Merge pull request 'chore(tools): build guilds, and walk houses into IDOC where the site can see it' (#17) from chore/demo-guilds-and-idoc into main
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Reviewed-on: #17 Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
This commit is contained in:
@@ -3,6 +3,7 @@ using System.Collections.Generic;
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using Server.Accounting;
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using Server.Commands;
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using Server.Guilds;
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using Server.Mobiles;
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using Server.Multis;
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@@ -43,13 +44,29 @@ namespace Server.Custom
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///
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/// WHAT IT ALSO DOES, AND WHY EACH IS HERE
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/// ---------------------------------------
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/// - Stages houses back into IDOC. The seeder condemned eighteen of them, but decay is
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/// a live process: by the time anybody looks, the stages have moved on and the
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/// "Houses in danger" page is empty. Empty is a true state and a poor screenshot, so
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/// this puts a handful back.
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/// - Walks a few houses into IDOC, in two passes with a wait between them, because the
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/// website only records a collapse it watched happen. Decay is a live process: by the
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/// time anybody looks the stages have moved on and "Houses in danger" is empty. Empty
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/// is a true state and a poor screenshot, so this stages a handful — see PrimeIdoc.
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/// - Sets a known password on one seeded account. Logging a character in is the only
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/// way to make the online roster non-empty, and it needs a client, and a client needs
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/// a password. The seeder gives every account a random GUID nobody kept.
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/// - BUILDS GUILDS, which is the one thing here that creates rather than renames. The
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/// seeder never made any, so a shard behind these screenshots has an empty guild
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/// board and — because the website's Teams are reconciled from that board — no teams
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/// either. There is nothing to rename: a guild has to exist before it can be called
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/// something. Members are drawn from characters the seeder already made, so the only
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/// invention is the association itself.
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///
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/// A NOTE ON THE GUILD BOARD, FOUND WHILE BUILDING THIS
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/// ---------------------------------------------------
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/// `BridgeSocial.Signature()` folds name, abbreviation, leader serial, member count and
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/// alliance — not member NAMES — and the roster is only re-emitted when the member SET
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/// changes. So renaming a guild member never reaches the site: the board keeps the name
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/// the member had when the roster was last emitted. Dressing a world that was already
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/// published therefore leaves stale rosters behind, and creating the guilds after the
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/// rename (as this does) is what avoids it. Raised as a product observation, not fixed
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/// here — a rename is rare in a real shard, and the fix belongs in the plugin.
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///
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/// Flag: `DemoDressOnStart=True` in Config/Bridge.cfg. In game: `[demodress`.
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/// </summary>
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@@ -72,6 +89,15 @@ namespace Server.Custom
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/// <summary>How many condemned houses to put back into the last two decay stages.</summary>
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private const int IdocHouses = 4;
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/// <summary>
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/// How long after boot the second IDOC pass runs. See <see cref="PrimeIdoc"/> —
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/// the delay is the whole point, not a politeness.
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/// </summary>
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private static int IdocDelaySeconds
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{
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get { return Config.Get("Bridge.DemoDressIdocDelaySeconds", 150); }
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}
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// ── Name tables ────────────────────────────────────────────────────────────────
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//
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// Ordinary fantasy given names and English trade-sign nouns. Deliberately dull: the
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@@ -115,6 +141,43 @@ namespace Server.Custom
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"Foxhollow", "Gravensward"
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};
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/// <summary>
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/// One guild to build, and how many of the seeded characters to put in it.
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///
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/// Four rather than one, and four of different sizes, because every screen that
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/// shows guilds shows a LIST: a board with one row proves nothing about sorting,
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/// member counts or the online column. The sizes are the shape a small shard
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/// actually has — one large guild, one middling, two small.
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/// </summary>
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private struct GuildPlan
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{
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public readonly string Name;
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public readonly string Abbr;
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public readonly int Size;
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public GuildPlan(string name, string abbr, int size)
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{
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Name = name;
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Abbr = abbr;
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Size = size;
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}
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}
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private static readonly GuildPlan[] GuildsToBuild =
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{
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new GuildPlan("The Ashen Compact", "ASH", 14),
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new GuildPlan("Hollowell Rangers", "HOL", 9),
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new GuildPlan("The Quiet Ledger", "QLG", 6),
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new GuildPlan("Wardens of Northrest", "WRD", 4)
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};
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/// <summary>
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/// The first two guilds are allied, because `/uo/guilds` promises "rosters,
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/// alliances and who's online" and an alliance column that is empty on every row
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/// reads as a feature that does not work.
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/// </summary>
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private const string AllianceName = "The Northern Compact";
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public static void Initialize()
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{
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CommandSystem.Register("demodress", AccessLevel.Administrator, Dress_OnCommand);
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@@ -147,15 +210,29 @@ namespace Server.Custom
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int chars = DressCharacters();
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int vendors = DressVendors();
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int houses = DressHouses();
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int idoc = StageIdoc();
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// After the rename, never before: the roster the bridge publishes is the one
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// that exists when the guild's member set first changes, and that is here.
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int guilds = BuildGuilds(to);
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bool password = SetLoginPassword(to);
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Report(to, String.Format(
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"Dressed {0} characters, {1} vendors, {2} house signs; staged {3} IDOC; " +
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"login password {4}. ({5:F1}s)",
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chars, vendors, houses, idoc, password ? "set" : "skipped",
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"Dressed {0} characters, {1} vendors, {2} house signs; " +
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"built {3} guilds; login password {4}. ({5:F1}s)",
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chars, vendors, houses, guilds, password ? "set" : "skipped",
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(DateTime.UtcNow - start).TotalSeconds));
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// IDOC is two steps, and at boot the second one is LATE. See PrimeIdoc.
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Report(to, "Primed " + PrimeIdoc() + " houses for decay.");
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if (save)
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Timer.DelayCall(
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TimeSpan.FromSeconds(IdocDelaySeconds),
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() => Report(to, "Staged " + StageIdoc() + " houses into IDOC."));
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else
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Report(to, "Staged " + StageIdoc() + " houses into IDOC.");
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if (save)
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{
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Report(to, "Saving world...");
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@@ -295,7 +372,10 @@ namespace Server.Custom
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{
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bool touched = false;
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// "Bridge Test Shop" is not the seeder's — it is left over from a hand-run
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// smoke test — and it reaches the marketplace exactly like the rest.
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if (LooksSeeded(vendor.ShopName, "Seed Shop") ||
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LooksSeeded(vendor.ShopName, "Bridge Test") ||
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IsOurs(vendor.ShopName, ShopFirst, ShopSecond))
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{
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var sign = ShopSign(vendor.Serial.Value);
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@@ -345,24 +425,100 @@ namespace Server.Custom
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}
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/// <summary>
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/// Puts a few condemned houses back into the final decay stages.
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/// The houses this run picked to walk into IDOC, held between the two passes so the
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/// second one moves the same houses the first one primed.
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/// </summary>
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private static readonly List<BaseHouse> _idocPicks = new List<BaseHouse>();
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/// <summary>
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/// Picks the houses that will collapse and puts them at a MIDDLE decay stage.
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///
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/// Only houses that CAN decay are touched — an active owner's AutoRefresh house is
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/// left alone, because forcing one into IDOC would be inventing a state the game
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/// would never produce and the next refresh would undo it anyway.
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///
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/// WHY THE STAGING IS TWO PASSES, WITH A WAIT BETWEEN THEM
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/// ------------------------------------------------------
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/// The website's "Houses in danger" page reads a column the ingest only writes when
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/// the plugin reports a house CHANGING decay stage (`house.decay`). The richer
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/// `house.update` registry frame carries the stage as well, but the ingest
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/// deliberately leaves that column to the transition feed so the two cannot clobber
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/// each other. A house that is ALREADY in IDOC when the site connects therefore
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/// never appears: the plugin's baseline records IDOC as the starting state and no
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/// transition is ever emitted. The first run of this pass hit exactly that — the
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/// shard plainly had two collapsing houses and the page said none.
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///
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/// So: prime now, collapse later. The sweep takes its baseline at the middle stage
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/// and then sees a real move to IDOC, which is the event the page is built to show.
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/// The underlying asymmetry is a product observation, raised rather than patched
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/// from here.
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/// </summary>
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private static int PrimeIdoc()
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{
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_idocPicks.Clear();
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foreach (var house in BaseHouse.AllHouses)
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{
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if (_idocPicks.Count >= IdocHouses)
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break;
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if (house == null || house.Deleted || !house.CanDecay)
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continue;
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_idocPicks.Add(house);
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}
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// Most of the world cannot decay at all: a house whose owner's account is active
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// is AutoRefresh, and AutoRefresh reports Ageless forever. The seeder condemned
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// its houses by backdating the owner's last login, which is the same lever a real
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// shard pulls when somebody stops playing — so where there are not enough
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// candidates, condemn a few more the same way rather than forcing a stage that
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// the next refresh would undo.
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if (_idocPicks.Count < IdocHouses)
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{
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foreach (var house in BaseHouse.AllHouses)
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{
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if (_idocPicks.Count >= IdocHouses)
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break;
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if (house == null || house.Deleted || house.CanDecay || house.Owner == null)
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continue;
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var acct = house.Owner.Account as Account;
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// Never the account somebody is about to log in with: an inactive account
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// is exactly what this is making, and logging in would undo it anyway.
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if (acct == null || acct.Username == LoginAccount)
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continue;
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acct.LastLogin = DateTime.UtcNow - TimeSpan.FromDays(365);
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if (house.CanDecay)
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_idocPicks.Add(house);
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}
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}
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foreach (var house in _idocPicks)
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{
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house.SetDynamicDecay(DecayLevel.Fairly);
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house.NextDecayStage = DateTime.UtcNow + TimeSpan.FromHours(6);
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}
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return _idocPicks.Count;
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}
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/// <summary>Collapses the primed houses. See <see cref="PrimeIdoc"/> for the two-step.</summary>
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private static int StageIdoc()
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{
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int n = 0;
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foreach (var house in BaseHouse.AllHouses)
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foreach (var house in _idocPicks)
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{
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if (n >= IdocHouses)
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break;
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if (!house.CanDecay || house.DecayLevel == DecayLevel.IDOC)
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if (house == null || house.Deleted)
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continue;
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// Alternating, so the page shows a stage column doing something rather than
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// four identical rows.
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house.SetDynamicDecay(n % 2 == 0 ? DecayLevel.IDOC : DecayLevel.Greatly);
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house.NextDecayStage = DateTime.UtcNow + TimeSpan.FromHours(6);
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n++;
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@@ -371,6 +527,135 @@ namespace Server.Custom
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return n;
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}
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/// <summary>
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/// Builds the guilds in <see cref="GuildsToBuild"/> out of seeded characters that
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/// are not in a guild already, and allies the first two.
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///
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/// Idempotent by NAME: a guild that already exists is left exactly as it is, so a
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/// second run adds nobody and a guild somebody has since edited in game is not
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/// stamped back to the table. A character already in a guild is never moved, which
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/// is what keeps a re-run from shuffling the world between screenshots.
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///
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/// Ranks are set rather than left at the default, because the roster the site draws
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/// shows a rank per member and a page where every row says the same word tells a
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/// reader nothing about what ranks are for. Real guilds are mostly members with a
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/// couple of officers, so that is what this makes.
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/// </summary>
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private static int BuildGuilds(Mobile to)
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{
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var pool = UnguildedSeedCharacters();
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var cursor = 0;
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var made = 0;
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var built = new List<Guild>();
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foreach (var plan in GuildsToBuild)
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{
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var existing = FindGuild(plan.Name);
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if (existing != null)
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{
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built.Add(existing);
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continue;
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}
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if (cursor >= pool.Count)
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{
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Report(to, "Ran out of unguilded characters — " + plan.Name + " not built.");
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break;
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}
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var leader = pool[cursor++];
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var guild = new Guild(leader, plan.Name, plan.Abbr);
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for (int i = 1; i < plan.Size && cursor < pool.Count; i++)
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{
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var member = pool[cursor++];
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guild.AddMember(member);
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var pm = member as PlayerMobile;
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if (pm == null)
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continue;
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// Two officers per guild, then members. RankDefinition.Ranks is
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// { Ronin, Member, Emissary, Warlord, Leader } — Ronin is the default a
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// fresh member gets, and a board of Ronins looks like nobody has ever
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// touched the guild.
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pm.GuildRank =
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i == 1 ? RankDefinition.Ranks[3] :
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i == 2 ? RankDefinition.Ranks[2] :
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RankDefinition.Member;
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}
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built.Add(guild);
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made++;
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}
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if (built.Count >= 2 && built[0].Alliance == null && built[1].Alliance == null)
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{
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try
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{
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var alliance = new AllianceInfo(built[0], AllianceName, built[1]);
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alliance.TurnToMember(built[1]);
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}
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catch (Exception ex)
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{
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Report(to, "Alliance not formed: " + ex.Message);
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}
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}
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return made;
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}
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/// <summary>
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/// Every seeded character with no guild, in a stable order: account name, then
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/// character slot. Stable ordering is what makes the same person lead the same
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/// guild on every run against the same save.
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/// </summary>
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private static List<Mobile> UnguildedSeedCharacters()
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{
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var accounts = new List<Account>();
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foreach (Account acct in Accounts.GetAccounts())
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{
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if (acct.Username.StartsWith(Prefix, StringComparison.Ordinal))
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accounts.Add(acct);
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}
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accounts.Sort((a, b) => String.CompareOrdinal(a.Username, b.Username));
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var chars = new List<Mobile>();
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foreach (var acct in accounts)
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{
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for (int i = 0; i < acct.Length; i++)
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{
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var m = acct[i];
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if (m == null || m.Deleted || m.Guild != null)
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continue;
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chars.Add(m);
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}
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}
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return chars;
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}
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private static Guild FindGuild(string name)
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{
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foreach (var bg in BaseGuild.List.Values)
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{
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var g = bg as Guild;
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if (g != null && !g.Disbanded && g.Name == name)
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return g;
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}
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return null;
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}
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/// <summary>
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/// Sets a known password on one seeded account so a character can be logged in with
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/// a real client. The seeder assigns a random GUID, which nobody kept.
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Reference in New Issue
Block a user