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
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parent
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588 changed files with 10843 additions and 16177 deletions
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@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Server.Engines.CannedEvil;
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using Server.Engines.ConPVP;
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using Server.Engines.PartySystem;
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@ -148,13 +149,8 @@ namespace Server.Spells
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public static bool DisableSkillCheck{ get; set; }
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public static TimeSpan GetDamageDelayForSpell(Spell sp)
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{
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if (!sp.DelayedDamage)
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return TimeSpan.Zero;
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return Core.AOS ? AosDamageDelay : OldDamageDelay;
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}
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public static TimeSpan GetDamageDelayForSpell(Spell sp) =>
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!sp.DelayedDamage ? TimeSpan.Zero : Core.AOS ? AosDamageDelay : OldDamageDelay;
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public static bool CheckMulti(Point3D p, Map map, bool houses = true, int housingrange = 0)
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{
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@ -173,9 +169,7 @@ namespace Server.Spells
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return true;
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}
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else if (multi.Contains(p))
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{
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return true;
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}
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}
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return false;
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@ -191,36 +185,15 @@ namespace Server.Spells
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if (item.RootParent != from)
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from.Direction = from.GetDirectionTo(item.GetWorldLocation());
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}
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else if (from != target)
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{
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else if (!ReferenceEquals(from, target))
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from.Direction = from.GetDirectionTo(target);
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}
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}
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public static bool CheckCombat(Mobile m)
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{
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if (!RestrictTravelCombat)
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return false;
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for (int i = 0; i < m.Aggressed.Count; ++i)
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{
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AggressorInfo info = m.Aggressed[i];
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if (info.Defender.Player && DateTime.UtcNow - info.LastCombatTime < CombatHeatDelay)
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return true;
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}
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if (Core.Expansion == Expansion.AOS)
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for (int i = 0; i < m.Aggressors.Count; ++i)
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{
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AggressorInfo info = m.Aggressors[i];
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if (info.Attacker.Player && DateTime.UtcNow - info.LastCombatTime < CombatHeatDelay)
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return true;
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}
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return false;
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}
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public static bool CheckCombat(Mobile m) =>
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RestrictTravelCombat &&
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(m.Aggressed.Any(info => info.Defender.Player && DateTime.UtcNow - info.LastCombatTime < CombatHeatDelay) ||
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Core.Expansion == Expansion.AOS && m.Aggressors.Any(info =>
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info.Attacker.Player && DateTime.UtcNow - info.LastCombatTime < CombatHeatDelay));
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public static bool AdjustField(ref Point3D p, Map map, int height, bool mobsBlock)
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{
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@ -246,9 +219,7 @@ namespace Server.Spells
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public static void GetSurfaceTop(ref IPoint3D p)
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{
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if (p is Item item)
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{
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p = item.GetSurfaceTop();
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}
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else if (p is StaticTarget t)
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{
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int z = t.Z;
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@ -260,15 +231,10 @@ namespace Server.Spells
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}
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}
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public static bool AddStatOffset(Mobile m, StatType type, int offset, TimeSpan duration)
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{
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if (offset > 0)
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return AddStatBonus(m, m, type, offset, duration);
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if (offset < 0)
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return AddStatCurse(m, m, type, -offset, duration);
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return true;
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}
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public static bool AddStatOffset(Mobile m, StatType type, int offset, TimeSpan duration) =>
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offset > 0
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? AddStatBonus(m, m, type, offset, duration)
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: offset >= 0 || AddStatCurse(m, m, type, -offset, duration);
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public static bool AddStatBonus(Mobile caster, Mobile target, StatType type) => AddStatBonus(caster, target, type, GetOffset(caster, target, type, false), GetDuration(caster, target));
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@ -604,7 +570,7 @@ namespace Server.Spells
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// Always allow monsters to teleport
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if (caster is BaseCreature bc && !bc.Controlled && !bc.Summoned && (type == TravelCheckType.TeleportTo || type == TravelCheckType.TeleportFrom))
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return true;
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return true;
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m_TravelCaster = caster;
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m_TravelType = type;
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