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

@ -327,6 +327,7 @@ namespace Server.Mobiles
{
if (m_Paragon == value)
return;
if (value)
Paragon.Convert(this);
else
@ -915,7 +916,7 @@ namespace Server.Mobiles
return (double)chance / 1000;
}
public override void Damage(int amount, Mobile from)
public override void Damage(int amount, Mobile from = null, bool informMount = true)
{
int oldHits = Hits;
@ -930,10 +931,10 @@ namespace Server.Mobiles
if (oath == this)
{
amount = (int)(amount * 1.1);
from.Damage(amount, from);
from?.Damage(amount, from);
}
base.Damage(amount, from);
base.Damage(amount, from, informMount);
if (SubdueBeforeTame && !Controlled && oldHits > HitsMax / 10 && Hits <= HitsMax / 10)
PublicOverheadMessage(MessageType.Regular, 0x3B2, false,
@ -2110,9 +2111,7 @@ namespace Server.Mobiles
}
}
else if (ReacquireOnMovement)
{
ForceReacquire();
}
InhumanSpeech speechType = SpeechType;
@ -2133,10 +2132,7 @@ namespace Server.Mobiles
if (MLQuestSystem.Enabled && CanShout && m is PlayerMobile mobile)
CheckShout(mobile, oldLocation);
if (m_NoDupeGuards == m)
return;
if (!Body.IsHuman || Kills >= 5 || AlwaysMurderer || AlwaysAttackable || m.Kills < 5 ||
if (m_NoDupeGuards == m || !Body.IsHuman || Kills >= 5 || AlwaysMurderer || AlwaysAttackable || m.Kills < 5 ||
!m.InRange(Location, 12) || !m.Alive)
return;
@ -3056,7 +3052,12 @@ namespace Server.Mobiles
IsDeadPet = false;
Effects.SendPacket(Location, Map, new BondedStatus(0, Serial, 0));
IPooledEnumerable<NetState> eable = Map.GetClientsInRange(Location);
foreach (NetState ns in eable)
Packets.SendBondStatus(ns, Serial, false);
eable.Free();
SendIncomingPacket();
SendIncomingPacket();
@ -3100,10 +3101,7 @@ namespace Server.Mobiles
m_ReturnQueued = true;
}
else if (PlayerRangeSensitive)
{
AIObject?.Deactivate();
}
else if (PlayerRangeSensitive) AIObject?.Deactivate();
base.OnSectorDeactivate();
}
@ -3237,15 +3235,11 @@ namespace Server.Mobiles
{
if (m_MLQuests == null)
{
if (StaticMLQuester)
m_MLQuests = MLQuestSystem.FindQuestList(GetType());
else
m_MLQuests = ConstructQuestList();
m_MLQuests = StaticMLQuester ? MLQuestSystem.FindQuestList(GetType()) : ConstructQuestList();
// return EmptyList, but don't cache it (run construction again next time)
if (m_MLQuests == null)
return
MLQuestSystem
.EmptyList; // return EmptyList, but don't cache it (run construction again next time)
return MLQuestSystem.EmptyList;
}
return m_MLQuests;
@ -3269,9 +3263,7 @@ namespace Server.Mobiles
if (m_MLNextShout > DateTime.UtcNow || pm.Hidden || !pm.Alive)
return;
int shoutRange = ShoutRange;
if (!InRange(pm.Location, shoutRange) || InRange(oldLocation, shoutRange) || !CanSee(pm) || !InLOS(pm))
if (!InRange(pm.Location, ShoutRange) || InRange(oldLocation, ShoutRange) || !CanSee(pm) || !InLOS(pm))
return;
MLQuestContext context = MLQuestSystem.GetContext(pm);
@ -3314,16 +3306,7 @@ namespace Server.Mobiles
public Spawner MySpawner => Spawner as Spawner;
[CommandProperty(AccessLevel.GameMaster)]
public Mobile LastOwner
{
get
{
if (Owners == null || Owners.Count == 0)
return null;
return Owners[Owners.Count - 1];
}
}
public Mobile LastOwner => Owners?.Count > 0 ? Owners[^1] : null;
[CommandProperty(AccessLevel.GameMaster)]
public bool IsBonded
@ -3732,9 +3715,7 @@ namespace Server.Mobiles
public virtual void AddPetFriend(Mobile m)
{
if (Friends == null)
Friends = new List<Mobile>();
Friends ??= new List<Mobile>();
Friends.Add(m);
}
@ -3865,28 +3846,13 @@ namespace Server.Mobiles
typeof(Gold)
};
public virtual bool CheckFoodPreference(Item f)
{
if (CheckFoodPreference(f, FoodType.Eggs, m_Eggs))
return true;
if (CheckFoodPreference(f, FoodType.Fish, m_Fish))
return true;
if (CheckFoodPreference(f, FoodType.GrainsAndHay, m_GrainsAndHay))
return true;
if (CheckFoodPreference(f, FoodType.Meat, m_Meat))
return true;
if (CheckFoodPreference(f, FoodType.FruitsAndVegies, m_FruitsAndVegies))
return true;
if (CheckFoodPreference(f, FoodType.Gold, m_Gold))
return true;
return false;
}
public virtual bool CheckFoodPreference(Item f) =>
CheckFoodPreference(f, FoodType.Eggs, m_Eggs) ||
CheckFoodPreference(f, FoodType.Fish, m_Fish) ||
CheckFoodPreference(f, FoodType.GrainsAndHay, m_GrainsAndHay) ||
CheckFoodPreference(f, FoodType.Meat, m_Meat) ||
CheckFoodPreference(f, FoodType.FruitsAndVegies, m_FruitsAndVegies) ||
CheckFoodPreference(f, FoodType.Gold, m_Gold);
public virtual bool CheckFoodPreference(Item fed, FoodType type, Type[] types)
{
@ -3904,82 +3870,79 @@ namespace Server.Mobiles
public virtual bool CheckFeed(Mobile from, Item dropped)
{
if (!IsDeadPet && Controlled && (ControlMaster == from || IsPetFriend(from)))
if (IsDeadPet || !Controlled || ControlMaster != from && !IsPetFriend(from))
return false;
Item f = dropped;
if (!CheckFoodPreference(f))
return false;
int amount = f.Amount;
if (amount <= 0)
return false;
int stamGain;
if (f is Gold)
stamGain = amount - 50;
else
stamGain = amount * 15 - 50;
if (stamGain > 0)
Stam += stamGain;
if (Core.SE)
{
Item f = dropped;
if (m_Loyalty < MaxLoyalty)
m_Loyalty = MaxLoyalty;
}
else
for (int i = 0; i < amount; ++i)
if (m_Loyalty < MaxLoyalty && 0.5 >= Utility.RandomDouble())
m_Loyalty += 10;
if (CheckFoodPreference(f))
/* if ( happier )*/
// looks like in OSI pets say they are happier even if they are at maximum loyalty
SayTo(from, 502060); // Your pet looks happier.
if (Body.IsAnimal)
Animate(3, 5, 1, true, false, 0);
else if (Body.IsMonster)
Animate(17, 5, 1, true, false, 0);
if (IsBondable && !IsBonded)
{
Mobile master = m_ControlMaster;
if (master != null && master == from) //So friends can't start the bonding process
{
int amount = f.Amount;
if (amount > 0)
if (MinTameSkill <= 29.1 || master.Skills.AnimalTaming.Base >= MinTameSkill ||
OverrideBondingReqs() ||
Core.ML && master.Skills.AnimalTaming.Value >= MinTameSkill)
{
int stamGain;
if (f is Gold)
stamGain = amount - 50;
else
stamGain = amount * 15 - 50;
if (stamGain > 0)
Stam += stamGain;
if (Core.SE)
if (BondingBegin == DateTime.MinValue)
{
if (m_Loyalty < MaxLoyalty) m_Loyalty = MaxLoyalty;
BondingBegin = DateTime.UtcNow;
}
else
else if (BondingBegin + BondingDelay <= DateTime.UtcNow)
{
for (int i = 0; i < amount; ++i)
if (m_Loyalty < MaxLoyalty && 0.5 >= Utility.RandomDouble())
m_Loyalty += 10;
IsBonded = true;
BondingBegin = DateTime.MinValue;
from.SendLocalizedMessage(1049666); // Your pet has bonded with you!
}
/* if ( happier )*/
// looks like in OSI pets say they are happier even if they are at maximum loyalty
SayTo(from, 502060); // Your pet looks happier.
if (Body.IsAnimal)
Animate(3, 5, 1, true, false, 0);
else if (Body.IsMonster)
Animate(17, 5, 1, true, false, 0);
if (IsBondable && !IsBonded)
{
Mobile master = m_ControlMaster;
if (master != null && master == from) //So friends can't start the bonding process
{
if (MinTameSkill <= 29.1 || master.Skills.AnimalTaming.Base >= MinTameSkill ||
OverrideBondingReqs() ||
Core.ML && master.Skills.AnimalTaming.Value >= MinTameSkill)
{
if (BondingBegin == DateTime.MinValue)
{
BondingBegin = DateTime.UtcNow;
}
else if (BondingBegin + BondingDelay <= DateTime.UtcNow)
{
IsBonded = true;
BondingBegin = DateTime.MinValue;
from.SendLocalizedMessage(1049666); // Your pet has bonded with you!
}
}
else if (Core.ML)
{
from.SendLocalizedMessage(
1075268); // Your pet cannot form a bond with you until your animal taming ability has risen.
}
}
}
dropped.Delete();
return true;
}
else if (Core.ML)
{
from.SendLocalizedMessage(
1075268); // Your pet cannot form a bond with you until your animal taming ability has risen.
}
}
}
return false;
dropped.Delete();
return true;
}
#endregion
@ -4032,23 +3995,10 @@ namespace Server.Mobiles
public virtual bool CanTeach => false;
public virtual bool CheckTeach(SkillName skill, Mobile from)
{
if (!CanTeach)
return false;
if (skill == SkillName.Stealth && from.Skills.Hiding.Base < Stealth.HidingRequirement)
return false;
if (skill == SkillName.RemoveTrap && (from.Skills.Lockpicking.Base < 50.0 ||
from.Skills.DetectHidden.Base < 50.0))
return false;
if (!Core.AOS && (skill == SkillName.Focus || skill == SkillName.Chivalry || skill == SkillName.Necromancy))
return false;
return true;
}
public virtual bool CheckTeach(SkillName skill, Mobile from) =>
CanTeach && (skill != SkillName.Stealth || !(from.Skills.Hiding.Base < Stealth.HidingRequirement)) &&
(skill != SkillName.RemoveTrap || !(from.Skills.Lockpicking.Base < 50.0) && !(from.Skills.DetectHidden.Base < 50.0)) &&
(Core.AOS || skill != SkillName.Focus && skill != SkillName.Chivalry && skill != SkillName.Necromancy);
public enum TeachResult
{
@ -4158,16 +4108,8 @@ namespace Server.Mobiles
return TeachResult.Success;
}
public virtual bool CheckTeachingMatch(Mobile m)
{
if (m_Teaching == (SkillName)(-1))
return false;
if (m is PlayerMobile mobile)
return mobile.Learning == m_Teaching;
return true;
}
public virtual bool CheckTeachingMatch(Mobile m) =>
m_Teaching != (SkillName)(-1) && (!(m is PlayerMobile mobile) || mobile.Learning == m_Teaching);
private SkillName m_Teaching = (SkillName)(-1);
@ -5112,9 +5054,7 @@ namespace Server.Mobiles
if (c.Loyalty <= 0)
lock (toRelease)
{
toRelease.Add(c);
}
}
}
@ -5122,18 +5062,12 @@ namespace Server.Mobiles
if (!c.Controlled && !c.IsStabled && (c.Region.IsPartOf<HouseRegion>() && c.CanBeDamaged() ||
c.RemoveIfUntamed && c.Spawner == null))
{
c.RemoveStep++;
if (c.RemoveStep >= 20)
if (c.RemoveStep++ >= 20)
lock (toRemove)
{
toRemove.Add(c);
}
}
else
{
c.RemoveStep = 0;
}
});
// TODO: Parallelize this