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Guild.cs
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179 lines (164 loc) · 6.63 KB
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// Guilds have to be structs in order to work with SyncLists.
// Note: there are no health>0 checks for guild actions. Dead guild masters
// should still be able to manage their guild
// => also keeps code clean, otherwise we'd need Player.onlinePlayers and
// that's not available on the client (for UI states) etc.
using System;
namespace uMMORPG
{
// guild ranks sorted by value. higher equals more power.
public enum GuildRank : byte
{
Member = 0,
Vice = 1,
Master = 2
}
[Serializable]
public partial struct GuildMember
{
// basic info
public string name;
public int level;
public bool online;
public GuildRank rank;
public GuildMember(string name, int level, bool online, GuildRank rank)
{
this.name = name;
this.level = level;
this.online = online;
this.rank = rank;
}
}
public struct Guild
{
// Guild.Empty for ease of use
public static Guild Empty = new Guild();
// properties
public string name;
public string notice;
public GuildMember[] members;
public string master => members != null ? Array.Find(members, (m) => m.rank == GuildRank.Master).name : "";
// if we create a guild then always with a name and a first member
public Guild(string name, string firstMember, int firstMemberLevel)
{
this.name = name;
notice = "";
GuildMember member = new GuildMember(firstMember, firstMemberLevel, true, GuildRank.Master);
members = new GuildMember[]{member};
}
// find member index by name
// (avoid FindIndex for performance/allocations)
public int GetMemberIndex(string memberName)
{
if (members != null)
{
for (int i = 0; i < members.Length; ++i)
if (members[i].name == memberName)
return i;
}
return -1;
}
// can 'requester' leave the guild?
// => not in GuildSystem because it needs to be available on the client too
// (avoid FindIndex for performance/allocations)
public bool CanLeave(string requesterName)
{
int index = GetMemberIndex(requesterName);
return index != -1 &&
members[index].rank != GuildRank.Master;
}
// can 'requester' terminate the guild?
// => not in GuildSystem because it needs to be available on the client too
// (avoid FindIndex for performance/allocations)
public bool CanTerminate(string requesterName)
{
// only 1 person left, which is requester, which is the master?
return members != null &&
members.Length == 1 &&
members[0].name == requesterName &&
members[0].rank == GuildRank.Master;
}
// can 'requester' change the notice?
// => not in GuildSystem because it needs to be available on the client too
// (avoid FindIndex for performance/allocations)
public bool CanNotify(string requesterName)
{
int index = GetMemberIndex(requesterName);
return index != -1 &&
members[index].rank >= GuildSystem.NotifyMinRank;
}
// can 'requester' kick 'target'?
// => not in GuildSystem because it needs to be available on the client too
public bool CanKick(string requesterName, string targetName)
{
if (members != null)
{
int requesterIndex = GetMemberIndex(requesterName);
int targetIndex = GetMemberIndex(targetName);
if (requesterIndex != -1 && targetIndex != -1)
{
GuildMember requester = members[requesterIndex];
GuildMember target = members[targetIndex];
return requester.rank >= GuildSystem.KickMinRank &&
requesterName != targetName &&
target.rank != GuildRank.Master &&
target.rank < requester.rank;
}
}
return false;
}
// can 'requester' invite 'target'?
// => not in GuildSystem because it needs to be available on the client too
public bool CanInvite(string requesterName, string targetName)
{
if (members != null &&
members.Length < GuildSystem.Capacity &&
requesterName != targetName)
{
// avoid FindIndex for performance/GC
int requesterIndex = GetMemberIndex(requesterName);
return requesterIndex != -1 &&
members[requesterIndex].rank >= GuildSystem.InviteMinRank;
}
return false;
}
// note: requester can't promote target to same rank, only to lower rank
// => not in GuildSystem because it needs to be available on the client too
public bool CanPromote(string requesterName, string targetName)
{
if (members != null)
{
int requesterIndex = GetMemberIndex(requesterName);
int targetIndex = GetMemberIndex(targetName);
if (requesterIndex != -1 && targetIndex != -1)
{
GuildMember requester = members[requesterIndex];
GuildMember target = members[targetIndex];
return requester.rank >= GuildSystem.PromoteMinRank &&
requesterName != targetName &&
target.rank+1 < requester.rank;
}
}
return false;
}
// can 'requester' demote 'target'?
// => not in GuildSystem because it needs to be available on the client too
public bool CanDemote(string requesterName, string targetName)
{
if (members != null)
{
int requesterIndex = GetMemberIndex(requesterName);
int targetIndex = GetMemberIndex(targetName);
if (requesterIndex != -1 && targetIndex != -1)
{
GuildMember requester = members[requesterIndex];
GuildMember target = members[targetIndex];
return requester.rank >= GuildSystem.PromoteMinRank &&
requesterName != targetName &&
target.rank > GuildRank.Member;
}
}
return false;
}
}
}