strItem = new ChartItem( "Strength", 0 );
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ChartItem dexItem = new ChartItem( "Dexterity", 0 );
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ChartItem intItem = new ChartItem( "Intelligence", 0 );
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foreach ( Mobile mob in World.Mobiles.Values )
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{
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if ( mob.RawStatTotal == mob.StatCap && mob is PlayerMobile )
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{
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strItem.Value += mob.RawStr;
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dexItem.Value += mob.RawDex;
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intItem.Value += mob.RawInt;
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}
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}
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chart.Items.Add( strItem );
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chart.Items.Add( dexItem );
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chart.Items.Add( intItem );
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return chart;
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}
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public class SkillDistribution : IComparable
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{
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public SkillInfo m_Skill;
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public int m_NumberOfGMs;
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public SkillDistribution( SkillInfo skill )
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{
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m_Skill = skill;
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}
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public int CompareTo( object obj )
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{
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return ( ((SkillDistribution)obj).m_NumberOfGMs - m_NumberOfGMs );
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}
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}
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public static SkillDistribution[] GetSkillDistribution()
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{
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int skip = ( Core.ML ? 0 : Core.SE ? 1 : Core.AOS ? 3 : 6 );
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SkillDistribution[] distribs = new SkillDistribution[SkillInfo.Table.Length - skip];
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for ( int i = 0; i < distribs.Length; ++i )
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distribs[i] = new SkillDistribution( SkillInfo.Table[i] );
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foreach ( Mobile mob in World.Mobiles.Values )
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{
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if ( mob.SkillsTotal >= 1500 && mob.SkillsTotal <= 7200 && mob is PlayerMobile )
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{
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Skills skills = mob.Skills;
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for ( int i = 0; i < skills.Length - skip; ++i )
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{
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Skill skill = skills[i];
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if ( skill.BaseFixedPoint >= 1000 )
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distribs[i].m_NumberOfGMs++;
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}
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}
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}
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return distribs;
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}
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public static PersistableObject[] CompileSkillReports()
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{
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SkillDistribution[] distribs = GetSkillDistribution();
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Array.Sort( distribs );
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return new PersistableObject[]{ CompileSkillChart( distribs ), CompileSkillReport( distribs ) };
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}
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public static Report CompileSkillReport( SkillDistribution[] distribs )
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{
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Report report = new Report( "Skill Report", "300" );
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report.Columns.Add( "70%", "left", "Name" );
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report.Columns.Add( "30%", "center", "GMs" );
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for ( int i = 0; i < distribs.Length; ++i )
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report.Items.Add( distribs[i].m_Skill.Name, distribs[i].m_NumberOfGMs, "N0" );
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return report;
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}
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public static Chart CompileSkillChart( SkillDistribution[] distribs )
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{
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PieChart chart = new PieChart( "GM Skill Distribution", "graphs_skill_distrib", true );
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for ( int i = 0; i < 12; ++i )
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chart.Items.Add( distribs[i].m_Skill.Name, distribs[i].m_NumberOfGMs );
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int rem = 0;
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for ( int i = 12; i < distribs.Length; ++i )
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rem += distribs[i].m_NumberOfGMs;
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chart.Items.Add( "Other", rem );
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return chart;
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}
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public static PersistableObject[] CompileFactionReports()
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{
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return new PersistableObject[]{ CompileFactionMembershipChart(), CompileFactionReport(), CompileFactionTownReport(), CompileSigilReport(), CompileFactionLeaderboard() };
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}
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public static Chart CompileFactionMembershipChart()
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{
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PieChart chart = new PieChart( "Faction Membership", "graphs_faction_membership", true );
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List<Faction> factions = Faction.Factions;
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for ( int i = 0; i < factions.Count; ++i )
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chart.Items.Add( factions[i].Definition.FriendlyName, factions[i].Members.Count );
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return chart;
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}
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public static Report CompileFactionLeaderboard()
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{
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Report report = new Report( "Faction Leaderboard", "60%" );
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report.Columns.Add( "28%", "center", "Name" );
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report.Columns.Add( "28%", "center", "Faction" );
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report.Columns.Add( "28%", "center", "Office" );
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report.Columns.Add( "16%", "center", "Kill Points" );
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ArrayList list = new ArrayList();
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List<Faction> factions = Faction.Factions;
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for ( int i = 0; i < factions.Count; ++i )
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{
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Faction faction = factions[i];
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list.AddRange( faction.Members );
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}
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list.Sort();
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list.Reverse();
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for ( int i = 0; i < list.Count && i < 15; ++i )
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{
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PlayerState pl = (PlayerState)list[i];
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string office;
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if ( pl.Faction.Commander == pl.Mobile )
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office = "Commanding Lord";
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else if ( pl.Finance != null )
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office = String.Format( "{0} Finance Minister", pl.Finance.Definition.FriendlyName );
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else if ( pl.Sheriff != null )
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office = String.Format( "{0} Sheriff", pl.Sheriff.Definition.FriendlyName );
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else
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office = "";
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ReportItem item = new ReportItem();
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item.Values.Add( pl.Mobile.Name );
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item.Values.Add( pl.Faction.Definition.FriendlyName );
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item.Values.Add( office );
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item.Values.Add( pl.KillPoints.ToString(), "N0" );
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report.Items.Add( item );
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}
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return report;
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}
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public static Report CompileFactionReport()
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{
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Report report = new Report( "Faction Statistics", "80%" );
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report.Columns.Add( "20%", "center", "Name" );
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report.Columns.Add( "20%", "center", "Commander" );
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report.Columns.Add( "15%", "center", "Members" );
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report.Columns.Add( "15%", "center", "Merchants" );
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report.Columns.Add( "15%", "center", "Kill Points" );
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report.Columns.Add( "15%", "center", "Silver" );
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List<Faction> factions = Faction.Factions;
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for ( int i = 0; i < factions.Count; ++i )
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{
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Faction faction = factions[i];
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List<PlayerState> members = faction.Members;
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int totalKillPoints = 0;
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int totalMerchants = 0;
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for ( int j = 0; j < members.Count; ++j )
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{
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totalKillPoints += members[j].KillPoints;
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if ( members[j].MerchantTitle != MerchantTitle.None )
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++totalMerchants;
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}
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ReportItem item = new ReportItem();
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item.Values.Add( faction.Definition.FriendlyName );
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item.Values.Add( faction.Commander == null ? "" : faction.Commander.Name );
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item.Values.Add( faction.Members.Count.ToString(), "N0" );
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item.Values.Add( totalMerchants.ToString(), "N0" );
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item.Values.Add( totalKillPoints.ToString(), "N0" );
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item.Values.Add( faction.Silver.ToString(), "N0" );
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report.Items.Add( item );
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}
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return report;
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}
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public static Report CompileSigilReport()
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{
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Report report = new Report( "Faction Town Sigils", "50%" );
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report.Columns.Add( "35%", "center", "Town" );
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report.Columns.Add( "35%", "center", "Controller" );
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report.Columns.Add( "30%", "center", "Capturable" );
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List<Sigil> sigils = Sigil.Sigils;
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for ( int i = 0; i < sigils.Count; ++i )
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{
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Sigil sigil = sigils[i];
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string controller = "Unknown";
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Mobile mob = sigil.RootParent as Mobile;
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if ( mob != null )
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{
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Faction faction = Faction.Find( mob );
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if ( faction != null )
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controller = faction.Definition.FriendlyName;
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}
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else if ( sigil.LastMonolith != null && sigil.LastMonolith.Faction != null )
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{
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controller = sigil.LastMonolith.Faction.Definition.FriendlyName;
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}
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ReportItem item = new ReportItem();
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item.Values.Add( sigil.Town == null ? "" : sigil.Town.Definition.FriendlyName );
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item.Values.Add( controller );
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item.Values.Add( sigil.IsPurifying ? "No" : "Yes" );
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report.Items.Add( item );
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}
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return report;
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}
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public static Report CompileFactionTownReport()
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{
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Report report = new Report( "Faction Towns", "80%" );
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report.Columns.Add( "20%", "center", "Name" );
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report.Columns.Add( "20%", "center", "Owner" );
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report.Columns.Add( "17%", "center", "Sheriff" );
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report.Columns.Add( "17%", "center", "Finance Minister" );
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report.Columns.Add( "13%", "center", "Silver" );
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report.Columns.Add( "13%", "center", "Prices" );
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List<Town> towns = Town.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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string prices = "Normal";
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if ( town.Tax < 0 )
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prices = town.Tax.ToString() + "%";
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else if ( town.Tax > 0 )
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prices = "+" + town.Tax.ToString() + "%";
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ReportItem item = new ReportItem();
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item.Values.Add( town.Definition.FriendlyName );
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item.Values.Add( town.Owner == null ? "Neutral" : town.Owner.Definition.FriendlyName );
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item.Values.Add( town.Sheriff == null ? "" : town.Sheriff.Name );
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item.Values.Add( town.Finance == null ? "" : town.Finance.Name );
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item.Values.Add( town.Silver.ToString(), "N0" );
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item.Values.Add( prices );
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report.Items.Add( item );
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}
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return report;
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}
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}
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} |