#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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94
Scripts/Engines/Factions/Core/Persistance.cs
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94
Scripts/Engines/Factions/Core/Persistance.cs
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using System;
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using System.Collections.Generic;
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namespace Server.Factions
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{
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public class FactionPersistance : Item
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{
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private static FactionPersistance m_Instance;
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public static FactionPersistance Instance{ get{ return m_Instance; } }
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public override string DefaultName
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{
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get { return "Faction Persistance - Internal"; }
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}
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public FactionPersistance() : base( 1 )
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{
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Movable = false;
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if ( m_Instance == null || m_Instance.Deleted )
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m_Instance = this;
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else
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base.Delete();
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}
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private enum PersistedType
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{
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Terminator,
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Faction,
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Town
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}
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public FactionPersistance( Serial serial ) : base( serial )
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{
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m_Instance = this;
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 ); // version
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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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writer.WriteEncodedInt( (int) PersistedType.Faction );
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factions[i].State.Serialize( writer );
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}
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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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writer.WriteEncodedInt( (int) PersistedType.Town );
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towns[i].State.Serialize( writer );
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}
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writer.WriteEncodedInt( (int) PersistedType.Terminator );
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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switch ( version )
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{
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case 0:
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{
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PersistedType type;
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while ( (type = (PersistedType)reader.ReadEncodedInt()) != PersistedType.Terminator )
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{
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switch ( type )
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{
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case PersistedType.Faction: new FactionState( reader ); break;
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case PersistedType.Town: new TownState( reader ); break;
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}
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}
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break;
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}
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}
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}
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public override void Delete()
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{
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}
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}
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}
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