using System; using Server.Factions; using Server.Guilds; using Server.Targeting; namespace Server.Gumps { public class GuildRecruitTarget : Target { private readonly Mobile m_Mobile; private readonly Guild m_Guild; public GuildRecruitTarget(Mobile m, Guild guild) : base(10, false, TargetFlags.None) { this.m_Mobile = m; this.m_Guild = guild; } protected override void OnTarget(Mobile from, object targeted) { if (GuildGump.BadMember(this.m_Mobile, this.m_Guild)) return; if (targeted is Mobile) { Mobile m = (Mobile)targeted; PlayerState guildState = PlayerState.Find(this.m_Guild.Leader); PlayerState targetState = PlayerState.Find(m); Faction guildFaction = (guildState == null ? null : guildState.Faction); Faction targetFaction = (targetState == null ? null : targetState.Faction); if (!m.Player) { this.m_Mobile.SendLocalizedMessage(501161); // You may only recruit players into the guild. } else if (!m.Alive) { this.m_Mobile.SendLocalizedMessage(501162); // Only the living may be recruited. } else if (this.m_Guild.IsMember(m)) { this.m_Mobile.SendLocalizedMessage(501163); // They are already a guildmember! } else if (this.m_Guild.Candidates.Contains(m)) { this.m_Mobile.SendLocalizedMessage(501164); // They are already a candidate. } else if (this.m_Guild.Accepted.Contains(m)) { this.m_Mobile.SendLocalizedMessage(501165); // They have already been accepted for membership, and merely need to use the Guildstone to gain full membership. } else if (m.Guild != null) { this.m_Mobile.SendLocalizedMessage(501166); // You can only recruit candidates who are not already in a guild. } #region Factions else if (guildFaction != targetFaction) { if (guildFaction == null) this.m_Mobile.SendLocalizedMessage(1013027); // That player cannot join a non-faction guild. else if (targetFaction == null) this.m_Mobile.SendLocalizedMessage(1013026); // That player must be in a faction before joining this guild. else this.m_Mobile.SendLocalizedMessage(1013028); // That person has a different faction affiliation. } else if (targetState != null && targetState.IsLeaving) { // OSI does this quite strangely, so we'll just do it this way this.m_Mobile.SendMessage("That person is quitting their faction and so you may not recruit them."); } #endregion else if (this.m_Mobile.AccessLevel >= AccessLevel.GameMaster || this.m_Guild.Leader == this.m_Mobile) { this.m_Guild.Accepted.Add(m); } else { this.m_Guild.Candidates.Add(m); } } } protected override void OnTargetFinish(Mobile from) { if (GuildGump.BadMember(this.m_Mobile, this.m_Guild)) return; GuildGump.EnsureClosed(this.m_Mobile); this.m_Mobile.SendGump(new GuildGump(this.m_Mobile, this.m_Guild)); } } }