ace/Source/ACE.Server/Entity/HouseCallback.cs
gmriggs 23a005a763
multihouse decommission (#2067)
* prototype: adding account-wide house recall

* updating restriction db / has permissions

* additional ObjMaint refactoring

* re-adding CheckPlayers()

* the call to GetVisibleObjects() in Monster.FindNextTarget() is no longer needed in new design

* removing more unused code

* very preliminary testing

* prevent 1 character from purchasing multiple houses

* adding account/character houses

* further work on AccountHouses / CharacterHouses

* latest updates, account/character multihouse polish, apartment deed location

* adding /house-select process

* HouseManager refactoring, removing async, fixing PlayerHouse.CompareTo equals, fixed InventoryLoaded for weenies, added Player_House.GetHouseInstance()

* first posted draft

* wiring up the remaining HouseInstance -> GetHouseInstance()

* preventing maintenance items from being added for houses owned by players in multihouse state

* cleaning up log messages, handling some edge cases
2019-07-10 13:39:10 -04:00

22 lines
411 B
C#

using System;
using ACE.Server.WorldObjects;
namespace ACE.Server.Entity
{
public class HouseCallback
{
public House House;
public Action<House> Callback;
public HouseCallback(House house, Action<House> callback)
{
House = house;
Callback = callback;
}
public void Run()
{
Callback(House);
}
}
}