ModernUO/Projects/Scripts/Commands/SignParser.cs
Kamron Batman 179cb50557 Updates Packets & Randomizer (#43)
* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand.

* WIP - Rewriting packets.

* Cleanup and updates README

* Converts more packets

* Fixes header

* Converts Effects packets.

* Forgot the send command

* Adds the start of containers packets.

* Adds message packets with caching

* Extends the send methods

* Starts to add Acquire methods

* Converted the packets

* Cleanup

* Cleanup

* Adds more packets

* Adds more packets

* Fixes clearing arrays from pool. Adds Mobile Incoming

* Converts more packets.

* Moves more packets

* Moves more packets

* Test compression

* Merges

* Migrating to an idiomatic syntax that also supports compression, and proxying.

* Optimize the stack alloc. Changes attributes

* Converted container packets

* Visual Studio doesn't auto save files. I am still getting used to subpar IDEs.

* Adds static packet caching. Will profile later. Converts more packets

* Fixes packets and changes how compression is configured

* WIP - Adds basics for Gumps. Not finished though.

* Fix file

* Fixes formatting

* Changed SpanWriter to be more idiomatic.

* Fixes Span vs RawSpan and missing stackallocs

* Converts over some more gumps

* WIP - Deletes 32bit support.

* Drops RDRand32 support.

* Fixes gump compilation

* Converting gump components

* Removes old huffman compression function

* Revert signature for backwards compatibility

* WIP - Converting more gump components

* Creates ArraySet for the strings. Updates AppendTo to reference that.

* Converts the maining gump components

* Cleans up gump components

* Cleans up directives

* Cleans up ArraySet and moves it. Adds null-coalescing-assignment

* Cleanup, Target Packets, and C# 8 changes.

* Removed OPL Packet

* World packets

* Fixing packet uses

* Cleans up code. Fixes packet uses in various places.

* More cleanup for packets

* Code cleanup

* Converts more packet uses and cleans up more code

* More code cleanup

* Finishes fixing the packets in Item

* Updates secure trade packets

* Updates core and gets it to compile.

* Moved packets to scripts. Fixed account handler use of packets

* Code cleanup

* Updates chat packets

* Code cleanuo

* Adds party packets, but need to implement them.

* Party packets WIP

* Finishes party packets

* Rearrange movement namespaces and classes

* Finishes plant packets

* Code Formatting

* Fixes moving effects

* Code cleanup, eliminates equipinfo

* Adds more packets. Fixes bugs with various packets.

* Finishes mahjon packets

* Fixes mahjong packet

* Code cleanup

* Finishes mahjong packets

* Adds Map packets

* Add multifacet maps and charts

* Cleans up some packets with UTF8

* Optimizes packets

* Cleans up more packets. Moves the MessageHelper

* Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets.

* Updates protocol extensions packet receiver

* Fixes a few bugs. Fixes a few more packets.

* Code cleanup and fixing more packets

* Fixes packet effects

* Cleaned up more code

* Buff Icon cleanup

* Removed unused constructors

* Code Cleanup. Adds BoatHS Packets

* Moves house files. Updates house foundation packets.

* Deployment cleanup

* Fixes:

* Code cleanup

* More code cleanup

* More code cleanup

* Cleaned up BaseHouse

* Enforces styling

* Converts foreach to linq where possible.

* Dont need that

* Goals/Readme updates

* Removes 32bit support at the highest level. Turns on HRT by default.

* Code cleanup. Fixes extended features packet.

* Fixes various bugs

* Code cleanup

* Code cleanup

* Code cleanup. Fixes gump X/Y assignment.

* Code cleanup using |= operator

* More code cleanup

* Cleanup

* Fixes spacing issues. Thanks Visual Studio. You suck.

* Compiler error

* Fixes NPE from RunUO 2.7

* Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README

* Fixes more packets. Stupid trailing nulls.

* Fixes various bugs.

* Fixes for gumps

* Fixes more gump stuff. Going to split it out later since it is getting insane

* Recoded the gump writing

* WIP

* *Added output path of scripts project to dev branch
*Activated debugging in code
2019-11-11 12:40:16 +01:00

125 lines
3.5 KiB
C#

using System.Collections.Generic;
using System.IO;
using Server.Items;
namespace Server.Commands
{
public static class SignParser
{
private static Queue<Item> m_ToDelete = new Queue<Item>();
public static void Initialize()
{
CommandSystem.Register("SignGen", AccessLevel.Administrator, SignGen_OnCommand);
}
[Usage("SignGen")]
[Description("Generates world/shop signs on all facets.")]
public static void SignGen_OnCommand(CommandEventArgs c)
{
Parse(c.Mobile);
}
public static void Parse(Mobile from)
{
string cfg = Path.Combine(Core.BaseDirectory, "Data/signs.cfg");
if (File.Exists(cfg))
{
List<SignEntry> list = new List<SignEntry>();
from.SendMessage("Generating signs, please wait.");
using (StreamReader ip = new StreamReader(cfg))
{
string line;
while ((line = ip.ReadLine()) != null)
{
string[] split = line.Split(' ');
SignEntry e = new SignEntry(
line.Substring(split[0].Length + 1 + split[1].Length + 1 + split[2].Length + 1 +
split[3].Length + 1 + split[4].Length + 1),
new Point3D(Utility.ToInt32(split[2]), Utility.ToInt32(split[3]), Utility.ToInt32(split[4])),
Utility.ToInt32(split[1]), Utility.ToInt32(split[0]));
list.Add(e);
}
}
Map[] brit = { Map.Felucca, Map.Trammel };
Map[] fel = { Map.Felucca };
Map[] tram = { Map.Trammel };
Map[] ilsh = { Map.Ilshenar };
Map[] malas = { Map.Malas };
Map[] tokuno = { Map.Tokuno };
for (int i = 0; i < list.Count; ++i)
{
SignEntry e = list[i];
var maps = e.m_Map switch
{
0 => brit,
1 => fel,
2 => tram,
3 => ilsh,
4 => malas,
5 => tokuno,
_ => null
};
for (int j = 0; maps?.Length >= j; ++j)
Add_Static(e.m_ItemID, e.m_Location, maps[j], e.m_Text);
}
from.SendMessage("Sign generating complete.");
}
else
from.SendMessage("{0} not found!", cfg);
}
public static void Add_Static(int itemID, Point3D location, Map map, string name)
{
IPooledEnumerable<Item> eable = map.GetItemsInRange(location, 0);
foreach (Item item in eable)
if (item is Sign && item.Z == location.Z && item.ItemID == itemID)
m_ToDelete.Enqueue(item);
eable.Free();
while (m_ToDelete.Count > 0)
m_ToDelete.Dequeue().Delete();
Item sign = name.StartsWith("#") ? new LocalizedSign(itemID, Utility.ToInt32(name.Substring(1))) :
new Sign(itemID) {Name = name};
if (map == Map.Malas)
{
if (location.X >= 965 && location.Y >= 502 && location.X <= 1012 && location.Y <= 537)
sign.Hue = 0x47E;
else if (location.X >= 1960 && location.Y >= 1278 && location.X < 2106 && location.Y < 1413)
sign.Hue = 0x44E;
}
sign.MoveToWorld(location, map);
}
private class SignEntry
{
public int m_ItemID;
public Point3D m_Location;
public int m_Map;
public string m_Text;
public SignEntry(string text, Point3D pt, int itemID, int mapLoc)
{
m_Text = text;
m_Location = pt;
m_ItemID = itemID;
m_Map = mapLoc;
}
}
}
}