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

@ -125,13 +125,13 @@ namespace Server.Items
{
int mana = BaseMana;
double skillTotal = GetSkill(from, SkillName.Swords) + GetSkill(from, SkillName.Macing)
+ GetSkill(from, SkillName.Fencing) +
double skillTotal = GetSkill(from, SkillName.Swords) + GetSkill(from, SkillName.Macing) +
GetSkill(from, SkillName.Fencing) +
GetSkill(from, SkillName.Archery) +
GetSkill(from, SkillName.Parry)
+ GetSkill(from, SkillName.Lumberjacking) +
GetSkill(from, SkillName.Stealth)
+ GetSkill(from, SkillName.Poisoning) +
GetSkill(from, SkillName.Parry) +
GetSkill(from, SkillName.Lumberjacking) +
GetSkill(from, SkillName.Stealth) +
GetSkill(from, SkillName.Poisoning) +
GetSkill(from, SkillName.Bushido) +
GetSkill(from, SkillName.Ninjitsu);
@ -256,55 +256,33 @@ namespace Server.Items
#region Dueling
string option = null;
if (this is ArmorIgnore)
option = "Armor Ignore";
else if (this is BleedAttack)
option = "Bleed Attack";
else if (this is ConcussionBlow)
option = "Concussion Blow";
else if (this is CrushingBlow)
option = "Crushing Blow";
else if (this is Disarm)
option = "Disarm";
else if (this is Dismount)
option = "Dismount";
else if (this is DoubleStrike)
option = "Double Strike";
else if (this is InfectiousStrike)
option = "Infectious Strike";
else if (this is MortalStrike)
option = "Mortal Strike";
else if (this is MovingShot)
option = "Moving Shot";
else if (this is ParalyzingBlow)
option = "Paralyzing Blow";
else if (this is ShadowStrike)
option = "Shadow Strike";
else if (this is WhirlwindAttack)
option = "Whirlwind Attack";
else if (this is RidingSwipe)
option = "Riding Swipe";
else if (this is FrenziedWhirlwind)
option = "Frenzied Whirlwind";
else if (this is Block)
option = "Block";
else if (this is DefenseMastery)
option = "Defense Mastery";
else if (this is NerveStrike)
option = "Nerve Strike";
else if (this is TalonStrike)
option = "Talon Strike";
else if (this is Feint)
option = "Feint";
else if (this is DualWield)
option = "Dual Wield";
else if (this is DoubleShot)
option = "Double Shot";
else if (this is ArmorPierce)
option = "Armor Pierce";
string option = this switch
{
ArmorIgnore _ => "Armor Ignore",
BleedAttack _ => "Bleed Attack",
ConcussionBlow _ => "Concussion Blow",
CrushingBlow _ => "Crushing Blow",
Disarm _ => "Disarm",
Dismount _ => "Dismount",
DoubleStrike _ => "Double Strike",
InfectiousStrike _ => "Infectious Strike",
MortalStrike _ => "Mortal Strike",
MovingShot _ => "Moving Shot",
ParalyzingBlow _ => "Paralyzing Blow",
ShadowStrike _ => "Shadow Strike",
WhirlwindAttack _ => "Whirlwind Attack",
RidingSwipe _ => "Riding Swipe",
FrenziedWhirlwind _ => "Frenzied Whirlwind",
Block _ => "Block",
DefenseMastery _ => "Defense Mastery",
NerveStrike _ => "Nerve Strike",
TalonStrike _ => "Talon Strike",
Feint _ => "Feint",
DualWield _ => "Dual Wield",
DoubleShot _ => "Double Shot",
ArmorPierce _ => "Armor Pierce",
_ => null
};
if (option != null && !DuelContext.AllowSpecialAbility(from, option, true))
return false;
@ -381,7 +359,7 @@ namespace Server.Items
Table.Remove(m);
if (Core.AOS && m.NetState != null)
m.Send(ClearWeaponAbility.Instance);
Packets.SendClearWeaponAbility(m.NetState);
}
public static void Initialize()