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

@ -12,7 +12,6 @@ using Server.Regions;
using Server.Spells;
using Server.Spells.Spellweaving;
using Server.Targets;
using MoveImpl = Server.Movement.MovementImpl;
namespace Server.Mobiles
{
@ -111,18 +110,7 @@ namespace Server.Mobiles
m_Timer = new AITimer(this);
bool activate;
if (!m.PlayerRangeSensitive)
activate = true;
else if (World.Loading)
activate = false;
else if (m.Map == null || m.Map == Map.Internal || !m.Map.GetSector(m).Active)
activate = false;
else
activate = true;
if (activate)
if (!(m.PlayerRangeSensitive || World.Loading || m.Map == null || m.Map == Map.Internal || !m.Map.GetSector(m).Active))
m_Timer.Start();
Action = ActionType.Wander;
@ -1689,20 +1677,17 @@ namespace Server.Mobiles
bool isPassive = delay == m_Mobile.PassiveSpeed;
bool isControlled = m_Mobile.Controlled || m_Mobile.Summoned;
if (delay == 0.2)
delay = 0.3;
else if (delay == 0.25)
delay = 0.45;
else if (delay == 0.3)
delay = 0.6;
else if (delay == 0.4)
delay = 0.9;
else if (delay == 0.5)
delay = 1.05;
else if (delay == 0.6)
delay = 1.2;
else if (delay == 0.8)
delay = 1.5;
delay = delay switch
{
0.2 => 0.3,
0.25 => 0.45,
0.3 => 0.6,
0.4 => 0.9,
0.5 => 1.05,
0.6 => 1.2,
0.8 => 1.5,
_ => delay
};
if (isPassive)
delay += 0.2;
@ -1782,13 +1767,13 @@ namespace Server.Mobiles
m_Mobile.Pushing = false;
MoveImpl.IgnoreMovableImpassables = m_Mobile.CanMoveOverObstacles && !m_Mobile.CanDestroyObstacles;
MovementImpl.IgnoreMovableImpassables = m_Mobile.CanMoveOverObstacles && !m_Mobile.CanDestroyObstacles;
if ((m_Mobile.Direction & Direction.Mask) != (d & Direction.Mask))
{
bool v = m_Mobile.Move(d);
MoveImpl.IgnoreMovableImpassables = false;
MovementImpl.IgnoreMovableImpassables = false;
return v ? MoveResult.Success : MoveResult.Blocked;
}
@ -1810,7 +1795,7 @@ namespace Server.Mobiles
if (map != null)
{
int x = m_Mobile.X, y = m_Mobile.Y;
Movement.Movement.Offset(d, ref x, ref y);
Movement.Offset(d, ref x, ref y);
int destroyables = 0;
@ -1899,20 +1884,20 @@ namespace Server.Mobiles
if (m_Mobile.Move(m_Mobile.Direction))
{
MoveImpl.IgnoreMovableImpassables = false;
MovementImpl.IgnoreMovableImpassables = false;
return MoveResult.SuccessAutoTurn;
}
}
MoveImpl.IgnoreMovableImpassables = false;
MovementImpl.IgnoreMovableImpassables = false;
return wasPushing ? MoveResult.BadState : MoveResult.Blocked;
}
MoveImpl.IgnoreMovableImpassables = false;
MovementImpl.IgnoreMovableImpassables = false;
return MoveResult.Success;
}
MoveImpl.IgnoreMovableImpassables = false;
MovementImpl.IgnoreMovableImpassables = false;
return MoveResult.Success;
}
@ -2022,9 +2007,9 @@ namespace Server.Mobiles
return true;
}
if (m_Path?.Goal == m)
if (ReferenceEquals(m_Path?.Goal, m))
{
if (m_Path.Follow(run, 1))
if (m_Path?.Follow(run, 1) == true)
{
m_Path = null;
return true;
@ -2032,8 +2017,7 @@ namespace Server.Mobiles
}
else if (!DoMove(m_Mobile.GetDirectionTo(m), true))
{
m_Path = new PathFollower(m_Mobile, m);
m_Path.Mover = DoMoveImpl;
m_Path = new PathFollower(m_Mobile, m) {Mover = DoMoveImpl};
if (m_Path.Follow(run, 1))
{
@ -2075,30 +2059,23 @@ namespace Server.Mobiles
if (iCurrDist < iWantDistMin || iCurrDist > iWantDistMax)
{
bool needCloser = iCurrDist > iWantDistMax;
bool needFurther = !needCloser;
if (needCloser && m_Path != null && m_Path.Goal == m)
if (needCloser && m_Path != null && ReferenceEquals(m_Path.Goal, m))
{
if (m_Path.Follow(bRun, 1))
m_Path = null;
}
else
{
Direction dirTo;
if (iCurrDist > iWantDistMax)
dirTo = m_Mobile.GetDirectionTo(m);
else
dirTo = m.GetDirectionTo(m_Mobile);
Direction dirTo = iCurrDist > iWantDistMax ? m_Mobile.GetDirectionTo(m) : m.GetDirectionTo(m_Mobile);
// Add the run flag
if (bRun)
dirTo = dirTo | Direction.Running;
dirTo |= Direction.Running;
if (!DoMove(dirTo, true) && needCloser)
{
m_Path = new PathFollower(m_Mobile, m);
m_Path.Mover = DoMoveImpl;
m_Path = new PathFollower(m_Mobile, m) {Mover = DoMoveImpl};
if (m_Path.Follow(bRun, 1))
m_Path = null;
@ -2704,13 +2681,9 @@ namespace Server.Mobiles
}
if (m_Owner.m_Mobile.BardPacified)
{
m_Owner.DoBardPacified();
}
else if (m_Owner.m_Mobile.BardProvoked)
{
m_Owner.DoBardProvoked();
}
else
{
if (!m_Owner.m_Mobile.Controlled)