feat(timers): Adds timer pooling, fixes timer related bugs, and changes timer api (#667)
### Changes/Fixes:
* Adds timer pooling.
* Allows pool to be configurable in ModernUO.json
* Pool replenishes itself asynchronously if depleted.
* Fixes an issue with barkeeps and town criers
* Fixes an issue with incognito buff icons not being removed
* Fixes an issue with polymorph name mod not being removed
* Fixes several places where timers go on forever even after an object is deleted, keeping a reference (memory leak)
* Eliminates the timer for MiningCart altogether.
* Deletes `AcidSlime` since it is a duplicate of `PoolOfAcid`
* Fixes HonorableExecution and standardizes the code for other Bushido moves.
## Changes to the Timer API:
```cs
public class Timer
{
// Creates a timer that will be returned to the pool once execution stops.
public static void StartTimer(Action callback);
public static void StartTimer(TimeSpan delay, Action callback);
public static void StartTimer(TimeSpan delay, TimeSpan interval, Action callback);
public static void StartTimer(TimeSpan interval, int count, Action callback);
public static void StartTimer(TimeSpan delay, TimeSpan interval, int count, Action callback);
// Creates a timer and returns a token for more control. Requires manual cancellation in order for the timer to be returned to the pool.
// If the token is dereferenced, the timer will be dereferenced too. While not returning a timer to the pool is not considered hazardous, it does defeat the purpose of pooled timers.
public static void StartTimer(Action callback, out TimerExecutionToken token);
public static void StartTimer(TimeSpan delay, Action callback, out TimerExecutionToken token);
public static void StartTimer(TimeSpan delay, TimeSpan interval, Action callback, out TimerExecutionToken token);
public static void StartTimer(TimeSpan interval, int count, Action callback, out TimerExecutionToken token);
public static void StartTimer(TimeSpan delay, TimeSpan interval, int count, Action callback, out TimerExecutionToken token);
// If you aren't sure how to use the API above, or you don't care about performance, then you can use the old RunUO Timer.DelayCall
public static DelayCallTimer DelayCall(Action callback);
public static DelayCallTimer DelayCall(TimeSpan delay, Action callback);
public static DelayCallTimer DelayCall(TimeSpan delay, TimeSpan interval, Action callback);
public static DelayCallTimer DelayCall(TimeSpan interval, int count, Action callback);
public static DelayCallTimer DelayCall(TimeSpan delay, TimeSpan interval, int count, Action callback);
}
public struct TimerExecutionToken
{
public bool Running { get; }
public int Index { get; }
public int RemainingCount { get; }
public DateTime Next { get; }
}
```
## When to use `TimerExecutionToken`?
Use tokens when you want to gain the performance benefit of using a pooled timer, but you need one of the following:
* Access to the next time the timer will tick:`token.Next`
* Access to which interval, how many intervals there are, or how many are remaining: `token.Index`, `token.Count`, and `token.RemainingCount`
* Stop a timer manually.
* Determine if the timer is running: `timer.Running`
* See notes below about requirements for using tokens!
## Notes about using the TimerExecutionToken:
When you opt-in to receive a token, you must call `Cancel()` to return the timer. This can be done inside of the callback, or outside of the callback at any time.
If this is not called and your timer is an infinite interval, then you will create a potential memory leak, or null pointer exception in your callback.
If the timer ends and is stopped, but cancel is not called, then the timer will never return to the pool and stay referenced until the token is deleted or cancel is called. (Memory leak)
## Is this thread safe?
No. The ModernUO timer system is not thread safe at all. If you require a thread safe timer system, contact me and I'll help adapt this system. Keep in mind that there is a massive performance hit to make this thread safe when there are literally no use cases for it.
If you need to synchronize execution, meaning you want to execute code from another thread on the core thread. Let's say you have a discord bot that is pushing commands to the game server. Then use `EventLoopContext.Post(SendOrPostCallback callback, object state);`.
This commit is contained in:
parent
b4de631f96
commit
9b554f69b0
219 changed files with 1897 additions and 2241 deletions
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@ -5,14 +5,15 @@ namespace Server.Items
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{
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public class PlagueBeastBlood : PlagueBeastComponent
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{
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private readonly Timer m_Timer;
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public PlagueBeastBlood() : base(0x122C, 0) => m_Timer = Timer.DelayCall(
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TimeSpan.FromSeconds(1.5),
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TimeSpan.FromSeconds(1.5),
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3,
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Hemorrhage
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);
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public PlagueBeastBlood() : base(0x122C, 0)
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{
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Timer.StartTimer(
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TimeSpan.FromSeconds(1.5),
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TimeSpan.FromSeconds(1.5),
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3,
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Hemorrhage
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);
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}
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public PlagueBeastBlood(Serial serial) : base(serial)
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{
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@ -22,69 +23,57 @@ namespace Server.Items
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public bool Starting => ItemID == 0x122C;
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public override void OnAfterDelete()
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{
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if (m_Timer?.Running == true)
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{
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m_Timer.Stop();
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}
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}
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public override bool OnBandage(Mobile from)
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{
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if (IsAccessibleTo(from) && !Patched)
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if (!IsAccessibleTo(from) || Patched)
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{
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if (m_Timer?.Running == true)
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{
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m_Timer.Stop();
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}
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if (Starting)
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{
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X += 2;
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Y -= 9;
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if (Organ is PlagueBeastRubbleOrgan)
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{
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Y -= 5;
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}
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else if (Organ is PlagueBeastBackupOrgan)
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{
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X += 7;
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}
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}
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else
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{
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X -= 4;
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Y -= 2;
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}
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ItemID = 0x1765;
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var pack = Owner?.Backpack;
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if (pack != null)
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{
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for (var i = 0; i < pack.Items.Count; i++)
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{
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if (pack.Items[i] is PlagueBeastMainOrgan main && main.Complete)
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{
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main.FinishOpening(from);
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}
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}
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}
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PublicOverheadMessage(MessageType.Regular, 0x3B2, 1071916); // * You patch up the wound with a bandage *
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return true;
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return false;
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}
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return false;
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if (Starting)
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{
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X += 2;
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Y -= 9;
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switch (Organ)
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{
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case PlagueBeastRubbleOrgan:
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Y -= 5;
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break;
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case PlagueBeastBackupOrgan:
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X += 7;
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break;
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}
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}
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else
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{
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X -= 4;
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Y -= 2;
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}
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ItemID = 0x1765;
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var pack = Owner?.Backpack;
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if (pack != null)
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{
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for (var i = 0; i < pack.Items.Count; i++)
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{
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if (pack.Items[i] is PlagueBeastMainOrgan main && main.Complete)
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{
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main.FinishOpening(from);
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}
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}
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}
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PublicOverheadMessage(MessageType.Regular, 0x3B2, 1071916); // * You patch up the wound with a bandage *
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return true;
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}
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private void Hemorrhage()
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{
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if (Patched)
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if (Deleted || Patched)
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{
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return;
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}
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@ -41,7 +41,13 @@ namespace Server.Items
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if (owner != null)
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{
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Timer.DelayCall(TimeSpan.FromSeconds(1), KillParent, owner);
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Timer.StartTimer(TimeSpan.FromSeconds(1),
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() =>
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{
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owner.Unfreeze();
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owner.Kill();
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}
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);
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}
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return true;
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@ -50,12 +56,6 @@ namespace Server.Items
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return false;
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}
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private void KillParent(PlagueBeastLord parent)
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{
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parent.Unfreeze();
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parent.Kill();
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}
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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@ -6,7 +6,7 @@ namespace Server.Items
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{
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public class PlagueBeastOrgan : PlagueBeastInnard
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{
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private Timer m_Timer;
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private bool _opening;
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public PlagueBeastOrgan(int itemID = 1, int hue = 0) : base(itemID, hue)
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{
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@ -15,7 +15,7 @@ namespace Server.Items
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Movable = false;
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Visible = itemID <= 1;
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Timer.DelayCall(Initialize);
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Timer.StartTimer(Initialize);
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}
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public PlagueBeastOrgan(Serial serial) : base(serial)
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@ -52,9 +52,20 @@ namespace Server.Items
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{
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if (IsCuttable && IsAccessibleTo(from))
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{
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if (!Opened && m_Timer == null)
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if (!Opened && !_opening)
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{
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m_Timer = Timer.DelayCall(TimeSpan.FromSeconds(3), FinishOpening, from);
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_opening = true;
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void Open()
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{
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_opening = false;
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if (!Deleted)
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{
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FinishOpening(from);
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}
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}
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Timer.StartTimer(TimeSpan.FromSeconds(3), Open);
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scissors.PublicOverheadMessage(MessageType.Regular, 0x3B2, 1071897); // You carefully cut into the organ.
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return true;
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}
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@ -65,14 +76,6 @@ namespace Server.Items
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return false;
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}
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public override void OnAfterDelete()
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{
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if (m_Timer?.Running == true)
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{
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m_Timer.Stop();
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}
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}
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public virtual bool OnLifted(Mobile from, PlagueBeastComponent c) => c.IsGland || c.IsBrain;
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public virtual bool OnDropped(Mobile from, Item item, PlagueBeastComponent to) => false;
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@ -80,7 +83,6 @@ namespace Server.Items
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public virtual void FinishOpening(Mobile from)
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{
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Opened = true;
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Owner?.PlaySound(0x50);
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}
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@ -177,8 +179,8 @@ namespace Server.Items
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with.PublicOverheadMessage(
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MessageType.Regular,
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0x3B2,
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1071896
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); // This is too crude an implement for such a procedure.
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1071896 // This is too crude an implement for such a procedure.
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);
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}
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}
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@ -314,8 +316,8 @@ namespace Server.Items
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from.LocalOverheadMessage(
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MessageType.Regular,
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0x3B2,
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1071901
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); // * As you cut the vein, a cloud of poison is expelled from the plague beast's organ, and the plague beast dissolves into a puddle of goo *
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1071901 // * As you cut the vein, a cloud of poison is expelled from the plague beast's organ, and the plague beast dissolves into a puddle of goo *
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);
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from.ApplyPoison(from, Poison.Greater);
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from.PlaySound(0x22F);
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@ -378,8 +380,8 @@ namespace Server.Items
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with.PublicOverheadMessage(
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MessageType.Regular,
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0x3B2,
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1071896
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); // This is too crude an implement for such a procedure.
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1071896 // This is too crude an implement for such a procedure.
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);
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}
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}
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@ -405,7 +407,7 @@ namespace Server.Items
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if (to.Hue == 0x1 && m_Gland == null && item is PlagueBeastGland)
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{
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m_Gland = item;
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Timer.DelayCall(TimeSpan.FromSeconds(3), FinishHealing);
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Timer.StartTimer(TimeSpan.FromSeconds(3), FinishHealing);
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from.SendAsciiMessage(0x3B2, "* You place the healthy gland inside the organ sac *");
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item.Movable = false;
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@ -435,7 +437,7 @@ namespace Server.Items
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Components[i].Hue = 0x6;
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}
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Timer.DelayCall(TimeSpan.FromSeconds(2), OpenOrgan);
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Timer.StartTimer(TimeSpan.FromSeconds(2), OpenOrgan);
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}
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public void OpenOrgan()
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@ -524,8 +526,8 @@ namespace Server.Items
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from.LocalOverheadMessage(
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MessageType.Regular,
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0x34,
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1071913
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); // You place the organ in the fleshy receptacle near the core.
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1071913 // You place the organ in the fleshy receptacle near the core.
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);
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if (Owner != null)
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{
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@ -536,8 +538,8 @@ namespace Server.Items
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from.LocalOverheadMessage(
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MessageType.Regular,
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0x34,
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1071922
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); // The plague beast is still bleeding from open wounds. You must seal any bleeding wounds before the core will open!
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1071922 // The plague beast is still bleeding from open wounds. You must seal any bleeding wounds before the core will open!
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);
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return true;
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}
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}
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@ -5,7 +5,7 @@ namespace Server.Items
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{
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public class PlagueBeastVein : PlagueBeastComponent
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{
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private Timer m_Timer;
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private bool _cutting;
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public PlagueBeastVein(int itemID, int hue) : base(itemID, hue) => Cut = false;
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@ -19,14 +19,15 @@ namespace Server.Items
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{
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if (IsAccessibleTo(from))
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{
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if (!Cut && m_Timer == null)
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if (!Cut && !_cutting)
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{
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m_Timer = Timer.DelayCall(TimeSpan.FromSeconds(3), CuttingDone, from);
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_cutting = true;
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Timer.StartTimer(TimeSpan.FromSeconds(3), () => CuttingDone(from));
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scissors.PublicOverheadMessage(
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MessageType.Regular,
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0x3B2,
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1071899
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); // You begin cutting through the vein.
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1071899 // You begin cutting through the vein.
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);
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return true;
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}
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@ -36,26 +37,12 @@ namespace Server.Items
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return false;
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}
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public override void OnAfterDelete()
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{
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if (m_Timer?.Running == true)
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{
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m_Timer.Stop();
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}
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}
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private void CuttingDone(Mobile from)
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{
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_cutting = false;
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Cut = true;
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if (ItemID == 0x1B1C)
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{
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ItemID = 0x1B1B;
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}
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else
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{
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ItemID = 0x1B1C;
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}
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ItemID = ItemID == 0x1B1C ? 0x1B1B : 0x1B1C;
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Owner?.PlaySound(0x199);
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Loading…
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Add a link
Reference in a new issue