Updates movement packets & Fastwalk (#324)
- [X] Updates Movement packets
- [X] Adds OSI fastwalk packets. These aren't used on OSi anymore.
- [X] Adds new movement handling, but looks like the client doesn't use it. (Also leaving the 0x4000 Character List Flag off)
- [X] Adds time sync request handler, but also looks like the client doesn't use it.
- [X] Adds time sync response for time sync, just in case, but it isn't used, so not sure about the arguments.
- [X] Reimplements RunUO's fastwalk to use a circular array on the netstate instead of every mobile
- [X] Removes ClearFastwalkStack from RunUO implementation. This shouldn't be needed anymore
Changed fastwalk settings:
```cs
public static int WalkFootDelay { get; set; } = 440;
public static int RunFootDelay { get; set; } = 220;
public static int WalkMountDelay { get; set; } = 220;
public static int RunMountDelay { get; set; } = 110;
public static bool EnableFastwalkPrevention { get; set; } = true;
public static AccessLevel FastwalkExemptionLevel { get; set; } = AccessLevel.Counselor;
// If this is changed during runtime, then the steps array needs resizing.
public static int MaxSteps { get; private set; } = 4;
```
modernuo.json
```json
{
"settings": {
"movement.delay.runFoot": "220",
"movement.delay.runMount": "110",
"movement.delay.walkFoot": "440",
"movement.delay.walkMount": "220",
"movement.enableFastWalkPrevention": "True",
"movement.fastwalkExemptionLevel": "Counselor",
"movement.maxSteps": "4"
}
}
```
Notes about OSI fastwalk:
While it does work, I can't find a benefit in using it because of the variable speeds. If players moved at a single speed then we could refill the stack every X milliseconds with 6 keys and use a naive token bucket implementation.
Unfortunately variable speeds mount/run/walk/etc means we would have to use a leaky bucket algorithm.
If we are using a leaky bucket algorithm with a variable leak, then we don't need to send tokens because we are already tracking it on the server side.
ModernUO vs OSI Fastwalk:
When the fastwalk was implemented on OSI, it used up to 6 tokens. These tokens were probably distributed every 600-750 milliseconds. To get the same effect, the new fastwalk settings might need to be adjusted. I would tweak them and feel free to let me know what worked for you!
Bumps release version
This commit is contained in:
parent
b6cd408623
commit
351611a23a
25 changed files with 781 additions and 490 deletions
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@ -18,6 +18,7 @@ using Server.Network;
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using Server.Prompts;
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using Server.Targeting;
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using Server.Utilities;
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using CalcMoves = Server.Movement.Movement;
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namespace Server
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{
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@ -502,7 +503,6 @@ namespace Server
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private Direction m_Direction;
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private bool m_DisplayGuildTitle;
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private long m_EndQueue;
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private Timer m_ExpireAggrTimer;
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private Timer m_ExpireCombatant;
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private Timer m_ExpireCriminal;
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@ -550,7 +550,6 @@ namespace Server
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*/
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private Item m_MountItem;
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private Queue<MovementRecord> m_MoveRecords;
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private string m_Name;
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private string m_NameMod;
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@ -1081,22 +1080,6 @@ namespace Server
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public bool Pushing { get; set; }
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public static int WalkFoot { get; set; } = 400;
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public static int RunFoot { get; set; } = 200;
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public static int WalkMount { get; set; } = 200;
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public static int RunMount { get; set; } = 100;
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public static AccessLevel FwdAccessOverride { get; set; } = AccessLevel.Counselor;
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public static bool FwdEnabled { get; set; } = true;
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public static bool FwdUOTDOverride { get; set; }
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public static int FwdMaxSteps { get; set; } = 4;
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public virtual bool IsDeadBondedPet => false;
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public ISpell Spell
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@ -2861,8 +2844,6 @@ namespace Server
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{
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ns.Send(new MobileUpdateOld(this));
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}
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ClearFastwalkStack();
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}
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if (ns != null)
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@ -2873,7 +2854,6 @@ namespace Server
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}
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ns.Sequence = 0;
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ClearFastwalkStack();
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ns.Send(MobileIncoming.Create(ns, this, this));
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@ -2897,7 +2877,6 @@ namespace Server
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if (ns != null)
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{
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ns.Sequence = 0;
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ClearFastwalkStack();
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ns.Send(MobileIncoming.Create(ns, this, this));
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@ -2997,8 +2976,6 @@ namespace Server
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{
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ns.Send(new MobileUpdateOld(this));
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}
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ClearFastwalkStack();
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}
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}
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else
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@ -3014,7 +2991,6 @@ namespace Server
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}
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ns.Sequence = 0;
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ClearFastwalkStack();
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ns.Send(MobileIncoming.Create(ns, this, this));
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@ -3038,7 +3014,6 @@ namespace Server
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if (ns != null)
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{
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ns.Sequence = 0;
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ClearFastwalkStack();
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ns.Send(MobileIncoming.Create(ns, this, this));
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@ -3228,8 +3203,6 @@ namespace Server
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{
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ourState.Send(new MobileUpdateOld(m));
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}
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ClearFastwalkStack();
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}
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if (sendIncoming)
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@ -4512,17 +4485,188 @@ namespace Server
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return true;
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}
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public virtual void ClearFastwalkStack()
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public virtual bool CheckMovement(Direction d, out int newZ) => Movement.Movement.CheckMovement(this, d, out newZ);
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private bool CanMove(Direction d, Point3D oldLocation, ref Point3D newLocation)
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{
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if (m_MoveRecords != null && m_MoveRecords.Count > 0)
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if (m_Spell?.OnCasterMoving(d) == false)
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{
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m_MoveRecords.Clear();
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return false;
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}
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m_EndQueue = Core.TickCount;
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}
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if (m_Paralyzed || m_Frozen)
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{
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SendLocalizedMessage(500111); // You are frozen and can not move.
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public virtual bool CheckMovement(Direction d, out int newZ) => Movement.Movement.CheckMovement(this, d, out newZ);
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return false;
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}
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if (!CheckMovement(d, out var newZ))
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{
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return false;
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}
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int x = oldLocation.m_X, y = oldLocation.m_Y;
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int oldX = x, oldY = y;
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var oldZ = oldLocation.m_Z;
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switch (d & Direction.Mask)
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{
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case Direction.North:
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--y;
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break;
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case Direction.Right:
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++x;
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--y;
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break;
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case Direction.East:
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++x;
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break;
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case Direction.Down:
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++x;
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++y;
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break;
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case Direction.South:
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++y;
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break;
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case Direction.Left:
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--x;
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++y;
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break;
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case Direction.West:
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--x;
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break;
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case Direction.Up:
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--x;
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--y;
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break;
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}
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newLocation.m_X = x;
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newLocation.m_Y = y;
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newLocation.m_Z = newZ;
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Pushing = false;
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var map = m_Map;
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if (map == null || !Region.CanMove(this, d, newLocation, oldLocation, map))
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{
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return false;
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}
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var oldSector = map.GetSector(oldX, oldY);
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var newSector = map.GetSector(x, y);
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if (oldSector != newSector)
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{
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for (var i = 0; i < oldSector.Mobiles.Count; ++i)
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{
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var m = oldSector.Mobiles[i];
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if (m != this && m.X == oldX && m.Y == oldY && m.Z + 15 > oldZ && oldZ + 15 > m.Z &&
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!m.OnMoveOff(this))
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{
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return false;
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}
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}
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for (var i = 0; i < oldSector.Items.Count; ++i)
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{
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var item = oldSector.Items[i];
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if (item.AtWorldPoint(oldX, oldY) &&
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(item.Z == oldZ || item.Z + item.ItemData.Height > oldZ && oldZ + 15 > item.Z) &&
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!item.OnMoveOff(this))
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{
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return false;
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}
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}
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for (var i = 0; i < newSector.Mobiles.Count; ++i)
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{
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var m = newSector.Mobiles[i];
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if (m.X == x && m.Y == y && m.Z + 15 > newZ && newZ + 15 > m.Z && !m.OnMoveOver(this))
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{
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return false;
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}
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}
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for (var i = 0; i < newSector.Items.Count; ++i)
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{
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var item = newSector.Items[i];
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if (item.AtWorldPoint(x, y) &&
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(item.Z == newZ || item.Z + item.ItemData.Height > newZ && newZ + 15 > item.Z) &&
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!item.OnMoveOver(this))
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{
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return false;
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}
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}
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}
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else
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{
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for (var i = 0; i < oldSector.Mobiles.Count; ++i)
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{
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var m = oldSector.Mobiles[i];
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if (m != this && m.X == oldX && m.Y == oldY && m.Z + 15 > oldZ && oldZ + 15 > m.Z &&
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!m.OnMoveOff(this))
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{
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return false;
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}
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if (m.X == x && m.Y == y && m.Z + 15 > newZ && newZ + 15 > m.Z && !m.OnMoveOver(this))
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{
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return false;
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}
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}
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for (var i = 0; i < oldSector.Items.Count; ++i)
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{
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var item = oldSector.Items[i];
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if (item.AtWorldPoint(oldX, oldY) &&
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(item.Z == oldZ || item.Z + item.ItemData.Height > oldZ && oldZ + 15 > item.Z) &&
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!item.OnMoveOff(this))
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{
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return false;
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}
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if (item.AtWorldPoint(x, y) &&
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(item.Z == newZ || item.Z + item.ItemData.Height > newZ && newZ + 15 > item.Z) &&
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!item.OnMoveOver(this))
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{
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return false;
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}
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}
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}
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if (!InternalOnMove(d))
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{
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return false;
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}
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if (
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CalcMoves.EnableFastwalkPrevention &&
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AccessLevel < CalcMoves.FastwalkExemptionLevel &&
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m_NetState?.AddStep(d) == false
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)
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{
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var fw = new FastWalkEventArgs(m_NetState);
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EventSink.InvokeFastWalk(fw);
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if (fw.Blocked)
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{
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return false;
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}
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}
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LastMoveTime = Core.TickCount;
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return true;
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}
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public virtual bool Move(Direction d)
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{
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@ -4538,227 +4682,13 @@ namespace Server
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box.Close();
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}
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var newLocation = m_Location;
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var oldLocation = newLocation;
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var oldLocation = m_Location;
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Point3D newLocation = oldLocation;
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if ((m_Direction & Direction.Mask) == (d & Direction.Mask))
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{
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// We are actually moving (not just a direction change)
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if (m_Spell?.OnCasterMoving(d) == false)
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{
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return false;
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}
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if (m_Paralyzed || m_Frozen)
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{
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SendLocalizedMessage(500111); // You are frozen and can not move.
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return false;
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}
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if (CheckMovement(d, out var newZ))
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{
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int x = oldLocation.m_X, y = oldLocation.m_Y;
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int oldX = x, oldY = y;
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var oldZ = oldLocation.m_Z;
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switch (d & Direction.Mask)
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{
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case Direction.North:
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--y;
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break;
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case Direction.Right:
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++x;
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--y;
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break;
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case Direction.East:
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++x;
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break;
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case Direction.Down:
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++x;
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++y;
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break;
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case Direction.South:
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++y;
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break;
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case Direction.Left:
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--x;
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++y;
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break;
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case Direction.West:
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--x;
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break;
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case Direction.Up:
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--x;
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--y;
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break;
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}
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newLocation.m_X = x;
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newLocation.m_Y = y;
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newLocation.m_Z = newZ;
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Pushing = false;
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var map = m_Map;
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if (map != null)
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{
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var oldSector = map.GetSector(oldX, oldY);
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var newSector = map.GetSector(x, y);
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if (oldSector != newSector)
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{
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for (var i = 0; i < oldSector.Mobiles.Count; ++i)
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{
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var m = oldSector.Mobiles[i];
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if (m != this && m.X == oldX && m.Y == oldY && m.Z + 15 > oldZ && oldZ + 15 > m.Z &&
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!m.OnMoveOff(this))
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{
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return false;
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}
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}
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for (var i = 0; i < oldSector.Items.Count; ++i)
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{
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var item = oldSector.Items[i];
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if (item.AtWorldPoint(oldX, oldY) &&
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(item.Z == oldZ || item.Z + item.ItemData.Height > oldZ && oldZ + 15 > item.Z) &&
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!item.OnMoveOff(this))
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{
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return false;
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}
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}
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for (var i = 0; i < newSector.Mobiles.Count; ++i)
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{
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var m = newSector.Mobiles[i];
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if (m.X == x && m.Y == y && m.Z + 15 > newZ && newZ + 15 > m.Z && !m.OnMoveOver(this))
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{
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return false;
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}
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}
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|
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for (var i = 0; i < newSector.Items.Count; ++i)
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{
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var item = newSector.Items[i];
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|
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if (item.AtWorldPoint(x, y) &&
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(item.Z == newZ || item.Z + item.ItemData.Height > newZ && newZ + 15 > item.Z) &&
|
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!item.OnMoveOver(this))
|
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{
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return false;
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}
|
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}
|
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}
|
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else
|
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{
|
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for (var i = 0; i < oldSector.Mobiles.Count; ++i)
|
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{
|
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var m = oldSector.Mobiles[i];
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|
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if (m != this && m.X == oldX && m.Y == oldY && m.Z + 15 > oldZ && oldZ + 15 > m.Z &&
|
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!m.OnMoveOff(this))
|
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{
|
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return false;
|
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}
|
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|
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if (m.X == x && m.Y == y && m.Z + 15 > newZ && newZ + 15 > m.Z && !m.OnMoveOver(this))
|
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{
|
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return false;
|
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}
|
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}
|
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|
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for (var i = 0; i < oldSector.Items.Count; ++i)
|
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{
|
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var item = oldSector.Items[i];
|
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|
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if (item.AtWorldPoint(oldX, oldY) &&
|
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(item.Z == oldZ || item.Z + item.ItemData.Height > oldZ && oldZ + 15 > item.Z) &&
|
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!item.OnMoveOff(this))
|
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{
|
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return false;
|
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}
|
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|
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if (item.AtWorldPoint(x, y) &&
|
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(item.Z == newZ || item.Z + item.ItemData.Height > newZ && newZ + 15 > item.Z) &&
|
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!item.OnMoveOver(this))
|
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{
|
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return false;
|
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}
|
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}
|
||||
}
|
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|
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if (!Region.CanMove(this, d, newLocation, oldLocation, m_Map))
|
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{
|
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return false;
|
||||
}
|
||||
}
|
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else
|
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{
|
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return false;
|
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}
|
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|
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if (!InternalOnMove(d))
|
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{
|
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return false;
|
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}
|
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|
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if (FwdEnabled && m_NetState != null && m_AccessLevel < FwdAccessOverride &&
|
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(!FwdUOTDOverride || !m_NetState.IsUOTDClient))
|
||||
{
|
||||
m_MoveRecords ??= new Queue<MovementRecord>(6);
|
||||
|
||||
while (m_MoveRecords.Count > 0)
|
||||
{
|
||||
var r = m_MoveRecords.Peek();
|
||||
|
||||
if (r.Expired())
|
||||
{
|
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m_MoveRecords.Dequeue();
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_MoveRecords.Count >= FwdMaxSteps)
|
||||
{
|
||||
var fw = new FastWalkEventArgs(m_NetState);
|
||||
EventSink.InvokeFastWalk(fw);
|
||||
|
||||
if (fw.Blocked)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
var delay = ComputeMovementSpeed(d);
|
||||
|
||||
long end;
|
||||
|
||||
if (m_MoveRecords.Count > 0)
|
||||
{
|
||||
end = m_EndQueue + delay;
|
||||
}
|
||||
else
|
||||
{
|
||||
end = Core.TickCount + delay;
|
||||
}
|
||||
|
||||
m_MoveRecords.Enqueue(MovementRecord.NewInstance(end));
|
||||
|
||||
m_EndQueue = end;
|
||||
}
|
||||
|
||||
LastMoveTime = Core.TickCount;
|
||||
}
|
||||
else
|
||||
if (!CanMove(d, oldLocation, ref newLocation))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
|
@ -4766,12 +4696,7 @@ namespace Server
|
|||
DisruptiveAction();
|
||||
}
|
||||
|
||||
m_NetState?.Send(
|
||||
MovementAck.Instantiate(
|
||||
m_NetState.Sequence,
|
||||
this
|
||||
)
|
||||
);
|
||||
m_NetState?.SendMovementAck(m_NetState.Sequence, this);
|
||||
|
||||
SetLocation(newLocation, false);
|
||||
SetDirection(d);
|
||||
|
|
@ -4886,22 +4811,14 @@ namespace Server
|
|||
|
||||
public int ComputeMovementSpeed() => ComputeMovementSpeed(Direction, false);
|
||||
|
||||
public int ComputeMovementSpeed(Direction dir) => ComputeMovementSpeed(dir, true);
|
||||
|
||||
public virtual int ComputeMovementSpeed(Direction dir, bool checkTurning)
|
||||
public virtual int ComputeMovementSpeed(Direction dir, bool checkTurning = true)
|
||||
{
|
||||
int delay;
|
||||
|
||||
if (Mounted)
|
||||
{
|
||||
delay = (dir & Direction.Running) != 0 ? RunMount : WalkMount;
|
||||
}
|
||||
else
|
||||
{
|
||||
delay = (dir & Direction.Running) != 0 ? RunFoot : WalkFoot;
|
||||
return (dir & Direction.Running) != 0 ? CalcMoves.RunMountDelay : CalcMoves.WalkMountDelay;
|
||||
}
|
||||
|
||||
return delay;
|
||||
return (dir & Direction.Running) != 0 ? CalcMoves.RunFootDelay : CalcMoves.WalkFootDelay;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -7856,8 +7773,6 @@ namespace Server
|
|||
{
|
||||
m_NetState.Send(new MobileUpdateOld(this));
|
||||
}
|
||||
|
||||
ClearFastwalkStack();
|
||||
}
|
||||
|
||||
var map = m_Map;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,48 @@
|
|||
/*************************************************************************
|
||||
* ModernUO *
|
||||
* Copyright 2019-2020 - ModernUO Development Team *
|
||||
* Email: hi@modernuo.com *
|
||||
* File: Movement.cs *
|
||||
* *
|
||||
* This program is free software: you can redistribute it and/or modify *
|
||||
* it under the terms of the GNU General Public License as published by *
|
||||
* the Free Software Foundation, either version 3 of the License, or *
|
||||
* (at your option) any later version. *
|
||||
* *
|
||||
* You should have received a copy of the GNU General Public License *
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
|
||||
*************************************************************************/
|
||||
|
||||
namespace Server.Movement
|
||||
{
|
||||
public static class Movement
|
||||
{
|
||||
// Movement implementation algorithm
|
||||
public static IMovementImpl Impl { get; set; }
|
||||
public static int WalkFootDelay { get; set; } = 440;
|
||||
public static int RunFootDelay { get; set; } = 220;
|
||||
public static int WalkMountDelay { get; set; } = 220;
|
||||
public static int RunMountDelay { get; set; } = 110;
|
||||
|
||||
public static bool EnableFastwalkPrevention { get; set; } = true;
|
||||
public static AccessLevel FastwalkExemptionLevel { get; set; } = AccessLevel.Counselor;
|
||||
|
||||
// If this is changed during runtime, then the steps array needs resizing.
|
||||
public static int MaxSteps { get; private set; } = 4;
|
||||
|
||||
public static void Configure()
|
||||
{
|
||||
EnableFastwalkPrevention = ServerConfiguration.GetOrUpdateSetting("movement.enableFastWalkPrevention", EnableFastwalkPrevention);
|
||||
MaxSteps = ServerConfiguration.GetOrUpdateSetting("movement.maxSteps", MaxSteps);
|
||||
FastwalkExemptionLevel = ServerConfiguration.GetOrUpdateSetting("movement.fastwalkExemptionLevel", FastwalkExemptionLevel);
|
||||
WalkFootDelay = ServerConfiguration.GetOrUpdateSetting("movement.delay.walkFoot", WalkFootDelay);
|
||||
RunFootDelay = ServerConfiguration.GetOrUpdateSetting("movement.delay.runFoot", RunFootDelay);
|
||||
WalkMountDelay = ServerConfiguration.GetOrUpdateSetting("movement.delay.walkMount", WalkMountDelay);
|
||||
RunMountDelay = ServerConfiguration.GetOrUpdateSetting("movement.delay.runMount", RunMountDelay);
|
||||
|
||||
// Testing
|
||||
FastwalkExemptionLevel = (AccessLevel)((int)AccessLevel.Owner + 1);
|
||||
}
|
||||
|
||||
public static bool CheckMovement(Mobile m, Direction d, out int newZ)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,57 +0,0 @@
|
|||
/*************************************************************************
|
||||
* ModernUO *
|
||||
* Copyright 2019-2020 - ModernUO Development Team *
|
||||
* Email: hi@modernuo.com *
|
||||
* File: MovementRecord.cs *
|
||||
* *
|
||||
* This program is free software: you can redistribute it and/or modify *
|
||||
* it under the terms of the GNU General Public License as published by *
|
||||
* the Free Software Foundation, either version 3 of the License, or *
|
||||
* (at your option) any later version. *
|
||||
* *
|
||||
* You should have received a copy of the GNU General Public License *
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
|
||||
*************************************************************************/
|
||||
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Server.Mobiles
|
||||
{
|
||||
public class MovementRecord
|
||||
{
|
||||
private static readonly Queue<MovementRecord> m_InstancePool = new Queue<MovementRecord>();
|
||||
private long m_End;
|
||||
|
||||
private MovementRecord(long end) => m_End = end;
|
||||
|
||||
public static MovementRecord NewInstance(long end)
|
||||
{
|
||||
MovementRecord r;
|
||||
|
||||
if (m_InstancePool.Count > 0)
|
||||
{
|
||||
r = m_InstancePool.Dequeue();
|
||||
|
||||
r.m_End = end;
|
||||
}
|
||||
else
|
||||
{
|
||||
r = new MovementRecord(end);
|
||||
}
|
||||
|
||||
return r;
|
||||
}
|
||||
|
||||
public bool Expired()
|
||||
{
|
||||
var v = Core.TickCount - m_End >= 0;
|
||||
|
||||
if (v)
|
||||
{
|
||||
m_InstancePool.Enqueue(this);
|
||||
}
|
||||
|
||||
return v;
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue