Archaaz

Member
I have implemented a class system, and am attempting to set the notoriety of members of certain evil classes to always be criminal, regardless of actions. The class system uses a Class enum in PlayerMobile. I am using Felucca only.

I added lines 417-420 to the following Notoriety.cs.The script loads, but I am not sure it does what I want.

Would someone mind taking a look and seeing if everything looks in order. Also, is there a way to test something like this with no players? If this does indeed work, is there anything else I need to add anywhere? Thanks in advance!

Code:
using System;
using System.Collections;
using System.Collections.Generic;
using Server;
using Server.Items;
using Server.Guilds;
using Server.Multis;
using Server.Mobiles;
using Server.Engines.PartySystem;
using Server.Factions;
using Server.Spells.Necromancy;
using Server.Spells.Ninjitsu;
using Server.Spells;

namespace Server.Misc
{
	public class NotorietyHandlers
	{
		public static void Initialize()
		{
			Notoriety.Hues[Notoriety.Innocent]		= 0x59;
			Notoriety.Hues[Notoriety.Ally]			= 0x3F;
			Notoriety.Hues[Notoriety.CanBeAttacked]	= 0x3B2;
			Notoriety.Hues[Notoriety.Criminal]		= 0x3B2;
			Notoriety.Hues[Notoriety.Enemy]			= 0x90;
			Notoriety.Hues[Notoriety.Murderer]		= 0x22;
			Notoriety.Hues[Notoriety.Invulnerable]	= 0x35;

			Notoriety.Handler = new NotorietyHandler( MobileNotoriety );

			Mobile.AllowBeneficialHandler = new AllowBeneficialHandler( Mobile_AllowBeneficial );
			Mobile.AllowHarmfulHandler = new AllowHarmfulHandler( Mobile_AllowHarmful );
		}

		private enum GuildStatus { None, Peaceful, Waring }

		private static GuildStatus GetGuildStatus( Mobile m )
		{
			if( m.Guild == null )
				return GuildStatus.None;
			else if( ((Guild)m.Guild).Enemies.Count == 0 && m.Guild.Type == GuildType.Regular )
				return GuildStatus.Peaceful;

			return GuildStatus.Waring;
		}

		private static bool CheckBeneficialStatus( GuildStatus from, GuildStatus target )
		{
			if( from == GuildStatus.Waring || target == GuildStatus.Waring )
				return false;

			return true;
		}

		/*private static bool CheckHarmfulStatus( GuildStatus from, GuildStatus target )
		{
			if ( from == GuildStatus.Waring && target == GuildStatus.Waring )
				return true;

			return false;
		}*/

		public static bool Mobile_AllowBeneficial( Mobile from, Mobile target )
		{
			if( from == null || target == null || from.AccessLevel > AccessLevel.Player || target.AccessLevel > AccessLevel.Player )
				return true;

			#region Dueling
			PlayerMobile pmFrom = from as PlayerMobile;
			PlayerMobile pmTarg = target as PlayerMobile;

			if( pmFrom == null && from is BaseCreature )
			{
				BaseCreature bcFrom = (BaseCreature)from;

				if( bcFrom.Summoned )
					pmFrom = bcFrom.SummonMaster as PlayerMobile;
			}

			if( pmTarg == null && target is BaseCreature )
			{
				BaseCreature bcTarg = (BaseCreature)target;

				if( bcTarg.Summoned )
					pmTarg = bcTarg.SummonMaster as PlayerMobile;
			}

			if( pmFrom!= null && pmTarg != null )
			{
				if( pmFrom.DuelContext != pmTarg.DuelContext && ((pmFrom.DuelContext != null && pmFrom.DuelContext.Started) || (pmTarg.DuelContext != null && pmTarg.DuelContext.Started)) )
					return false;

				if( pmFrom.DuelContext != null && pmFrom.DuelContext == pmTarg.DuelContext && ((pmFrom.DuelContext.StartedReadyCountdown && !pmFrom.DuelContext.Started) || pmFrom.DuelContext.Tied || pmFrom.DuelPlayer.Eliminated || pmTarg.DuelPlayer.Eliminated) )
					return false;

				if( pmFrom.DuelPlayer != null && !pmFrom.DuelPlayer.Eliminated && pmFrom.DuelContext != null && pmFrom.DuelContext.IsSuddenDeath )
					return false;

				if( pmFrom.DuelContext != null && pmFrom.DuelContext == pmTarg.DuelContext && pmFrom.DuelContext.m_Tournament != null && pmFrom.DuelContext.m_Tournament.IsNotoRestricted && pmFrom.DuelPlayer != null && pmTarg.DuelPlayer != null && pmFrom.DuelPlayer.Participant != pmTarg.DuelPlayer.Participant )
					return false;

				if( pmFrom.DuelContext != null && pmFrom.DuelContext == pmTarg.DuelContext && pmFrom.DuelContext.Started )
					return true;
			}

			if( (pmFrom != null && pmFrom.DuelContext != null && pmFrom.DuelContext.Started) || (pmTarg != null && pmTarg.DuelContext != null && pmTarg.DuelContext.Started) )
				return false;

			Engines.ConPVP.SafeZone sz = from.Region.GetRegion( typeof( Engines.ConPVP.SafeZone ) ) as Engines.ConPVP.SafeZone;

			if( sz != null /*&& sz.IsDisabled()*/ )
				return false;

			sz = target.Region.GetRegion( typeof( Engines.ConPVP.SafeZone ) ) as Engines.ConPVP.SafeZone;

			if( sz != null /*&& sz.IsDisabled()*/ )
				return false;
			#endregion

			Map map = from.Map;

			#region Factions
			Faction targetFaction = Faction.Find( target, true );

			if( (!Core.ML || map == Faction.Facet) && targetFaction != null )
			{
				if( Faction.Find( from, true ) != targetFaction )
					return false;
			}
			#endregion
			

			if( map != null && (map.Rules & MapRules.BeneficialRestrictions) == 0 )
				return true; // In felucca, anything goes

			if( !from.Player )
				return true; // NPCs have no restrictions

			if( target is BaseCreature && !((BaseCreature)target).Controlled )
				return false; // Players cannot heal uncontrolled mobiles

			if( from is PlayerMobile && ((PlayerMobile)from).Young && (!(target is PlayerMobile) || !((PlayerMobile)target).Young) )
				return false; // Young players cannot perform beneficial actions towards older players

			Guild fromGuild = from.Guild as Guild;
			Guild targetGuild = target.Guild as Guild;

			if( fromGuild != null && targetGuild != null && (targetGuild == fromGuild || fromGuild.IsAlly( targetGuild )) )
				return true; // Guild members can be beneficial

			return CheckBeneficialStatus( GetGuildStatus( from ), GetGuildStatus( target ) );
		}

		public static bool Mobile_AllowHarmful( Mobile from, Mobile target )
		{
			if( from == null || target == null || from.AccessLevel > AccessLevel.Player || target.AccessLevel > AccessLevel.Player )
				return true;

			#region Dueling
			PlayerMobile pmFrom = from as PlayerMobile;
			PlayerMobile pmTarg = target as PlayerMobile;

			if( pmFrom == null && from is BaseCreature )
			{
				BaseCreature bcFrom = (BaseCreature)from;

				if( bcFrom.Summoned )
					pmFrom = bcFrom.SummonMaster as PlayerMobile;
			}

			if( pmTarg == null && target is BaseCreature )
			{
				BaseCreature bcTarg = (BaseCreature)target;

				if( bcTarg.Summoned )
					pmTarg = bcTarg.SummonMaster as PlayerMobile;
			}

			if( pmFrom!= null && pmTarg != null )
			{
				if( pmFrom.DuelContext != pmTarg.DuelContext && ((pmFrom.DuelContext != null && pmFrom.DuelContext.Started) || (pmTarg.DuelContext != null && pmTarg.DuelContext.Started)) )
					return false;

				if( pmFrom.DuelContext != null && pmFrom.DuelContext == pmTarg.DuelContext && ((pmFrom.DuelContext.StartedReadyCountdown && !pmFrom.DuelContext.Started) || pmFrom.DuelContext.Tied || pmFrom.DuelPlayer.Eliminated || pmTarg.DuelPlayer.Eliminated) )
					return false;

				if( pmFrom.DuelContext != null && pmFrom.DuelContext == pmTarg.DuelContext && pmFrom.DuelContext.m_Tournament != null && pmFrom.DuelContext.m_Tournament.IsNotoRestricted && pmFrom.DuelPlayer != null && pmTarg.DuelPlayer != null && pmFrom.DuelPlayer.Participant == pmTarg.DuelPlayer.Participant )
					return false;

				if( pmFrom.DuelContext != null && pmFrom.DuelContext == pmTarg.DuelContext && pmFrom.DuelContext.Started )
					return true;
			}

			if( (pmFrom != null && pmFrom.DuelContext != null && pmFrom.DuelContext.Started) || (pmTarg != null && pmTarg.DuelContext != null && pmTarg.DuelContext.Started) )
				return false;

			Engines.ConPVP.SafeZone sz = from.Region.GetRegion( typeof( Engines.ConPVP.SafeZone ) ) as Engines.ConPVP.SafeZone;

			if( sz != null /*&& sz.IsDisabled()*/ )
				return false;

			sz = target.Region.GetRegion( typeof( Engines.ConPVP.SafeZone ) ) as Engines.ConPVP.SafeZone;

			if( sz != null /*&& sz.IsDisabled()*/ )
				return false;
			#endregion

			Map map = from.Map;

			if( map != null && (map.Rules & MapRules.HarmfulRestrictions) == 0 )
				return true; // In felucca, anything goes

			BaseCreature bc = from as BaseCreature;

			if( !from.Player && !(bc != null && bc.GetMaster() != null && bc.GetMaster().AccessLevel == AccessLevel.Player ) )
			{
				if( !CheckAggressor( from.Aggressors, target ) && !CheckAggressed( from.Aggressed, target ) && target is PlayerMobile && ((PlayerMobile)target).CheckYoungProtection( from ) )
					return false;

				return true; // Uncontrolled NPCs are only restricted by the young system
			}

			Guild fromGuild = GetGuildFor( from.Guild as Guild, from );
			Guild targetGuild = GetGuildFor( target.Guild as Guild, target );

			if( fromGuild != null && targetGuild != null && (fromGuild == targetGuild || fromGuild.IsAlly( targetGuild ) || fromGuild.IsEnemy( targetGuild )) )
				return true; // Guild allies or enemies can be harmful

			if( target is BaseCreature && (((BaseCreature)target).Controlled || (((BaseCreature)target).Summoned && from != ((BaseCreature)target).SummonMaster)) )
				return false; // Cannot harm other controlled mobiles

			if( target.Player )
				return false; // Cannot harm other players

			if( !(target is BaseCreature && ((BaseCreature)target).InitialInnocent) )
			{
				if( Notoriety.Compute( from, target ) == Notoriety.Innocent )
					return false; // Cannot harm innocent mobiles
			}

			return true;
		}

		public static Guild GetGuildFor( Guild def, Mobile m )
		{
			Guild g = def;

			BaseCreature c = m as BaseCreature;

			if( c != null && c.Controlled && c.ControlMaster != null )
			{
				c.DisplayGuildTitle = false;

				if( c.Map != Map.Internal && (Core.AOS || Guild.NewGuildSystem || c.ControlOrder == OrderType.Attack || c.ControlOrder == OrderType.Guard) )
					g = (Guild)(c.Guild = c.ControlMaster.Guild);
				else if( c.Map == Map.Internal || c.ControlMaster.Guild == null )
					g = (Guild)(c.Guild = null);
			}

			return g;
		}

		public static int CorpseNotoriety( Mobile source, Corpse target )
		{
			if( target.AccessLevel > AccessLevel.Player )
				return Notoriety.CanBeAttacked;

			Body body = (Body)target.Amount;

			BaseCreature cretOwner = target.Owner as BaseCreature;

			if( cretOwner != null )
			{
				Guild sourceGuild = GetGuildFor( source.Guild as Guild, source );
				Guild targetGuild = GetGuildFor( target.Guild as Guild, target.Owner );

				if( sourceGuild != null && targetGuild != null )
				{
					if( sourceGuild == targetGuild || sourceGuild.IsAlly( targetGuild ) )
						return Notoriety.Ally;
					else if( sourceGuild.IsEnemy( targetGuild ) )
						return Notoriety.Enemy;
				}

				Faction srcFaction = Faction.Find( source, true, true );
				Faction trgFaction = Faction.Find( target.Owner, true, true );

				if( srcFaction != null && trgFaction != null && srcFaction != trgFaction && source.Map == Faction.Facet )
					return Notoriety.Enemy;

				if( CheckHouseFlag( source, target.Owner, target.Location, target.Map ) )
					return Notoriety.CanBeAttacked;

				int actual = Notoriety.CanBeAttacked;

				if( target.Kills >= 5 || (body.IsMonster && IsSummoned( target.Owner as BaseCreature )) || (target.Owner is BaseCreature && (((BaseCreature)target.Owner).AlwaysMurderer || ((BaseCreature)target.Owner).IsAnimatedDead)) )
					actual = Notoriety.Murderer;

				if( DateTime.Now >= (target.TimeOfDeath + Corpse.MonsterLootRightSacrifice) )
					return actual;

				Party sourceParty = Party.Get( source );

				List<Mobile> list = target.Aggressors;

				for( int i = 0; i < list.Count; ++i )
				{
					if( list[i] == source || (sourceParty != null && Party.Get( list[i] ) == sourceParty) )
						return actual;
				}

				return Notoriety.Innocent;
			}
			else
			{
				if( target.Kills >= 5 || (body.IsMonster && IsSummoned( target.Owner as BaseCreature )) || (target.Owner is BaseCreature && (((BaseCreature)target.Owner).AlwaysMurderer || ((BaseCreature)target.Owner).IsAnimatedDead)) )
					return Notoriety.Murderer;

				if (target.Criminal && target.Map != null && ((target.Map.Rules & MapRules.HarmfulRestrictions) == 0))
					return Notoriety.Criminal;

				Guild sourceGuild = GetGuildFor( source.Guild as Guild, source );
				Guild targetGuild = GetGuildFor( target.Guild as Guild, target.Owner );

				if( sourceGuild != null && targetGuild != null )
				{
					if( sourceGuild == targetGuild || sourceGuild.IsAlly( targetGuild ) )
						return Notoriety.Ally;
					else if( sourceGuild.IsEnemy( targetGuild ) )
						return Notoriety.Enemy;
				}

				Faction srcFaction = Faction.Find( source, true, true );
				Faction trgFaction = Faction.Find( target.Owner, true, true );

				if( srcFaction != null && trgFaction != null && srcFaction != trgFaction && source.Map == Faction.Facet )
				{
					List<Mobile> secondList = target.Aggressors;

					for( int i = 0; i < secondList.Count; ++i )
					{
						if( secondList[i] == source || secondList[i] is BaseFactionGuard )
							return Notoriety.Enemy;
					}
				}

				if( target.Owner != null && target.Owner is BaseCreature && ((BaseCreature)target.Owner).AlwaysAttackable )
					return Notoriety.CanBeAttacked;

				if( CheckHouseFlag( source, target.Owner, target.Location, target.Map ) )
					return Notoriety.CanBeAttacked;

				if( !(target.Owner is PlayerMobile) && !IsPet( target.Owner as BaseCreature ) )
					return Notoriety.CanBeAttacked;

				List<Mobile> list = target.Aggressors;

				for( int i = 0; i < list.Count; ++i )
				{
					if( list[i] == source )
						return Notoriety.CanBeAttacked;
				}

				return Notoriety.Innocent;
			}
		}

		public static int MobileNotoriety( Mobile source, Mobile target )
		{
			if( Core.AOS && (target.Blessed || (target is BaseVendor && ((BaseVendor)target).IsInvulnerable) || target is PlayerVendor || target is TownCrier) )
				return Notoriety.Invulnerable;

			#region Dueling
			if( source is PlayerMobile && target is PlayerMobile )
			{
				PlayerMobile pmFrom = (PlayerMobile)source;
				PlayerMobile pmTarg = (PlayerMobile)target;

				if( pmFrom.DuelContext != null && pmFrom.DuelContext.StartedBeginCountdown && !pmFrom.DuelContext.Finished && pmFrom.DuelContext == pmTarg.DuelContext )
					return pmFrom.DuelContext.IsAlly( pmFrom, pmTarg ) ? Notoriety.Ally : Notoriety.Enemy;
			}
			#endregion

			if( target.AccessLevel > AccessLevel.Player )
				return Notoriety.CanBeAttacked;

			if( source.Player && !target.Player && source is PlayerMobile && target is BaseCreature )
			{
				BaseCreature bc = (BaseCreature)target;

				Mobile master = bc.GetMaster();

				if ( master != null && master.AccessLevel > AccessLevel.Player )
					return Notoriety.CanBeAttacked;

				master = bc.ControlMaster;

				if ( Core.ML && master != null )
				{
					if ( ( source == master && CheckAggressor( target.Aggressors, source ) ) || ( CheckAggressor( source.Aggressors, bc ) ) )
						return Notoriety.CanBeAttacked;
					else
						return MobileNotoriety( source, master );
				}

				if( !bc.Summoned && !bc.Controlled && ((PlayerMobile)source).EnemyOfOneType == target.GetType() )
					return Notoriety.Enemy;
			}

			if ( target.Kills >= 5 || ( target.Body.IsMonster && IsSummoned( target as BaseCreature ) && !( target is BaseFamiliar ) && !( target is ArcaneFey ) && !( target is Golem ) ) || ( target is BaseCreature && ( ( (BaseCreature)target ).AlwaysMurderer || ( (BaseCreature)target ).IsAnimatedDead ) ) )
				return Notoriety.Murderer;

			if( target.Criminal )
				return Notoriety.Criminal;

			//Evil Class Notoriety
			PlayerMobile pm = target as PlayerMobile;

			if(target is PlayerMobile && ( pm.Class == Class.Thief ))
				return Notoriety.Criminal;

			Guild sourceGuild = GetGuildFor( source.Guild as Guild, source );
			Guild targetGuild = GetGuildFor( target.Guild as Guild, target );

			if( sourceGuild != null && targetGuild != null )
			{
				if( sourceGuild == targetGuild || sourceGuild.IsAlly( targetGuild ) )
					return Notoriety.Ally;
				else if( sourceGuild.IsEnemy( targetGuild ) )
					return Notoriety.Enemy;
			}

			Faction srcFaction = Faction.Find( source, true, true );
			Faction trgFaction = Faction.Find( target, true, true );

			if( srcFaction != null && trgFaction != null && srcFaction != trgFaction && source.Map == Faction.Facet )
				return Notoriety.Enemy;

			if( SkillHandlers.Stealing.ClassicMode && target is PlayerMobile && ((PlayerMobile)target).PermaFlags.Contains( source ) )
				return Notoriety.CanBeAttacked;

			if( target is BaseCreature && ((BaseCreature)target).AlwaysAttackable )
				return Notoriety.CanBeAttacked;

			if( CheckHouseFlag( source, target, target.Location, target.Map ) )
				return Notoriety.CanBeAttacked;

			if( !(target is BaseCreature && ((BaseCreature)target).InitialInnocent) )   //If Target is NOT A baseCreature, OR it's a BC and the BC is initial innocent...
			{
				if( !target.Body.IsHuman && !target.Body.IsGhost && !IsPet( target as BaseCreature ) && !(target is PlayerMobile) || !Core.ML && !target.CanBeginAction( typeof( Server.Spells.Seventh.PolymorphSpell ) ) )
					return Notoriety.CanBeAttacked;
			}

			if( CheckAggressor( source.Aggressors, target ) )
				return Notoriety.CanBeAttacked;

			if( CheckAggressed( source.Aggressed, target ) )
				return Notoriety.CanBeAttacked;

			if( target is BaseCreature )
			{
				BaseCreature bc = (BaseCreature)target;

				if( bc.Controlled && bc.ControlOrder == OrderType.Guard && bc.ControlTarget == source )
					return Notoriety.CanBeAttacked;
			}

			if( source is BaseCreature )
			{
				BaseCreature bc = (BaseCreature)source;
				Mobile master = bc.GetMaster();

				if( master != null )
					if( CheckAggressor( master.Aggressors, target ) || MobileNotoriety( master, target ) == Notoriety.CanBeAttacked || target is BaseCreature )
						return Notoriety.CanBeAttacked;
			}

			return Notoriety.Innocent;
		}

		public static bool CheckHouseFlag( Mobile from, Mobile m, Point3D p, Map map )
		{
			BaseHouse house = BaseHouse.FindHouseAt( p, map, 16 );

			if( house == null || house.Public || !house.IsFriend( from ) )
				return false;

			if( m != null && house.IsFriend( m ) )
				return false;

			BaseCreature c = m as BaseCreature;

			if( c != null && !c.Deleted && c.Controlled && c.ControlMaster != null )
				return !house.IsFriend( c.ControlMaster );

			return true;
		}

		public static bool IsPet( BaseCreature c )
		{
			return (c != null && c.Controlled);
		}

		public static bool IsSummoned( BaseCreature c )
		{
			return (c != null && /*c.Controlled &&*/ c.Summoned);
		}

		public static bool CheckAggressor( List<AggressorInfo> list, Mobile target )
		{
			for( int i = 0; i < list.Count; ++i )
				if( list[i].Attacker == target )
					return true;

			return false;
		}

		public static bool CheckAggressed( List<AggressorInfo> list, Mobile target )
		{
			for( int i = 0; i < list.Count; ++i )
			{
				AggressorInfo info = list[i];

				if( !info.CriminalAggression && info.Defender == target )
					return true;
			}

			return false;
		}
	}
}
 
It looks good and shouldn't cause any issues.

There is one minor optimisation that could be made:
Code:
//Evil Class Notoriety

// 'as' is a safe cast, if 'target' is not a PlayerMobile, 'pm' will be null.

PlayerMobile pm = target as PlayerMobile;

// check 'pm' for null instead of testing the type with 'is',
// since we already know if the cast succeeded with 'pm' being not-null

if( pm != null && pm.Class == Class.Thief )
	return Notoriety.Criminal;
 
It looks good and shouldn't cause any issues.

There is one minor optimisation that could be made:
Code:
//Evil Class Notoriety

// 'as' is a safe cast, if 'target' is not a PlayerMobile, 'pm' will be null.

PlayerMobile pm = target as PlayerMobile;

// check 'pm' for null instead of testing the type with 'is',
// since we already know if the cast succeeded with 'pm' being not-null

if( pm != null && pm.Class == Class.Thief )
	return Notoriety.Criminal;

Ah, thank you very much! I need to change this in some other scripts as well. I really cannot thank you enough for all the help you have given me.
 
Last edited:

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