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:
Kamron Batman 2019-11-11 03:40:16 -08:00 committed by 3HMonkey
parent 7aa8fd3df1
commit 179cb50557
588 changed files with 10843 additions and 16177 deletions

View file

@ -1,19 +1,17 @@
using System.Collections;
using Server.Mobiles;
using CalcMoves = Server.Movement.Movement;
using MoveImpl = Server.Movement.MovementImpl;
namespace Server.PathAlgorithms.FastAStar
namespace Server.PathAlgorithms
{
public struct PathNode
{
public int cost, total;
public int parent, next, prev;
public int z;
}
public class FastAStarAlgorithm : PathAlgorithm
{
public struct PathNode
{
public int cost, total;
public int parent, next, prev;
public int z;
}
private const int MaxDepth = 300;
private const int AreaSize = 38;
@ -134,18 +132,18 @@ namespace Server.PathAlgorithms.FastAStar
if (bc != null)
{
MoveImpl.AlwaysIgnoreDoors = bc.CanOpenDoors;
MoveImpl.IgnoreMovableImpassables = bc.CanMoveOverObstacles;
MovementImpl.AlwaysIgnoreDoors = bc.CanOpenDoors;
MovementImpl.IgnoreMovableImpassables = bc.CanMoveOverObstacles;
}
MoveImpl.Goal = goal;
MovementImpl.Goal = goal;
int[] vals = m_Successors;
int count = GetSuccessors(bestNode, m, map);
MoveImpl.AlwaysIgnoreDoors = false;
MoveImpl.IgnoreMovableImpassables = false;
MoveImpl.Goal = Point3D.Zero;
MovementImpl.AlwaysIgnoreDoors = false;
MovementImpl.IgnoreMovableImpassables = false;
MovementImpl.Goal = Point3D.Zero;
if (count == 0)
break;
@ -158,26 +156,26 @@ namespace Server.PathAlgorithms.FastAStar
if (wasTouched)
continue;
int newCost = m_Nodes[bestNode].cost + 1;
int newTotal = newCost + Heuristic(newNode % AreaSize, newNode / AreaSize % AreaSize,
m_Nodes[newNode].z);
if (m_Nodes[newNode].total <= newTotal)
continue;
m_Nodes[newNode].parent = bestNode;
m_Nodes[newNode].cost = newCost;
m_Nodes[newNode].total = newTotal;
if (m_OnOpen[newNode])
continue;
AddToChain(newNode);
if (newNode != destNode)
continue;
int pathCount = 0;
int parent = m_Nodes[newNode].parent;
@ -296,7 +294,7 @@ namespace Server.PathAlgorithms.FastAStar
if (x < 0 || x >= AreaSize || y < 0 || y >= AreaSize)
continue;
if (CalcMoves.CheckMovement(m, map, p3D, (Direction)i, out int z))
if (Movement.CheckMovement(m, map, p3D, (Direction)i, out int z))
{
int idx = GetIndex(x + m_xOffset, y + m_yOffset, z);
@ -311,4 +309,4 @@ namespace Server.PathAlgorithms.FastAStar
return count;
}
}
}
}

View file

@ -8,7 +8,7 @@ using Server.Mobiles;
#endregion
namespace Server.Movement
namespace Server
{
public class FastMovementImpl : IMovementImpl
{
@ -179,7 +179,7 @@ namespace Server.Movement
private static bool Check(
Map map,
Mobile m,
List<Item> items,
IReadOnlyCollection<Item> items,
int x,
int y,
int startTop,

View file

@ -3,7 +3,7 @@ using System.Collections.Generic;
using Server.Items;
using Server.Mobiles;
namespace Server.Movement
namespace Server
{
public class MovementImpl : IMovementImpl
{
@ -316,7 +316,7 @@ namespace Server.Movement
return true;
}
private bool Check(Map map, Mobile m, List<Item> items, List<Mobile> mobiles, int x, int y, int startTop, int startZ,
private bool Check(Map map, Mobile m, List<Item> items, IReadOnlyList<Mobile> mobiles, int x, int y, int startTop, int startZ,
bool canSwim, bool cantWalk, out int newZ)
{
newZ = 0;
@ -500,7 +500,7 @@ namespace Server.Movement
!t.Alive || !m.Alive || t.IsDeadBondedPet || m.IsDeadBondedPet ||
t.Hidden && t.AccessLevel > AccessLevel.Player;
private void GetStartZ(Mobile m, Map map, Point3D loc, List<Item> itemList, out int zLow, out int zTop)
private void GetStartZ(Mobile m, Map map, Point3D loc, IReadOnlyList<Item> itemList, out int zLow, out int zTop)
{
int xCheck = loc.X, yCheck = loc.Y;

View file

@ -1,8 +1,6 @@
using System;
using Server.Items;
using Server.PathAlgorithms;
using Server.PathAlgorithms.FastAStar;
using Server.PathAlgorithms.SlowAStar;
using Server.Spells;
using Server.Targeting;
@ -84,7 +82,7 @@ namespace Server
for (int i = 0; i < path.Directions.Length; ++i)
{
Movement.Movement.Offset(path.Directions[i], ref x, ref y);
Movement.Offset(path.Directions[i], ref x, ref y);
new RecallRune().MoveToWorld(new Point3D(x, y, z + zOffset), from.Map);
}

View file

@ -2,7 +2,7 @@ namespace Server.PathAlgorithms
{
public abstract class PathAlgorithm
{
private static Direction[] m_CalcDirections = {
private static readonly Direction[] m_CalcDirections = {
Direction.Up,
Direction.North,
Direction.Right,
@ -29,4 +29,4 @@ namespace Server.PathAlgorithms
return m_CalcDirections[v];
}
}
}
}

View file

@ -1,5 +1,4 @@
using System;
using CalcMoves = Server.Movement.Movement;
namespace Server
{
@ -52,7 +51,7 @@ namespace Server
{
int x = p.X, y = p.Y;
CalcMoves.Offset(dirs[index], ref x, ref y);
Movement.Offset(dirs[index], ref x, ref y);
p.X = x;
p.Y = y;

View file

@ -1,20 +1,18 @@
using System;
using Server.Mobiles;
using CalcMoves = Server.Movement.Movement;
using MoveImpl = Server.Movement.MovementImpl;
namespace Server.PathAlgorithms.SlowAStar
namespace Server.PathAlgorithms
{
public struct PathNode
{
public int x, y, z;
public int g, h;
public int px, py, pz;
public int dir;
}
public class SlowAStarAlgorithm : PathAlgorithm
{
public struct PathNode
{
public int x, y, z;
public int g, h;
public int px, py, pz;
public int dir;
}
private const int MaxDepth = 300;
private const int MaxNodes = MaxDepth * 16;
public static PathAlgorithm Instance = new SlowAStarAlgorithm();
@ -148,11 +146,11 @@ namespace Server.PathAlgorithms.SlowAStar
if (bc != null)
{
MoveImpl.AlwaysIgnoreDoors = bc.CanOpenDoors;
MoveImpl.IgnoreMovableImpassables = bc.CanMoveOverObstacles;
MovementImpl.AlwaysIgnoreDoors = bc.CanOpenDoors;
MovementImpl.IgnoreMovableImpassables = bc.CanMoveOverObstacles;
}
MoveImpl.Goal = goal;
MovementImpl.Goal = goal;
int x;
int y;
@ -162,7 +160,6 @@ namespace Server.PathAlgorithms.SlowAStar
switch (i)
{
default:
case 0:
x = 0;
y = -1;
break;
@ -196,7 +193,7 @@ namespace Server.PathAlgorithms.SlowAStar
break;
}
if (CalcMoves.CheckMovement(m, map, new Point3D(curNode.x, curNode.y, curNode.z), (Direction)i, out z))
if (Movement.CheckMovement(m, map, new Point3D(curNode.x, curNode.y, curNode.z), (Direction)i, out z))
{
successors[sucCount].x = x + curNode.x;
successors[sucCount].y = y + curNode.y;
@ -204,9 +201,9 @@ namespace Server.PathAlgorithms.SlowAStar
}
}
MoveImpl.AlwaysIgnoreDoors = false;
MoveImpl.IgnoreMovableImpassables = false;
MoveImpl.Goal = Point3D.Zero;
MovementImpl.AlwaysIgnoreDoors = false;
MovementImpl.IgnoreMovableImpassables = false;
MovementImpl.Goal = Point3D.Zero;
if (sucCount == 0 || ++depth > MaxDepth)
break;
@ -272,4 +269,4 @@ namespace Server.PathAlgorithms.SlowAStar
return null;
}
}
}
}