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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588 changed files with 10843 additions and 16177 deletions
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@ -59,8 +59,7 @@ namespace Server.Spells.Seventh
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!Caster.CanBeHarmful(m, false))
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return false;
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if (m.Player)
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playerVsPlayer = true;
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playerVsPlayer |= m.Player;
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return true;
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}).ToList());
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@ -68,9 +67,7 @@ namespace Server.Spells.Seventh
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eable.Free();
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}
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double damage;
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damage = Core.AOS ? GetNewAosDamage(51, 1, 5, playerVsPlayer)
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double damage = Core.AOS ? GetNewAosDamage(51, 1, 5, playerVsPlayer)
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: Utility.Random(27, 22);
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if (targets.Count > 0)
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@ -96,13 +93,11 @@ namespace Server.Spells.Seventh
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Caster.DoHarmful(m);
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SpellHelper.Damage(this, m, toDeal, 0, 0, 0, 0, 100);
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m.BoltEffect(0);
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m.BoltEffect();
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}
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}
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else
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{
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Caster.PlaySound(0x29);
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}
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}
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FinishSequence();
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@ -47,16 +47,7 @@ namespace Server.Spells.Seventh
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int rx = (dx - dy) * 44;
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int ry = (dx + dy) * 44;
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bool eastToWest;
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if (rx >= 0 && ry >= 0)
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eastToWest = false;
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else if (rx >= 0)
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eastToWest = true;
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else if (ry >= 0)
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eastToWest = true;
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else
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eastToWest = false;
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bool eastToWest = (rx < 0 || ry < 0) && (rx >= 0 || ry >= 0);
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Effects.PlaySound(p, Caster.Map, 0x20B);
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@ -143,7 +134,7 @@ namespace Server.Spells.Seventh
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{
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if (!(m is PlayerMobile))
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return base.OnMoveOver(m);
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int noto = Notoriety.Compute(m_Caster, m);
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return noto != Notoriety.Enemy && noto != Notoriety.Ally && base.OnMoveOver(m);
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}
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@ -67,13 +67,9 @@ namespace Server.Spells.Seventh
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public void Effect(Point3D loc, Map map, bool checkMulti)
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{
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if (Sigil.ExistsOn(Caster))
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{
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Caster.SendLocalizedMessage(1061632); // You can't do that while carrying the sigil.
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}
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else if (map == null || !Core.AOS && Caster.Map != map)
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{
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Caster.SendLocalizedMessage(1005570); // You can not gate to another facet.
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}
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else if (!SpellHelper.CheckTravel(Caster, TravelCheckType.GateFrom))
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{
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}
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@ -81,34 +77,19 @@ namespace Server.Spells.Seventh
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{
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}
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else if (map == Map.Felucca && Caster is PlayerMobile mobile && mobile.Young)
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{
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mobile.SendLocalizedMessage(1049543); // You decide against traveling to Felucca while you are still young.
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}
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else if (Caster.Kills >= 5 && map != Map.Felucca)
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{
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Caster.SendLocalizedMessage(1019004); // You are not allowed to travel there.
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}
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else if (Caster.Criminal)
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{
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Caster.SendLocalizedMessage(1005561, "", 0x22); // Thou'rt a criminal and cannot escape so easily.
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}
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else if (SpellHelper.CheckCombat(Caster))
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{
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Caster.SendLocalizedMessage(1005564, "", 0x22); // Wouldst thou flee during the heat of battle??
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}
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else if (!map.CanSpawnMobile(loc.X, loc.Y, loc.Z))
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{
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Caster.SendLocalizedMessage(501942); // That location is blocked.
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}
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else if (checkMulti && SpellHelper.CheckMulti(loc, map))
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{
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Caster.SendLocalizedMessage(501942); // That location is blocked.
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}
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else if (Core.SE && (GateExistsAt(map, loc) || GateExistsAt(Caster.Map, Caster.Location))
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) // SE restricted stacking gates
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{
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else if (Core.SE && (GateExistsAt(map, loc) || GateExistsAt(Caster.Map, Caster.Location))) // SE restricted stacking gates
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Caster.SendLocalizedMessage(1071242); // There is already a gate there.
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}
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else if (CheckSequence())
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{
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Caster.SendLocalizedMessage(501024); // You open a magical gate to another location
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@ -59,8 +59,7 @@ namespace Server.Spells.Seventh
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Core.AOS && !Caster.InLOS(m))
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return false;
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if (m.Player)
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playerVsPlayer = true;
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playerVsPlayer |= m.Player;
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return true;
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}).ToList();
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@ -72,9 +71,7 @@ namespace Server.Spells.Seventh
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targets = new List<Mobile>();
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}
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double damage;
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damage = Core.AOS ? GetNewAosDamage(51, 1, 5, playerVsPlayer)
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double damage = Core.AOS ? GetNewAosDamage(51, 1, 5, playerVsPlayer)
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: Utility.Random(27, 22);
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if (targets.Count > 0)
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@ -3,7 +3,6 @@ using System.Collections.Generic;
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using Server.Factions;
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using Server.Gumps;
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using Server.Items;
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using Server.Mobiles;
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using Server.Spells.Fifth;
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namespace Server.Spells.Seventh
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