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
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588 changed files with 10843 additions and 16177 deletions
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@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Server.Engines.MLQuests.Gumps;
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using Server.Engines.MLQuests.Objectives;
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using Server.Engines.MLQuests.Rewards;
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@ -36,16 +37,7 @@ namespace Server.Engines.MLQuests
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Objectives = new BaseObjectiveInstance[quest.Objectives.Count];
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BaseObjectiveInstance obj;
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bool timed = false;
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for (int i = 0; i < quest.Objectives.Count; ++i)
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{
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Objectives[i] = obj = quest.Objectives[i].CreateInstance(this);
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if (obj.IsTimed)
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timed = true;
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}
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bool timed = quest.Objectives.Aggregate(false, (current, t) => current | t.CreateInstance(this).IsTimed);
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Register();
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@ -113,14 +105,8 @@ namespace Server.Engines.MLQuests
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Removed = true;
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}
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public bool AllowsQuestItem(Item item, Type type)
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{
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foreach (BaseObjectiveInstance objective in Objectives)
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if (!objective.Expired && objective.AllowsQuestItem(item, type))
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return true;
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return false;
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}
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public bool AllowsQuestItem(Item item, Type type) =>
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Objectives.Any(objective => !objective.Expired && objective.AllowsQuestItem(item, type));
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public bool IsCompleted()
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{
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@ -252,13 +238,11 @@ namespace Server.Engines.MLQuests
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if (Quest.ObjectiveType == ObjectiveType.All)
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{
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// TODO: 1115877 - You no longer have the required items to complete this quest.
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foreach (BaseObjectiveInstance objective in Objectives)
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if (!objective.IsCompleted())
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return;
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if (Objectives.Any(objective => !objective.IsCompleted()))
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return;
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foreach (BaseObjectiveInstance objective in Objectives)
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if (!objective.OnBeforeClaimReward())
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return;
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if (Objectives.Any(objective => !objective.OnBeforeClaimReward()))
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return;
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foreach (BaseObjectiveInstance objective in Objectives)
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objective.OnClaimReward();
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@ -314,14 +298,7 @@ namespace Server.Engines.MLQuests
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{
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// On OSI a more naive method of checking is used.
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// For containers, only the actual container item counts.
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bool canFit = true;
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foreach (Item rewardItem in rewards)
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if (!Player.AddToBackpack(rewardItem))
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{
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canFit = false;
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break;
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}
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bool canFit = rewards.All(rewardItem => Player.AddToBackpack(rewardItem));
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if (!canFit)
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{
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