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

@ -291,24 +291,16 @@ namespace Server.Items
if (m_Quality == WeaponQuality.Exceptional)
bonus += 20;
switch (m_DurabilityLevel)
bonus += m_DurabilityLevel switch
{
case WeaponDurabilityLevel.Durable:
bonus += 20;
break;
case WeaponDurabilityLevel.Substantial:
bonus += 50;
break;
case WeaponDurabilityLevel.Massive:
bonus += 70;
break;
case WeaponDurabilityLevel.Fortified:
bonus += 100;
break;
case WeaponDurabilityLevel.Indestructible:
bonus += 120;
break;
}
WeaponDurabilityLevel.Durable => 20,
WeaponDurabilityLevel.Substantial => 50,
WeaponDurabilityLevel.Massive => 70,
WeaponDurabilityLevel.Fortified => 100,
WeaponDurabilityLevel.Indestructible => 120,
_ => 0
};
if (Core.AOS)
{
@ -516,10 +508,9 @@ namespace Server.Items
double swrd = m.Skills.Swords.Value;
double fenc = m.Skills.Fencing.Value;
double mcng = m.Skills.Macing.Value;
double val;
sk = SkillName.Swords;
val = swrd;
double val = swrd;
if (fenc > val)
{
@ -530,12 +521,7 @@ namespace Server.Items
if (mcng > val) sk = SkillName.Macing;
}
else if (WeaponAttributes.MageWeapon != 0)
{
if (m.Skills.Magery.Value > m.Skills[Skill].Value)
sk = SkillName.Magery;
else
sk = Skill;
}
sk = m.Skills.Magery.Value > m.Skills[Skill].Value ? SkillName.Magery : Skill;
else
{
sk = Skill;
@ -792,9 +778,7 @@ namespace Server.Items
if (canSwing && attacker.HarmfulCheck(defender))
{
attacker.DisruptiveAction();
if (attacker.NetState != null)
attacker.Send(new Swing(0, attacker, defender));
Packets.SendSwing(attacker.NetState, attacker.Serial, defender.Serial);
if (attacker is BaseCreature bc)
{
@ -1449,7 +1433,7 @@ namespace Server.Items
damage = AOS.Scale(damage, 100 + damageBonus);
return damage / 100;
return damage / 100.0;
}
public virtual CheckSlayerResult CheckSlayers(Mobile attacker, Mobile defender)
@ -1641,65 +1625,32 @@ namespace Server.Items
if (!Core.AOS)
return 0;
int bonus = 0;
switch (m_AccuracyLevel)
return m_AccuracyLevel switch
{
case WeaponAccuracyLevel.Accurate:
bonus += 02;
break;
case WeaponAccuracyLevel.Surpassingly:
bonus += 04;
break;
case WeaponAccuracyLevel.Eminently:
bonus += 06;
break;
case WeaponAccuracyLevel.Exceedingly:
bonus += 08;
break;
case WeaponAccuracyLevel.Supremely:
bonus += 10;
break;
}
return bonus;
WeaponAccuracyLevel.Accurate => 2,
WeaponAccuracyLevel.Surpassingly => 4,
WeaponAccuracyLevel.Eminently => 6,
WeaponAccuracyLevel.Exceedingly => 8,
WeaponAccuracyLevel.Supremely => 10,
_ => 0
};
}
public virtual int GetDamageBonus()
{
int bonus = VirtualDamageBonus;
switch (m_Quality)
public virtual int GetDamageBonus() =>
VirtualDamageBonus + m_Quality switch
{
case WeaponQuality.Low:
bonus -= 20;
break;
case WeaponQuality.Exceptional:
bonus += 20;
break;
}
switch (m_DamageLevel)
WeaponQuality.Low => -20,
WeaponQuality.Exceptional => 20,
_ => 0,
} + m_DamageLevel switch
{
case WeaponDamageLevel.Ruin:
bonus += 15;
break;
case WeaponDamageLevel.Might:
bonus += 20;
break;
case WeaponDamageLevel.Force:
bonus += 25;
break;
case WeaponDamageLevel.Power:
bonus += 30;
break;
case WeaponDamageLevel.Vanq:
bonus += 35;
break;
}
return bonus;
}
WeaponDamageLevel.Ruin => 15,
WeaponDamageLevel.Might => 20,
WeaponDamageLevel.Force => 25,
WeaponDamageLevel.Power => 30,
WeaponDamageLevel.Vanq => 35,
_ => 0,
};
public virtual double ScaleDamageAOS(Mobile attacker, double damage, bool checkSkills)
{
@ -2353,10 +2304,7 @@ namespace Server.Items
}
else if (m_Slayer != SlayerName.None || m_Slayer2 != SlayerName.None ||
m_DurabilityLevel != WeaponDurabilityLevel.Regular || m_DamageLevel != WeaponDamageLevel.Regular ||
m_AccuracyLevel != WeaponAccuracyLevel.Regular)
{
attrs.Add(new EquipInfoAttribute(1038000)); // Unidentified
}
m_AccuracyLevel != WeaponAccuracyLevel.Regular) attrs.Add(new EquipInfoAttribute(1038000)); // Unidentified
if (m_Poison != null && m_PoisonCharges > 0)
attrs.Add(new EquipInfoAttribute(1017383, m_PoisonCharges));
@ -2364,21 +2312,15 @@ namespace Server.Items
int number;
if (Name == null)
{
number = LabelNumber;
}
else
{
LabelTo(from, Name);
number = 1041000;
}
if (attrs.Count == 0 && Crafter == null && Name != null)
return;
EquipmentInfo eqInfo = new EquipmentInfo(number, m_Crafter, false, attrs.ToArray());
from.Send(new DisplayEquipmentInfo(this, eqInfo));
if (attrs.Count > 0 || Crafter != null || Name == null)
EquipmentPackets.SendDisplayEquipmentInfo(from.NetState, this, number, m_Crafter, false, attrs);
}
private class ResetEquipTimer : Timer
@ -2918,7 +2860,7 @@ namespace Server.Items
double damage = GetAosDamage(attacker, 23, 1, 4);
defender.BoltEffect(0);
defender.BoltEffect();
SpellHelper.Damage(TimeSpan.Zero, defender, attacker, damage, 0, 0, 0, 0, 100);
}
@ -3355,8 +3297,7 @@ namespace Server.Items
parentMobile.AddSkillMod(m_MageMod);
}
if (GetSaveFlag(flags, SaveFlag.PlayerConstructed))
PlayerConstructed = true;
PlayerConstructed |= GetSaveFlag(flags, SaveFlag.PlayerConstructed);
if (GetSaveFlag(flags, SaveFlag.SkillBonuses))
SkillBonuses = new AosSkillBonuses(this, reader);
@ -3508,8 +3449,7 @@ namespace Server.Items
if (m_Hits <= 0 && m_MaxHits <= 0) m_Hits = m_MaxHits = Utility.RandomMinMax(InitMinHits, InitMaxHits);
if (version < 6)
PlayerConstructed = true; // we don't know, so, assume it's crafted
PlayerConstructed |= version < 6; // we don't know, so, assume it's crafted
}
#endregion