using System; using System.Collections.Generic; using Server.Mobiles; namespace Server.Factions { public class PlayerState : IComparable { private readonly Mobile m_Mobile; private readonly Faction m_Faction; private readonly List m_Owner; private int m_KillPoints; private DateTime m_Leaving; private MerchantTitle m_MerchantTitle; private RankDefinition m_Rank; private List m_SilverGiven; private bool m_IsActive; private Town m_Sheriff; private Town m_Finance; private DateTime m_LastHonorTime; private bool m_InvalidateRank = true; private int m_RankIndex = -1; public PlayerState(Mobile mob, Faction faction, List owner) { m_Mobile = mob; m_Faction = faction; m_Owner = owner; Attach(); Invalidate(); } public PlayerState(GenericReader reader, Faction faction, List owner) { m_Faction = faction; m_Owner = owner; int version = reader.ReadEncodedInt(); switch ( version ) { case 1: { m_IsActive = reader.ReadBool(); m_LastHonorTime = reader.ReadDateTime(); goto case 0; } case 0: { m_Mobile = reader.ReadMobile(); m_KillPoints = reader.ReadEncodedInt(); m_MerchantTitle = (MerchantTitle)reader.ReadEncodedInt(); m_Leaving = reader.ReadDateTime(); break; } } Attach(); } public Mobile Mobile { get { return m_Mobile; } } public Faction Faction { get { return m_Faction; } } public List Owner { get { return m_Owner; } } public MerchantTitle MerchantTitle { get { return m_MerchantTitle; } set { m_MerchantTitle = value; Invalidate(); } } public Town Sheriff { get { return m_Sheriff; } set { m_Sheriff = value; Invalidate(); } } public Town Finance { get { return m_Finance; } set { m_Finance = value; Invalidate(); } } public List SilverGiven { get { return m_SilverGiven; } } public int KillPoints { get { return m_KillPoints; } set { if (m_KillPoints != value) { if (value > m_KillPoints) { if (m_KillPoints <= 0) { if (value <= 0) { m_KillPoints = value; Invalidate(); return; } m_Owner.Remove(this); m_Owner.Insert(m_Faction.ZeroRankOffset, this); m_RankIndex = m_Faction.ZeroRankOffset; m_Faction.ZeroRankOffset++; } while ((m_RankIndex - 1) >= 0) { PlayerState p = m_Owner[m_RankIndex - 1] as PlayerState; if (value > p.KillPoints) { m_Owner[m_RankIndex] = p; m_Owner[m_RankIndex - 1] = this; RankIndex--; p.RankIndex++; } else break; } } else { if (value <= 0) { if (m_KillPoints <= 0) { m_KillPoints = value; Invalidate(); return; } while ((m_RankIndex + 1) < m_Faction.ZeroRankOffset) { PlayerState p = m_Owner[m_RankIndex + 1] as PlayerState; m_Owner[m_RankIndex + 1] = this; m_Owner[m_RankIndex] = p; RankIndex++; p.RankIndex--; } m_RankIndex = -1; m_Faction.ZeroRankOffset--; } else { while ((m_RankIndex + 1) < m_Faction.ZeroRankOffset) { PlayerState p = m_Owner[m_RankIndex + 1] as PlayerState; if (value < p.KillPoints) { m_Owner[m_RankIndex + 1] = this; m_Owner[m_RankIndex] = p; RankIndex++; p.RankIndex--; } else break; } } } m_KillPoints = value; Invalidate(); } } } public int RankIndex { get { return m_RankIndex; } set { if (m_RankIndex != value) { m_RankIndex = value; m_InvalidateRank = true; } } } public RankDefinition Rank { get { if (m_InvalidateRank) { RankDefinition[] ranks = m_Faction.Definition.Ranks; int percent; if (m_Owner.Count == 1) percent = 1000; else if (m_RankIndex == -1) percent = 0; else percent = ((m_Faction.ZeroRankOffset - m_RankIndex) * 1000) / m_Faction.ZeroRankOffset; for (int i = 0; i < ranks.Length; i++) { RankDefinition check = ranks[i]; if (percent >= check.Required) { m_Rank = check; m_InvalidateRank = false; break; } } Invalidate(); } return m_Rank; } } public DateTime LastHonorTime { get { return m_LastHonorTime; } set { m_LastHonorTime = value; } } public DateTime Leaving { get { return m_Leaving; } set { m_Leaving = value; } } public bool IsLeaving { get { return (m_Leaving > DateTime.MinValue); } } public bool IsActive { get { return m_IsActive; } set { m_IsActive = value; } } public static PlayerState Find(Mobile mob) { if (mob is PlayerMobile) return ((PlayerMobile)mob).FactionPlayerState; return null; } public bool CanGiveSilverTo(Mobile mob) { if (m_SilverGiven == null) return true; for (int i = 0; i < m_SilverGiven.Count; ++i) { SilverGivenEntry sge = m_SilverGiven[i]; if (sge.IsExpired) m_SilverGiven.RemoveAt(i--); else if (sge.GivenTo == mob) return false; } return true; } public void OnGivenSilverTo(Mobile mob) { if (m_SilverGiven == null) m_SilverGiven = new List(); m_SilverGiven.Add(new SilverGivenEntry(mob)); } public void Invalidate() { if (m_Mobile is PlayerMobile) { PlayerMobile pm = (PlayerMobile)m_Mobile; pm.InvalidateProperties(); } } public void Attach() { if (Settings.Enabled && m_Mobile is PlayerMobile) ((PlayerMobile)m_Mobile).FactionPlayerState = this; } public void Serialize(GenericWriter writer) { writer.WriteEncodedInt((int)1); // version writer.Write(m_IsActive); writer.Write(m_LastHonorTime); writer.Write((Mobile)m_Mobile); writer.WriteEncodedInt((int)m_KillPoints); writer.WriteEncodedInt((int)m_MerchantTitle); writer.Write((DateTime)m_Leaving); } public int CompareTo(object obj) { return ((PlayerState)obj).m_KillPoints - m_KillPoints; } } }