Updates Packets & Randomizer (#43)
* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand. * WIP - Rewriting packets. * Cleanup and updates README * Converts more packets * Fixes header * Converts Effects packets. * Forgot the send command * Adds the start of containers packets. * Adds message packets with caching * Extends the send methods * Starts to add Acquire methods * Converted the packets * Cleanup * Cleanup * Adds more packets * Adds more packets * Fixes clearing arrays from pool. Adds Mobile Incoming * Converts more packets. * Moves more packets * Moves more packets * Test compression * Merges * Migrating to an idiomatic syntax that also supports compression, and proxying. * Optimize the stack alloc. Changes attributes * Converted container packets * Visual Studio doesn't auto save files. I am still getting used to subpar IDEs. * Adds static packet caching. Will profile later. Converts more packets * Fixes packets and changes how compression is configured * WIP - Adds basics for Gumps. Not finished though. * Fix file * Fixes formatting * Changed SpanWriter to be more idiomatic. * Fixes Span vs RawSpan and missing stackallocs * Converts over some more gumps * WIP - Deletes 32bit support. * Drops RDRand32 support. * Fixes gump compilation * Converting gump components * Removes old huffman compression function * Revert signature for backwards compatibility * WIP - Converting more gump components * Creates ArraySet for the strings. Updates AppendTo to reference that. * Converts the maining gump components * Cleans up gump components * Cleans up directives * Cleans up ArraySet and moves it. Adds null-coalescing-assignment * Cleanup, Target Packets, and C# 8 changes. * Removed OPL Packet * World packets * Fixing packet uses * Cleans up code. Fixes packet uses in various places. * More cleanup for packets * Code cleanup * Converts more packet uses and cleans up more code * More code cleanup * Finishes fixing the packets in Item * Updates secure trade packets * Updates core and gets it to compile. * Moved packets to scripts. Fixed account handler use of packets * Code cleanup * Updates chat packets * Code cleanuo * Adds party packets, but need to implement them. * Party packets WIP * Finishes party packets * Rearrange movement namespaces and classes * Finishes plant packets * Code Formatting * Fixes moving effects * Code cleanup, eliminates equipinfo * Adds more packets. Fixes bugs with various packets. * Finishes mahjon packets * Fixes mahjong packet * Code cleanup * Finishes mahjong packets * Adds Map packets * Add multifacet maps and charts * Cleans up some packets with UTF8 * Optimizes packets * Cleans up more packets. Moves the MessageHelper * Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets. * Updates protocol extensions packet receiver * Fixes a few bugs. Fixes a few more packets. * Code cleanup and fixing more packets * Fixes packet effects * Cleaned up more code * Buff Icon cleanup * Removed unused constructors * Code Cleanup. Adds BoatHS Packets * Moves house files. Updates house foundation packets. * Deployment cleanup * Fixes: * Code cleanup * More code cleanup * More code cleanup * Cleaned up BaseHouse * Enforces styling * Converts foreach to linq where possible. * Dont need that * Goals/Readme updates * Removes 32bit support at the highest level. Turns on HRT by default. * Code cleanup. Fixes extended features packet. * Fixes various bugs * Code cleanup * Code cleanup * Code cleanup. Fixes gump X/Y assignment. * Code cleanup using |= operator * More code cleanup * Cleanup * Fixes spacing issues. Thanks Visual Studio. You suck. * Compiler error * Fixes NPE from RunUO 2.7 * Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README * Fixes more packets. Stupid trailing nulls. * Fixes various bugs. * Fixes for gumps * Fixes more gump stuff. Going to split it out later since it is getting insane * Recoded the gump writing * WIP * *Added output path of scripts project to dev branch *Activated debugging in code
This commit is contained in:
parent
7aa8fd3df1
commit
179cb50557
588 changed files with 10843 additions and 16177 deletions
|
|
@ -1,5 +1,6 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Server.Gumps;
|
||||
using Server.Network;
|
||||
|
||||
|
|
@ -47,22 +48,9 @@ namespace Server.Items
|
|||
int version = reader.ReadEncodedInt();
|
||||
|
||||
int length = reader.ReadEncodedInt();
|
||||
for (int i = 0;; i++)
|
||||
if (i < length)
|
||||
{
|
||||
PuzzleChestCylinder cylinder = (PuzzleChestCylinder)reader.ReadInt();
|
||||
|
||||
if (i < Cylinders.Length)
|
||||
Cylinders[i] = cylinder;
|
||||
}
|
||||
else if (i < Cylinders.Length)
|
||||
{
|
||||
Cylinders[i] = RandomCylinder();
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
for (int i = 0; i < Cylinders.Length; i++)
|
||||
Cylinders[i] = i < length ? (PuzzleChestCylinder)reader.ReadInt() : RandomCylinder();
|
||||
}
|
||||
|
||||
public PuzzleChestCylinder[] Cylinders{ get; } = new PuzzleChestCylinder[Length];
|
||||
|
|
@ -296,7 +284,7 @@ namespace Server.Items
|
|||
{
|
||||
case 0:
|
||||
{
|
||||
Effects.SendLocationEffect(to, to.Map, 0x113A, 20, 10);
|
||||
Effects.SendLocationEffect(to, to.Map, 0x113A, 20);
|
||||
to.PlaySound(0x231);
|
||||
to.LocalOverheadMessage(MessageType.Regular, 0x44, 1010523); // A toxic vapor envelops thee.
|
||||
|
||||
|
|
@ -326,7 +314,7 @@ namespace Server.Items
|
|||
}
|
||||
default:
|
||||
{
|
||||
to.BoltEffect(0);
|
||||
to.BoltEffect();
|
||||
to.LocalOverheadMessage(MessageType.Regular, 0xDA, 1010526); // Lightning arcs through thy body.
|
||||
|
||||
AOS.Damage(to, to, Utility.RandomMinMax(10, 40), 0, 0, 0, 0, 100);
|
||||
|
|
@ -409,12 +397,8 @@ namespace Server.Items
|
|||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
Item item;
|
||||
|
||||
if (Core.AOS)
|
||||
item = Loot.RandomArmorOrShieldOrWeaponOrJewelry();
|
||||
else
|
||||
item = Loot.RandomArmorOrShieldOrWeapon();
|
||||
Item item = Core.AOS ?
|
||||
Loot.RandomArmorOrShieldOrWeaponOrJewelry() : Loot.RandomArmorOrShieldOrWeapon();
|
||||
|
||||
if (item is BaseWeapon weapon)
|
||||
{
|
||||
|
|
@ -475,13 +459,7 @@ namespace Server.Items
|
|||
|
||||
public void CleanupGuesses()
|
||||
{
|
||||
List<Mobile> toDelete = new List<Mobile>();
|
||||
|
||||
foreach (KeyValuePair<Mobile, PuzzleChestSolutionAndTime> kvp in m_Guesses)
|
||||
if (DateTime.UtcNow - kvp.Value.When > CleanupTime)
|
||||
toDelete.Add(kvp.Key);
|
||||
|
||||
foreach (Mobile m in toDelete)
|
||||
foreach (Mobile m in from kvp in m_Guesses where DateTime.UtcNow - kvp.Value.When > CleanupTime select kvp.Key)
|
||||
m_Guesses.Remove(m);
|
||||
}
|
||||
|
||||
|
|
@ -499,10 +477,10 @@ namespace Server.Items
|
|||
for (int i = 0; i < Hints.Length; i++) writer.Write((int)Hints[i]);
|
||||
|
||||
writer.WriteEncodedInt(m_Guesses.Count);
|
||||
foreach (KeyValuePair<Mobile, PuzzleChestSolutionAndTime> kvp in m_Guesses)
|
||||
foreach (var (key, value) in m_Guesses)
|
||||
{
|
||||
writer.Write(kvp.Key);
|
||||
kvp.Value.Serialize(writer);
|
||||
writer.Write(key);
|
||||
value.Serialize(writer);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -680,9 +658,7 @@ namespace Server.Items
|
|||
}
|
||||
|
||||
if (info.ButtonID == 1)
|
||||
{
|
||||
m_Chest.SubmitSolution(m_From, m_Solution);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (info.Switches.Length == 0)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue