baseline: OpenMU upstream b5a0961 (fresh source)
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src/Interfaces/Guild.cs
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55
src/Interfaces/Guild.cs
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// <copyright file="Guild.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
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// </copyright>
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namespace MUnique.OpenMU.Interfaces;
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/// <summary>
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/// A guild is a group of players who like to play together.
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/// </summary>
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/// <remarks>
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/// You may wonder where the Id is. The original server and this <see cref="IGuildServer"/> uses an integer id for guilds, too.
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/// I decided to manage these keys in memory and on demand, they are not persistent.
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/// I could've used an integer Id as primary key in the persistent Guild class, but don't do it by purpose:
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/// We would lose the ability to easily merge two databases (realms), if we do that. Even if we use a separate integer id column in the database,
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/// it needs to be re-assigned after a merge.
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/// </remarks>
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public class Guild
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{
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/// <summary>
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/// Gets or sets the name.
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/// </summary>
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public string? Name { get; set; }
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/// <summary>
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/// Gets or sets the logo.
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/// </summary>
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/// <remarks>
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/// It's like a 16 color 8x8 pixel bitmap, therefore has a size of 32 bytes.
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/// </remarks>
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public byte[]? Logo { get; set; }
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/// <summary>
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/// Gets or sets the score.
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/// </summary>
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public int Score { get; set; }
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/// <summary>
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/// Gets or sets the guild notice which can be set by the guild master.
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/// </summary>
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/// <remarks>Visible in green color after a character entered the game.</remarks>
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public string? Notice { get; set; }
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/// <summary>
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/// Gets or sets the hostile guild. Members of a hostile guild can be killed without consequences.
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/// </summary>
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public virtual Guild? Hostility { get; set; }
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/// <summary>
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/// Gets or sets the parent alliance guild.
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/// </summary>
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/// <value>
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/// The alliance guild.
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/// </value>
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public virtual Guild? AllianceGuild { get; set; }
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}
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