public void EndConfirmCommit( Mobile from ) { if (Deleted || DesignContext.Find(from) == null) return; int oldPrice = Price; int newPrice = oldPrice + 10000 + ((DesignState.Components.List.Length - CurrentState.Components.List.Length) * 500); int cost = newPrice - oldPrice; if ( cost > 0 ) { if ( Banker.Withdraw( from, cost ) ) { from.SendLocalizedMessage( 1060398, cost.ToString() ); // ~1_AMOUNT~ gold has been withdrawn from your bank box. } else { from.SendLocalizedMessage( 1061903 ); // You cannot commit this house design, because you do not have the necessary funds in your bank box to pay for the upgrade. Please back up your design, obtain the required funds, and commit your design again. return; } } else if ( cost < 0 ) { if ( Banker.Deposit( from, -cost ) ) from.SendLocalizedMessage( 1060397, (-cost).ToString() ); // ~1_AMOUNT~ gold has been deposited into your bank box. else return; } /* Client chose to commit current design state * - Commit design state * - Construct a copy of the current design state * - Clear visible fixtures * - Melt fixtures from constructed state * - Add melted fixtures from constructed state * - Assign constructed state to foundation * - Update house price * - Remove design context * - Notify the client that customization has ended * - Notify the core that the foundation has changed and should be resent to all clients * - If a signpost is needed, add it * - Eject all from house * - Restore relocated entities */ // Commit design state : Construct a copy of the current design state DesignState copyState = new DesignState( DesignState ); // Commit design state : Clear visible fixtures ClearFixtures( from ); // Commit design state : Melt fixtures from constructed state copyState.MeltFixtures(); // Commit design state : Add melted fixtures from constructed state AddFixtures( from, copyState.Fixtures ); // Commit design state : Assign constructed state to foundation CurrentState = copyState; // Update house price Price = newPrice - 10000; // Remove design context DesignContext.Remove( from ); // Notify the client that customization has ended from.Send( new EndHouseCustomization( this ) ); // Notify the core that the foundation has changed and should be resent to all clients Delta( ItemDelta.Update ); ProcessDelta(); CurrentState.SendDetailedInfoTo( from.NetState ); // If a signpost is needed, add it CheckSignpost(); // Eject all from house from.RevealingAction(); foreach ( Item item in GetItems() ) item.Location = BanLocation; foreach ( Mobile mobile in GetMobiles() ) mobile.Location = BanLocation; // Restore relocated entities RestoreRelocatedEntities(); }
public void RefreshHouse(Mobile owner) { DesignState copyState = new DesignState(DesignState); // Commit design state : Clear visible fixtures ClearFixtures(owner); // Commit design state : Melt fixtures from constructed state copyState.MeltFixtures(); // Commit design state : Add melted fixtures from constructed state AddFixtures(owner, copyState.Fixtures); // Commit design state : Assign constructed state to foundation CurrentState = copyState; Delta(ItemDelta.Update); ProcessDelta(); CurrentState.SendDetailedInfoTo(owner.NetState); }
public void ECEndConfirmCommit(Mobile from) { if (this.Deleted) return; /* Client chose to commit current design state * - Commit design state * - Construct a copy of the current design state * - Clear visible fixtures * - Melt fixtures from constructed state * - Add melted fixtures from constructed state * - Assign constructed state to foundation * - Update house price * - Remove design context * - Notify the client that customization has ended * - Notify the core that the foundation has changed and should be resent to all clients * - If a signpost is needed, add it * - Eject all from house * - Restore relocated entities */ // Commit design state : Construct a copy of the current design state DesignState copyState = new DesignState(DesignState); // Commit design state : Clear visible fixtures ClearFixtures(from); // Commit design state : Melt fixtures from constructed state copyState.MeltFixtures(); // Commit design state : Add melted fixtures from constructed state AddFixtures(from, copyState.Fixtures); // Commit design state : Assign constructed state to foundation CurrentState = copyState; //// Update house price //Price = newPrice; // Remove design context DesignContext.Remove(from); // Notify the client that customization has ended from.Send(new EndHouseCustomization(this)); // Notify the core that the foundation has changed and should be resent to all clients Delta(ItemDelta.Update); ProcessDelta(); CurrentState.SendDetailedInfoTo(from.NetState); // If a signpost is needed, add it CheckSignpost(); // Eject all from house from.RevealingAction(); foreach (Item item in GetItems()) item.Location = BanLocation; foreach (Mobile mobile in GetMobiles()) mobile.Location = BanLocation; // Restore relocated entities RestoreRelocatedEntities(); }
public void EndConfirmCommit(Mobile from) { int oldPrice = this.Price; int newPrice = oldPrice + this.CustomizationCost + ((this.DesignState.Components.List.Length - (this.CurrentState.Components.List.Length + this.CurrentState.Fixtures.Length)) * 500); int cost = newPrice - oldPrice; if (!this.Deleted) { // Temporary Fix. We should be booting a client out of customization mode in the delete handler. if (from.AccessLevel >= AccessLevel.GameMaster && cost != 0) { from.SendMessage("{0} gold would have been {1} your bank if you were not a GM.", cost.ToString(), ((cost > 0) ? "withdrawn from" : "deposited into")); } else { if (cost > 0) { if (Banker.Withdraw(from, cost)) { from.SendLocalizedMessage(1060398, cost.ToString()); // ~1_AMOUNT~ gold has been withdrawn from your bank box. } else { from.SendLocalizedMessage(1061903); // You cannot commit this house design, because you do not have the necessary funds in your bank box to pay for the upgrade. Please back up your design, obtain the required funds, and commit your design again. return; } } else if (cost < 0) { if (Banker.Deposit(from, -cost)) from.SendLocalizedMessage(1060397, (-cost).ToString()); // ~1_AMOUNT~ gold has been deposited into your bank box. else return; } } } /* Client chose to commit current design state * - Commit design state * - Construct a copy of the current design state * - Clear visible fixtures * - Melt fixtures from constructed state * - Add melted fixtures from constructed state * - Assign constructed state to foundation * - Update house price * - Remove design context * - Notify the client that customization has ended * - Notify the core that the foundation has changed and should be resent to all clients * - If a signpost is needed, add it * - Eject all from house * - Restore relocated entities */ // Commit design state : Construct a copy of the current design state DesignState copyState = new DesignState(this.DesignState); // Commit design state : Clear visible fixtures this.ClearFixtures(from); // Commit design state : Melt fixtures from constructed state copyState.MeltFixtures(); // Commit design state : Add melted fixtures from constructed state this.AddFixtures(from, copyState.Fixtures); // Commit design state : Assign constructed state to foundation this.CurrentState = copyState; // Update house price this.Price = newPrice - this.CustomizationCost; // Remove design context DesignContext.Remove(from); // Notify the client that customization has ended from.Send(new EndHouseCustomization(this)); // Notify the core that the foundation has changed and should be resent to all clients this.Delta(ItemDelta.Update); this.ProcessDelta(); this.CurrentState.SendDetailedInfoTo(from.NetState); // If a signpost is needed, add it this.CheckSignpost(); // Eject all from house from.RevealingAction(); foreach (Item item in this.GetItems()) item.Location = this.BanLocation; foreach (Mobile mobile in this.GetMobiles()) mobile.Location = this.BanLocation; // Restore relocated entities this.RestoreRelocatedEntities(); }
public void EndConfirmCommit(Mobile from) { int oldPrice = Price; int newPrice = oldPrice + CustomizationCost + ((DesignState.Components.List.Length - (CurrentState.Components.List.Length + CurrentState.Fixtures.Length)) * 500); int cost = newPrice - oldPrice; if (!Deleted) { // Temporary Fix. We should be booting a client out of customization mode in the delete handler. if (from.AccessLevel >= AccessLevel.GameMaster && cost != 0) { from.SendMessage("Staff may commit freely, no charges or rebates."); } else { Type cType = Expansion == Expansion.T2A ? typeof(Silver) : typeof(Gold); if (cost > 0) { if (Banker.Withdraw(from, cType, cost)) { from.SendMessage("{0:#,0} {1} has been withdrawn from your bank box.", cost, cType.Name); } else { // You cannot commit this house design, because you do not have the necessary funds in your bank box to pay for the upgrade. // Please back up your design, obtain the required funds, and commit your design again. from.SendLocalizedMessage(1061903); return; } } else if (cost < 0) { cost = Math.Abs(cost); if (Banker.Deposit(from, cType, cost)) { from.SendMessage("{0:#,0} {1} has been deposited into your bank box.", cost, cType.Name); } else { return; } } } } /* Client chose to commit current design state * - Commit design state * - Construct a copy of the current design state * - Clear visible fixtures * - Melt fixtures from constructed state * - Add melted fixtures from constructed state * - Assign constructed state to foundation * - Update house price * - Remove design context * - Notify the client that customization has ended * - Notify the core that the foundation has changed and should be resent to all clients * - If a signpost is needed, add it * - Eject all from house * - Restore relocated entities */ // Commit design state : Construct a copy of the current design state var copyState = new DesignState(DesignState); // Commit design state : Clear visible fixtures ClearFixtures(from); // Commit design state : Melt fixtures from constructed state copyState.MeltFixtures(); // Commit design state : Add melted fixtures from constructed state AddFixtures(from, copyState.Fixtures); // Commit design state : Assign constructed state to foundation CurrentState = copyState; // Update house price Price = newPrice - CustomizationCost; // Remove design context DesignContext.Remove(from); // Notify the client that customization has ended from.Send(new EndHouseCustomization(this)); // Notify the core that the foundation has changed and should be resent to all clients Delta(ItemDelta.Update); ProcessDelta(); CurrentState.SendDetailedInfoTo(from.NetState); // If a signpost is needed, add it CheckSignpost(); // Eject all from house from.RevealingAction(); foreach (Item item in GetItems()) { item.Location = BanLocation; } foreach (Mobile mobile in GetMobiles()) { mobile.Location = BanLocation; } // Restore relocated entities RestoreRelocatedEntities(); }