public static void Generate(Town town) { Map facet = Faction.Facet; TownDefinition def = town.Definition; if (!CheckExistance(def.Monolith, facet, typeof(TownMonolith))) { TownMonolith mono = new TownMonolith(town); mono.MoveToWorld(def.Monolith, facet); mono.Sigil = new Sigil(town); } if (!CheckExistance(def.TownStone, facet, typeof(TownStone))) { new TownStone(town).MoveToWorld(def.TownStone, facet); } }
private void Sigil_OnTarget(Mobile from, object obj) { if (Deleted || !IsChildOf(from.Backpack)) { return; } #region Give To Mobile if (obj is Mobile) { if (obj is PlayerMobile) { PlayerMobile targ = (PlayerMobile)obj; Faction toFaction = Faction.Find(targ); Faction fromFaction = Faction.Find(from); if (toFaction == null) { from.SendLocalizedMessage(1005223); // You cannot give the sigil to someone not in a faction } else if (fromFaction != toFaction) { from.SendLocalizedMessage(1005222); // You cannot give the sigil to someone not in your faction } else if (Sigil.ExistsOn(targ)) { from.SendLocalizedMessage(1005220); // You cannot give this sigil to someone who already has a sigil } else if (!targ.Alive) { from.SendLocalizedMessage(1042248); // You cannot give a sigil to a dead person. } else if (from.NetState != null && targ.NetState != null) { Container pack = targ.Backpack; if (pack != null) { pack.DropItem(this); } } } else { from.SendLocalizedMessage(1005221); //You cannot give the sigil to them } } #endregion else if (obj is BaseMonolith) { #region Put in Stronghold if (obj is StrongholdMonolith) { StrongholdMonolith m = (StrongholdMonolith)obj; if (m.Faction == null || m.Faction != Faction.Find(from)) { from.SendLocalizedMessage(1042246); // You can't place that on an enemy monolith } else if (m.Town == null || m.Town != m_Town) { from.SendLocalizedMessage(1042247); // That is not the correct faction monolith } else { m.Sigil = this; Faction newController = m.Faction; Faction oldController = m_Corrupting; if (oldController == null) { if (m_Corrupted != newController) { BeginCorrupting(newController); } } else if (m_GraceStart > DateTime.MinValue && (m_GraceStart + CorruptionGrace) < DateTime.UtcNow) { if (m_Corrupted != newController) { BeginCorrupting(newController); // grace time over, reset period } else { ClearCorrupting(); } m_GraceStart = DateTime.MinValue; } else if (newController == oldController) { m_GraceStart = DateTime.MinValue; // returned within grace period } else if (m_GraceStart == DateTime.MinValue) { m_GraceStart = DateTime.UtcNow; } m_PurificationStart = DateTime.MinValue; } } #endregion #region Put in Town else if (obj is TownMonolith) { TownMonolith m = (TownMonolith)obj; if (m.Town == null || m.Town != m_Town) { from.SendLocalizedMessage(1042245); // This is not the correct town sigil monolith } else if (m_Corrupted == null || m_Corrupted != Faction.Find(from)) { from.SendLocalizedMessage(1042244); // Your faction did not corrupt this sigil. Take it to your stronghold. } else { m.Sigil = this; m_Corrupting = null; m_PurificationStart = DateTime.UtcNow; m_CorruptionStart = DateTime.MinValue; m_Town.Capture(m_Corrupted); m_Corrupted = null; } } #endregion } else { from.SendLocalizedMessage(1005224); // You can't use the sigil on that } Update(); }
public void Capture(Faction f) { if (m_State.Owner == f) { return; } if (m_State.Owner == null) // going from unowned to owned { LastIncome = DateTime.UtcNow; f.Silver += SilverCaptureBonus; } else if (f == null) // going from owned to unowned { LastIncome = DateTime.MinValue; } else // otherwise changing hands, income timer doesn't change { f.Silver += SilverCaptureBonus; } m_State.Owner = f; Sheriff = null; Finance = null; TownMonolith monolith = this.Monolith; if (monolith != null) { monolith.Faction = f; } List <VendorList> vendorLists = VendorLists; for (int i = 0; i < vendorLists.Count; ++i) { VendorList vendorList = vendorLists[i]; List <BaseFactionVendor> vendors = vendorList.Vendors; for (int j = vendors.Count - 1; j >= 0; --j) { vendors[j].Delete(); } } List <GuardList> guardLists = GuardLists; for (int i = 0; i < guardLists.Count; ++i) { GuardList guardList = guardLists[i]; List <BaseFactionGuard> guards = guardList.Guards; for (int j = guards.Count - 1; j >= 0; --j) { guards[j].Delete(); } } ConstructGuardLists(); }