Adds assemblies config, fixes crash bugs. (#134)
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3223 changed files with 191 additions and 191 deletions
195
Projects/UOContent/Commands/Generic/Commands/DesignInsert.cs
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195
Projects/UOContent/Commands/Generic/Commands/DesignInsert.cs
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using System.Collections.Generic;
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using Server.Gumps;
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using Server.Items;
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using Server.Multis;
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using Server.Targeting;
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namespace Server.Commands.Generic
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{
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public class DesignInsertCommand : BaseCommand
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{
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public enum DesignInsertResult
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{
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Valid,
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InvalidItem,
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NotInHouse,
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OutsideHouseBounds
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}
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public DesignInsertCommand()
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{
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AccessLevel = AccessLevel.GameMaster;
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Supports = CommandSupport.Single | CommandSupport.Area;
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Commands = new[] { "DesignInsert" };
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ObjectTypes = ObjectTypes.Items;
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Usage = "DesignInsert [allItems=false]";
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Description = "Inserts multiple targeted items into a customizable house's design.";
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}
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public static void Initialize()
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{
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TargetCommands.Register(new DesignInsertCommand());
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}
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public static DesignInsertResult ProcessInsert(Item item, bool staticsOnly, out HouseFoundation house)
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{
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house = null;
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if (item == null || item is BaseMulti || item is HouseSign || (staticsOnly && !(item is Static)))
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return DesignInsertResult.InvalidItem;
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house = BaseHouse.FindHouseAt(item) as HouseFoundation;
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if (house == null)
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return DesignInsertResult.NotInHouse;
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int x = item.X - house.X;
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int y = item.Y - house.Y;
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int z = item.Z - house.Z;
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if (!TryInsertIntoState(house.CurrentState, item.ItemID, x, y, z))
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return DesignInsertResult.OutsideHouseBounds;
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TryInsertIntoState(house.DesignState, item.ItemID, x, y, z);
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item.Delete();
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return DesignInsertResult.Valid;
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}
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private static bool TryInsertIntoState(DesignState state, int itemID, int x, int y, int z)
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{
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MultiComponentList mcl = state.Components;
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if (x < mcl.Min.X || y < mcl.Min.Y || x > mcl.Max.X || y > mcl.Max.Y)
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return false;
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mcl.Add(itemID, x, y, z);
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state.OnRevised();
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return true;
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}
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public override void Execute(CommandEventArgs e, object obj)
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{
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Target t = new DesignInsertTarget(new List<HouseFoundation>(), e.Length < 1 || !e.GetBoolean(0));
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t.Invoke(e.Mobile, obj);
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}
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private class DesignInsertTarget : Target
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{
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private readonly List<HouseFoundation> m_Foundations;
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private readonly bool m_StaticsOnly;
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public DesignInsertTarget(List<HouseFoundation> foundations, bool staticsOnly)
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: base(-1, false, TargetFlags.None)
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{
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m_Foundations = foundations;
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m_StaticsOnly = staticsOnly;
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}
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protected override void OnTargetCancel(Mobile from, TargetCancelType cancelType)
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{
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if (m_Foundations.Count != 0)
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{
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from.SendMessage("Your changes have been committed. Updating...");
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foreach (HouseFoundation house in m_Foundations)
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house.Delta(ItemDelta.Update);
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}
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}
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protected override void OnTarget(Mobile from, object obj)
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{
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DesignInsertResult result = ProcessInsert(obj as Item, m_StaticsOnly, out HouseFoundation house);
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switch (result)
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{
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case DesignInsertResult.Valid:
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{
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if (m_Foundations.Count == 0)
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from.SendMessage(
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"The item has been inserted into the house design. Press ESC when you are finished.");
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else
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from.SendMessage("The item has been inserted into the house design.");
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if (!m_Foundations.Contains(house))
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m_Foundations.Add(house);
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break;
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}
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case DesignInsertResult.InvalidItem:
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{
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from.SendMessage("That cannot be inserted. Try again.");
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break;
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}
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case DesignInsertResult.NotInHouse:
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case DesignInsertResult.OutsideHouseBounds:
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{
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from.SendMessage("That item is not inside a customizable house. Try again.");
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break;
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}
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}
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from.Target = new DesignInsertTarget(m_Foundations, m_StaticsOnly);
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}
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}
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public override void ExecuteList(CommandEventArgs e, List<object> list)
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{
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Mobile from = e.Mobile;
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from.SendGump(new WarningGump(1060637, 30720,
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$"You are about to insert {list.Count} objects. This cannot be undone without a full server revert.<br><br>Continue?",
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0xFFC000, 420, 280, okay => OnConfirmCallback(from, okay, list, e.Length < 1 || !e.GetBoolean(0))));
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AddResponse("Awaiting confirmation...");
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}
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private void OnConfirmCallback(Mobile from, bool okay, List<object> list, bool staticsOnly)
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{
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bool flushToLog = false;
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if (okay)
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{
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List<HouseFoundation> foundations = new List<HouseFoundation>();
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flushToLog = list.Count > 20;
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for (int i = 0; i < list.Count; ++i)
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{
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DesignInsertResult result = ProcessInsert(list[i] as Item, staticsOnly, out HouseFoundation house);
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switch (result)
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{
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case DesignInsertResult.Valid:
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{
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AddResponse("The item has been inserted into the house design.");
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if (!foundations.Contains(house))
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foundations.Add(house);
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break;
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}
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case DesignInsertResult.InvalidItem:
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{
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LogFailure("That cannot be inserted.");
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break;
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}
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case DesignInsertResult.NotInHouse:
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case DesignInsertResult.OutsideHouseBounds:
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{
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LogFailure("That item is not inside a customizable house.");
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break;
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}
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}
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}
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foreach (HouseFoundation house in foundations)
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house.Delta(ItemDelta.Update);
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}
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else
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{
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AddResponse("Command aborted.");
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}
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Flush(from, flushToLog);
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}
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}
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}
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