Commit graph

240 commits

Author SHA1 Message Date
Kamron Batman
3332fabc39
fix: Reverts to RunUO speeds, fixes direction glitching, adds movement speed interpolation (#1695)
> [!IMPORTANT]  
> Please read through these changes, as they changed certain expectations for how the internal AI thinking/movement work.
> Note that some mobs still don't have smooth movement on ClassicUO due to how the client handles animations/movement.

### Summary
- **Important Change**: Mobs will now move at a more regular pace. If the OnThink results in a move, but the cooldown would otherwise prevent the move, then the movement is scheduled on another timer.
- Added a 400ms delay to mobs turning to face a player to attack in order to avoid glitching between moving and turning.
- Reverted AI thinking speeds back to RunUO specific speeds.
- Reverted the AI thinking to moving conversion delays back to RunUO.
- For thinking speeds that are not exactly the predefined speeds from RunUO, there is a new calculation to determine the correct conversion to movement speed. This stops speeds like `0.35` from being faster than `0.3`

> [!NOTE]  
> **Developer Note**
> BaseAI.CheckMove() no longer contains the check for whether or not a mob is on movement cooldown. This function can now be overwritten without causing issues to figuring out that cooldown.
2024-03-18 14:13:41 -07:00
Kamron Batman
cfe9e04c78
fix: Optimizes gump relay info (Prep for Static Gumps) (#1698) 2024-03-07 20:54:53 -08:00
Kamron Batman
1fdef9f389
fix: Codegens Heartwood quest givers (#1687)
### Summary
- Codegens quest givers (mostly heartwood)
- Removes their `RandomList` calls in favor of random bool or switch.
2024-02-18 20:22:28 -08:00
Kamron Batman
e994505ad0
fix: Adds safety to corpses and cleans up quests (#1685)
### Summary
- Adds some more checks in case a corpse's owner is somehow null. Would like to eventually allow null owner corpses, but more work is needed.
- Cleans up variable unboxing and reassignment in quests. Also flattens quest logic. Still more work needs to be done.
- Codegens more quest items/mobiles.
2024-02-18 19:33:08 -08:00
Kamron Batman
fffda53263
fix: Adds command help, webpage, and fixes issues with other commands (#1669)
### Summary

- Fixes `[AdvancedSearch` being accessible by players 😱 
- Adds `[GenCommands` to generate the same commands html page on https://muo.gg/commands.
- Fixes `[helpinfo` so all commands properly show up!

> [!WARNING]  
> ### Developer Warning:
> Commands must now be registered in the `Configure` bootup phase.
> If a command is not registered early enough, it may not be available to systems like [helpinfo
> that cache their information.

> [!NOTE]  
> ### Developer Note:
> Various commands related to generating content have been changed to _Developer_ and above access level.

### Screenshots
<img width="673" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/b105b5c9-5eb4-4ace-93ff-1bfb31e7132f">

<img width="547" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/e97487e8-47a5-4aa7-89cc-9fe3deda584d">
2024-02-10 00:19:19 -08:00
Kamron Batman
2084374318
fix: Adds Mage AI invis chance variable (#1651) 2023-12-28 23:53:55 -08:00
Kamron Batman
d4282367ba
fix: Fixes crash with combatant and mobs facing each other (#1644)
### Summary
- Fixes crash bugs with combatant checks in AI
- Fixes mobs not facing each other while in combat. (Old RunUO bug)
- Fixes predators not actually going into guard when their combatant dies.
- Adds missing checks for combatant in various AI.

Note: Much easier to understand changes if whitespace is off - https://github.com/modernuo/ModernUO/pull/1644/files?diff=split&w=1
2023-12-20 14:48:24 -08:00
Eric Vintimilla
0d65464c9f
fix: Fixes crash when banker tries to consume checks & gold from bankbox (#1635)
Co-authored-by: Stefano Merotta <97297186+stefanomerotta@users.noreply.github.com>
Co-authored-by: Kamron Batman <3953314+kamronbatman@users.noreply.github.com>
2023-12-15 09:13:21 -08:00
mark1145
4ebdc75bdf
fix: Fixes PainSpike, ManaVampire, Evil Omen, and Curse (#1622)
Co-authored-by: Kamron Batman <3953314+kamronbatman@users.noreply.github.com>
2023-12-02 09:59:42 -08:00
Kamron Batman
6a0fcd62c1
fix: Fixes various mobile packets and setting serials (#1618)
### Summary
- Removes old death packet that isn't used. Doubtful this causes issues with clients that are v4+.
- Removes duplicate incoming packets. Again, probably to fix some old client issues, doubtful it affects clients v4+.
- Fixes setting serials and entities in props/commands. Note: Disabled setting `Parent` since the new sector code has issues. We shouldn't rely on it anyway!
- Reverts a recent change to healthbars that should not have been made. Oops!
2023-11-26 00:42:15 -08:00
Voxpire
3109f59d4d
fix: Updates container searches for non-generic types (#1567) 2023-11-23 09:29:45 -08:00
Kamron Batman
331f24cb71
fix: Fixes TimeSpan rounding issues (#1610)
### Summary

TLDR - .NET Framework rounded TimeSpan (and some DateTime) methods to the nearest millisecond. This was actually _expected_ accidentally for parts of RunUO.

We are aiming to fix this and clean up some other bad assumptions.

Closes #1604
2023-11-22 18:03:56 -08:00
mark1145
98727d13b3
fix: Fixes vendor buy int overflow (#1586) 2023-11-22 14:41:50 -08:00
Kamron Batman
b5c984e5de
fix: Fixes negative random numbers (#1600) 2023-11-18 10:22:40 -08:00
Kamron Batman
a1dffd10ce
fix: Acquired recipes are now a Set (#1596) 2023-11-17 00:04:46 -08:00
Eric Vintimilla
f71d5bcff1
fix: Fixes missing ethereal horse label (#1585) 2023-11-09 14:16:41 -08:00
Kamron Batman
28c06c1cc0
fix: Changes Map.Sector.Mobiles to link list & Fixes various related crash bugs (#1553)
### Summary

Eliminates `IPooledEnumerable<T>` and `eable.Free()` from `Map` for mobiles. This drastically simplifies code that iterates in range, for example:

```cs
foreach (var m in m.GetMobilesInRange(5))
{
}
```
The code above no longer requires an eable and calling `Free()`.

- [X] Fixed several locations where an NPC that was damaged would cause a server crash.
- [X] Removed an unnecessary allocation in guard fake calls (NPCs calling guards on you)
- [X] Fixes damage precision loss in Poison Strike Spell
- [X] BogThing no longer attempts to "search" for boglings to eat when it is at full health
2023-10-29 22:42:46 -07:00
Kamron Batman
d919f71149
fix: Fixes map iterators for Items (#1564)
### Summary

Modifying a ValueLinkList using one of the methods will bump the "version". This field is used by iterators (foreach loops) to determine if the link list was modified while iterating. The sector.Items (and in the future other lists), will no longer be safe to modify while iterating. The server will _CRASH_ if the ValueLinkList is modified.

Thanks to @stefanomerotta for help!


### Screenshots
<img width="588" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/83ee0b6e-ff4f-4768-9e29-84456e04b1ec">
2023-10-26 17:49:15 -07:00
Kamron Batman
6239b418a8
fix: Fixes process delta calls during death/res (#1559) 2023-10-21 10:39:13 -07:00
Kamron Batman
24858f3989
fix: Changes Map.Sector.Items to link list. (#1547)
### Summary

Eliminates `IPooledEnumerable<T>` and `eable.Free()` from `Map` for items. This drastically simplifies code that iterates in range, for example:

```cs
foreach (var item in m.GetItemsInRange(5))
{
}
```
The code above no longer requires an eable and calling `Free()`.
2023-10-16 20:51:02 -07:00
Kamron Batman
d57f1fecc1
fix: Prepares for IPooledEnumerable removal (#1548)
### Summary

- Removes `IPooledEnumerable` (non-generic)
- Changes `IPooledEnumerable<T>` so that  `Free()` is replaced with the `IDisposable` pattern
2023-10-15 11:20:49 -07:00
Eric Vintimilla
f4db1e3aad
fix: Fix animal trainer pet list only showing first pet. (#1532) 2023-10-04 11:03:25 -07:00
Kamron Batman
9b87049658
fix: Codegens BulkOrderBooks (#1531) 2023-10-03 20:44:15 -07:00
Kamron Batman
f2de2fbb77
fix: Cleans up entity persistence. Generalizes Mobiles/Items/Guilds (#1528)
### Summary
- [X] Fixed a bug where entity persistence was serialized out of order, causing world corruption.
- [X] Fixed LastSerialized not being utilized properly and dangling references still becoming an issue.
- [X] Added a new `GenericEntityPersistence<T>` type to encapsulate `ISerializable` serialization.
- [X] Removing the custom logic and moved Items, Mobiles, Guilds, and Accounts  to GenericEntityPersistence.
- [X] Changed serialization to use the singleton pattern to reduce calling methods from stored variables.
2023-10-01 22:10:47 -07:00
Kamron Batman
e0225c6e59
fix: Adds generic entity persistence support and BOBEntry as entities (#1527)
### Summary
Adds a generic entity persistence. This can be used to create new entity types that have a `Serial`.

Here is an example:

```cs
public class BOBEntries : GenericEntitySerialization<IBOBEntry>
{
    public static void Configure()
    {
        Configure("BOBEntries");
    }
}
```

The annotation tells the system what folder to serialize the entries to. The class/interface (`IBOBEntry`) is the root type that implements `ISerializable`.
2023-10-01 17:38:52 -07:00
Kamron Batman
d55406337f
fix: Fixes ML Escortables and codegens (#1525)
### Summary
- [X] Adds tot.json to ignore list.
- [X] Fixes bias in escortable random quest selection.
- [X] Adds New Haven specific destination/payment messages for escortable quests.
- [X] Codegens escortables.
2023-09-30 14:11:48 -07:00
Kamron Batman
972949455b
fix: Changes BaseWeapon to source generator and changes crafter to string (#1519) 2023-09-29 22:45:37 -07:00
Kamron Batman
d77dac9516
fix: Cleans up FindItems and removes allocations (#1516) 2023-09-28 22:20:36 -07:00
Kamron Batman
a4cabe2fa4
fix: Optimizes FindItemsByType by removing allocations. (#1515)
### Summary
Container enumeration is in dire need of optimization. Thanks to @stefanomerotta for initiating this work with PR #1443. This PR handles a small part of what Stefan started. Also included are some bug fixes.

### Method Signatures

```cs
// Use with foreach without moving/deleting items
FindItemsByTypeEnumerator<T> FindItemsByType<T>(bool recurse = true, Predicate<T> predicate = null)

// Use with foreach when moving/deleting items
QueuedItemsEnumerator<T> EnumerateItemsByType<T>(bool recurse = true, Predicate<T> predicate = null)

// Use when iterating multiple times or queuing
PooledRefQueue<T> QueueItemsByType<T>(bool recurse = true, Predicate<T> predicate = null)

// Use when iterating multiples times or manipulating elements without traversing
PooledRefList<T> ListItemsByType<T>(bool recurse = true, Predicate<T> predicate = null)
```

* `FindItemsByType<T>` has changed from returning `List<T>` to `FindItemsByTypeEnumerator<T>` - This method is not safe to use in situations where an item may get consumed, deleted, or moved.

* `EnumerateItemsByType<T>` was added as a safe way to iterate and manipulate items.
  * **Note**: EnumerateItemsByType will _completely traverse the container_ before iteration starts because it uses `QueueItemsByType` under the hood.

* `QueueItemsByType<T>`  and `ListItemsByType<T>` was added to return a queue or list of items to iterate multiple times and manipulate the items. This isn't the most efficient since it uses a predicate and can result in 2 or 3 total iterations unnecessarily.

### Bug Fixes
- [X] Fishing had an error in the random check that may have caused slight bias.
2023-09-28 19:36:45 -07:00
Kamron Batman
146abad36e
feat: Adds a movement throttle system. Removes Fastwalk system. (#1511)
### Summary

- Removes Fastwalk system
  - Removed the following settings:
    - `movement.enableFastWalkPrevention`
    - `movement.fastwalkExemptionLevel`
- Adds movement throttle system.
  - Adds the following settings:
    - `movement.throttleReset` - Default value is `1000` (1 second).
    - `movement.throttleThreshold` - Default value is `400` (400ms).

### Movement Throttling

This new system will trigger if a player requests 400ms (configurable) worth of movements quicker than wall clock time. When this happens, the player is throttled (all incoming packets to the server are halted) until wall clock time catches up with the requests. Upon each throttle, the player receives enough credit to handle up to 400ms of "lag" as a grace/catch-up.


### Developer Notes
We use two throttle queues to prevent an infinite loop.
2023-09-27 20:53:22 -07:00
Kamron Batman
2a3e048b86
fix: Fixes more packet initializations (#1507) 2023-09-19 00:02:17 -07:00
sp1r17
11e1b425d9
fix: Hireables should not drop their pack (#1503) 2023-09-17 17:24:59 -07:00
Kamron Batman
0f2870e94a
feat: Adds Stamina System to overhaul overweight. (#1465)
## Overhaul to Stamina (Overweight) System

### Added configurations

```json
{
  "settings": {
    "stamina.enableMountStamina": "True",
    "stamina.cannotMoveWhenFatigued": "True",
    "stamina.stonesPerOverweightLoss": "25",
    "stamina.stonesOverweightAllowance": "4",
    "stamina.baseOverweightLoss": "5",
    "stamina.additionalLossWhenBelow": "0.1",
    "stamina.mountLastMoveStepsReset": "01:00:00:00",
    "stamina.enableMountStamina": "True",
    "stamina.useMountStaminaOnlyWhenOverloaded": "False",
  },
}
```
- `stamina.cannotMoveWhenFatigued` - By default, Pre-AOS expansions will outright block a player if they are fatigued. A player is fatigued when they run out of stamina by any mechanism.
- `stamina.stonesPerOverweightLoss` - The amount of stamina lost for every X stones above overweight. Example, if a person is overweight 28 stones overweight, then there there is 1 additional stamina. 28 / 25 = 1 (no decimals, no rounding)
- `stamina.stonesOverweightAllowance` - The number of stones allowed before overweight penalties take affect. This _does not_ substract from the overweight stones calculation.
- `stamina.baseOverweightLoss` - The base amount of stamina loss for being overweight. While running, the final amount is multiplied by 2. If mount stamina is turned off, then the final amount is divided by 3 while mounted. 

### Mount stamina

Mounts have a new property `StepsMax` to determine the maximum steps they can take before being fatigued. To regain steps, the player _must stay on the mount and not move_ (per OSI). The gain rates are configurable. If a mount is dismounted, or the player logs off, the mount is considered inactive and mounts regain all of their steps after _24 hours_.

### Changes to player stamina

Players now have a proper inactivity time reset for their steps. If a player is idle for 16 seconds (including logging off, or the server being offline), then the steps counter is rest.

### Developer Notes

- `StepsTaken` - This field has been removed. It was not serialized and could not be used reliably. If a developer was using it, then the recommendation is to build a mechanism to track total steps another way.
- `IHasStamina` - This new interface was added and currently `IMount` and `PlayerMobile` are valid types.

Important: Entities that are sent to the StaminaSystem for tracking (mounts, players, or something else), must be an `ISerializable` to be serialized properly. If they are not, then the serialization system will record a null, and nothing will be deserialized upon world load. No errors will be given.
2023-09-16 17:52:54 -07:00
Kamron Batman
25eaff0b68
fix: Fixes arbitrage by adjusting prices. (#1500) 2023-09-15 19:22:35 -07:00
Kamron Batman
319d82fec9
fix: Renames WeightOverloading to StaminaSystem (#1495) 2023-09-06 18:58:45 -07:00
Kamron Batman
1b07b00510
fix: Fixes hellsteed name (#1480) 2023-08-30 09:05:38 -07:00
Kamron Batman
fc3aa13b8e
fix: Fixes memory leak in virtual mounts and codegens specials (#1476) 2023-08-25 22:42:23 -07:00
Kamron Batman
701deb53c1
fix: Codegens healers and fixes flamespurt trap (#1475) 2023-08-25 21:20:13 -07:00
Kamron Batman
daa154d6de
fix: Codegens guards (#1474) 2023-08-25 20:59:11 -07:00
Kamron Batman
877595c513
fix: Codegens familiars (#1473) 2023-08-25 20:51:38 -07:00
Kamron Batman
ffb0b24e1a
fix: Codegens talismans - Fixes memory leak (#1469) 2023-08-23 22:41:48 -07:00
Stefano Merotta
52ca1fe686
fix: Replaces FindItem(s)ByType(s) implementation with BFS strategy (#1454) 2023-08-18 22:05:28 -07:00
Kamron Batman
56c40fffbd
fix: Fixes RemoveFollowers called twice (#1437) 2023-07-29 15:44:23 -07:00
Kamron Batman
b8df42721f
fix: Fixes inaccessible items. (#1435)
### Summary
- [X] Fighters and Paladins did not have the correct strength to equip certain items in AOS+
- [X] Removed Chaos/Order shields from Fighters
- [X] Moved all item equips so they are done after stats are assigned.
2023-07-28 19:29:06 -07:00
Kamron Batman
6547239fa6
fix: Fixes NPE in champ titles (#1434) 2023-07-28 00:39:10 -07:00
Kamron Batman
51ecee6caa
fix: Overhauls champion titles & codegen champion system (#1430)
## MAJOR CHANGE

Added a champion title system to facilitate the existing champion titles. This should make it easier to extend or create other related game content. Champion titles will be saved in a folder called _ChampionTitles_.

### Motivation

The motivation to refactor was two-folder, but mostly related to performance in two ways.
First, every player had a ChampionTitleInfo object with an array of ChamptionTitleInfo. We want to eliminate the need for this information unless a player actually uses it. This should save a considerable amount of memory.

Second, to facilitate the atrophy mechanic, the champion titles would run atrophy post-world save, adding to the time that the server is frozen. Eliminating this post-world save side effect unlocks our ability to further optimize the world save process since there are no direct side effects.


### Bugs fixed

- [X] Fixed titles getting cut off on the paperdoll
- [X] Fixed champion title not displaying overhead (OPL)

### Screenshots
<img width="216" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/8916f895-8d68-4fb0-892e-108a0c43be90">
2023-07-27 21:44:06 -07:00
Kamron Batman
4dddc8d3f1
fix: Fixes NPE in BaseRanged.OnMiss (#1433) 2023-07-27 09:17:52 -07:00
Kamron Batman
8eb480bdf5
fix: Fixes out of range crash with murder context (#1429) 2023-07-22 09:12:04 -07:00
Kamron Batman
f77dd91811
fix: Overhauls virtue system (#1376)
## MAJOR CHANGE (API BREAKING)

Moved the virtues to it's own system _VirtueSystem_. This should make it easier to extend or remove the virtue system. Virtues will be saved to a new folder called _Virtues_.

### Motivation

The motivation was also two-fold, performance/stability, and to fix bugs.

First, virtues is the second system (first is murders), that has a pre-world-save check on _every mobile in the game_ to atrophy virtue stats. This is taxing since it freexes the world and makes world saves take longer. Every mobile had Gain/Loss dates for each virtue, whether they needed them or not. Most players don't even use the virtue system, so this will increase performance considerably.

Second, when I tried to optimize/refactor the code, I found several bugs that needed to be fixed.

### Major API Changes

- [X] The properties on players related to virtues are gone. Use `pm.GetVirtues()?.<PropertyName>` instead.
- [X] Virtues were removed from non-player Mobiles.
- [X] `pm.JusticeProtectors` was removed. Use `JusticeVirtue.GetProtector()` or `JusticeVirtue.GetProtected()` instead.

### Screenshots

<img width="221" alt="Props-1" src="https://github.com/modernuo/ModernUO/assets/3953314/5c09cb83-b8d5-44a2-b899-a7ed7cd736ac">
<img width="220" alt="props-2" src="https://github.com/modernuo/ModernUO/assets/3953314/aeade4d3-8df0-47bd-955a-a864d0946cf7">
2023-07-19 21:43:47 -07:00
Kamron Batman
063d878276
fix: Cleans up murder system (#1428) 2023-07-16 00:04:30 -07:00