* 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
135 lines
3.8 KiB
C#
135 lines
3.8 KiB
C#
using System.Collections.Generic;
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using Server.Mobiles;
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using Server.Network;
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using Server.Targeting;
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namespace Server.Commands
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{
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public class VisibilityList
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{
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public static void Initialize()
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{
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EventSink.Login += OnLogin;
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CommandSystem.Register("Vis", AccessLevel.Counselor, Vis_OnCommand);
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CommandSystem.Register("VisList", AccessLevel.Counselor, VisList_OnCommand);
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CommandSystem.Register("VisClear", AccessLevel.Counselor, VisClear_OnCommand);
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}
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public static void OnLogin(LoginEventArgs e)
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{
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if (e.Mobile is PlayerMobile pm) pm.VisibilityList.Clear();
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}
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[Usage("Vis")]
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[Description(
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"Adds or removes a targeted player from your visibility list. Anyone on your visibility list will be able to see you at all times, even when you're hidden.")]
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public static void Vis_OnCommand(CommandEventArgs e)
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{
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if (e.Mobile is PlayerMobile)
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{
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e.Mobile.Target = new VisTarget();
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e.Mobile.SendMessage("Select person to add or remove from your visibility list.");
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}
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}
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[Usage("VisList")]
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[Description("Shows the names of everyone in your visibility list.")]
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public static void VisList_OnCommand(CommandEventArgs e)
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{
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if (e.Mobile is PlayerMobile pm)
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{
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List<Mobile> list = pm.VisibilityList;
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if (list.Count > 0)
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{
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pm.SendMessage("You are visible to {0} mobile{1}:", list.Count, list.Count == 1 ? "" : "s");
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for (int i = 0; i < list.Count; ++i)
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pm.SendMessage("#{0}: {1}", i + 1, list[i].Name);
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}
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else
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pm.SendMessage("Your visibility list is empty.");
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}
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}
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[Usage("VisClear")]
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[Description("Removes everyone from your visibility list.")]
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public static void VisClear_OnCommand(CommandEventArgs e)
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{
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if (e.Mobile is PlayerMobile pm)
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{
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List<Mobile> list = new List<Mobile>(pm.VisibilityList);
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pm.VisibilityList.Clear();
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pm.SendMessage("Your visibility list has been cleared.");
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for (int i = 0; i < list.Count; ++i)
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{
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Mobile m = list[i];
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if (!m.CanSee(pm) && Utility.InUpdateRange(m, pm))
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Packets.SendRemoveEntity(m.NetState, pm.Serial);
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}
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}
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}
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private class VisTarget : Target
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{
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public VisTarget() : base(-1, false, TargetFlags.None)
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{
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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 (!(from is PlayerMobile pm) || !(targeted is Mobile targ))
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{
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from.SendMessage("Add only mobiles to your visibility list.");
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return;
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}
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if (targ.AccessLevel > pm.AccessLevel)
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{
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pm.SendMessage("They can already see you!");
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return;
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}
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List<Mobile> list = pm.VisibilityList;
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if (list.Contains(targ))
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{
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list.Remove(targ);
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pm.SendMessage("{0} has been removed from your visibility list.", targ.Name);
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}
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else
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{
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list.Add(targ);
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pm.SendMessage("{0} has been added to your visibility list.", targ.Name);
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}
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if (Utility.InUpdateRange(targ, from))
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{
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NetState ns = targ.NetState;
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if (ns != null)
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{
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if (targ.CanSee(pm))
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{
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Packets.SendMobileIncoming(ns, targ, pm);
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if (ObjectPropertyList.Enabled)
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{
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pm.PropertyList.Send(ns);
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foreach (Item item in pm.Items)
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item.PropertyList.SendOPLInfo(ns);
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}
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}
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else
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Packets.SendRemoveEntity(ns, pm.Serial);
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}
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}
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}
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}
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}
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}
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