* 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
126 lines
3.6 KiB
C#
126 lines
3.6 KiB
C#
using System;
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using Server.Targeting;
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namespace Server.Commands
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{
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public static class SkillsCommand
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{
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public static void Initialize()
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{
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CommandSystem.Register("SetSkill", AccessLevel.GameMaster, SetSkill_OnCommand);
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CommandSystem.Register("GetSkill", AccessLevel.GameMaster, GetSkill_OnCommand);
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CommandSystem.Register("SetAllSkills", AccessLevel.GameMaster, SetAllSkills_OnCommand);
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}
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[Usage("SetSkill <name> <value>")]
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[Description("Sets a skill value by name of a targeted mobile.")]
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public static void SetSkill_OnCommand(CommandEventArgs arg)
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{
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if (arg.Length != 2)
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{
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arg.Mobile.SendMessage("SetSkill <skill name> <value>");
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}
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else
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{
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if (Enum.TryParse(arg.GetString(0), true, out SkillName skill))
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arg.Mobile.Target = new SkillTarget(skill, arg.GetDouble(1));
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else
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arg.Mobile.SendLocalizedMessage(1005631); // You have specified an invalid skill to set.
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}
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}
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[Usage("SetAllSkills <name> <value>")]
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[Description("Sets all skill values of a targeted mobile.")]
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public static void SetAllSkills_OnCommand(CommandEventArgs arg)
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{
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if (arg.Length != 1)
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arg.Mobile.SendMessage("SetAllSkills <value>");
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else
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arg.Mobile.Target = new AllSkillsTarget(arg.GetDouble(0));
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}
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[Usage("GetSkill <name>")]
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[Description("Gets a skill value by name of a targeted mobile.")]
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public static void GetSkill_OnCommand(CommandEventArgs arg)
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{
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if (arg.Length != 1)
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{
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arg.Mobile.SendMessage("GetSkill <skill name>");
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}
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else
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{
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if (Enum.TryParse(arg.GetString(0), true, out SkillName skill))
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arg.Mobile.Target = new SkillTarget(skill);
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else
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arg.Mobile.SendMessage("You have specified an invalid skill to get.");
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}
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}
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public class AllSkillsTarget : Target
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{
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private double m_Value;
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public AllSkillsTarget(double value) : base(-1, false, TargetFlags.None) => m_Value = value;
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protected override void OnTarget(Mobile from, object targeted)
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{
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if (targeted is Mobile targ)
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{
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Server.Skills skills = targ.Skills;
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for (int i = 0; i < skills.Length; ++i)
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skills[i].Base = m_Value;
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CommandLogging.LogChangeProperty(from, targ, "EverySkill.Base", m_Value.ToString());
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}
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else
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{
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from.SendMessage("That does not have skills!");
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}
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}
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}
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public class SkillTarget : Target
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{
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private bool m_Set;
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private SkillName m_Skill;
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private double m_Value;
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public SkillTarget(SkillName skill, double value) : base(-1, false, TargetFlags.None)
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{
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m_Set = true;
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m_Skill = skill;
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m_Value = value;
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}
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public SkillTarget(SkillName skill) : base(-1, false, TargetFlags.None)
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{
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m_Set = false;
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m_Skill = skill;
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}
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protected override void OnTarget(Mobile from, object targeted)
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{
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if (targeted is Mobile targ)
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{
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Skill skill = targ.Skills[m_Skill];
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if (skill == null)
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return;
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if (m_Set)
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{
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skill.Base = m_Value;
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CommandLogging.LogChangeProperty(from, targ, $"{m_Skill}.Base", m_Value.ToString());
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}
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from.SendMessage("{0} : {1} (Base: {2})", m_Skill, skill.Value, skill.Base);
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}
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else
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{
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from.SendMessage("That does not have skills!");
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}
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}
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}
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}
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}
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