ModernUO/Projects/Scripts/Commands/Wipe.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

94 lines
2.9 KiB
C#

using System;
using System.Collections.Generic;
using Server.Items;
using Server.Multis;
namespace Server.Commands
{
public static class Wipe
{
[Flags]
public enum WipeType
{
Items = 0x01,
Mobiles = 0x02,
Multis = 0x04,
All = Items | Mobiles | Multis
}
public static void Initialize()
{
CommandSystem.Register("Wipe", AccessLevel.GameMaster, WipeAll_OnCommand);
CommandSystem.Register("WipeItems", AccessLevel.GameMaster, WipeItems_OnCommand);
CommandSystem.Register("WipeNPCs", AccessLevel.GameMaster, WipeNPCs_OnCommand);
CommandSystem.Register("WipeMultis", AccessLevel.GameMaster, WipeMultis_OnCommand);
}
[Usage("Wipe")]
[Description("Wipes all items and npcs in a targeted bounding box.")]
private static void WipeAll_OnCommand(CommandEventArgs e)
{
BeginWipe(e.Mobile, WipeType.Items | WipeType.Mobiles);
}
[Usage("WipeItems")]
[Description("Wipes all items in a targeted bounding box.")]
private static void WipeItems_OnCommand(CommandEventArgs e)
{
BeginWipe(e.Mobile, WipeType.Items);
}
[Usage("WipeNPCs")]
[Description("Wipes all npcs in a targeted bounding box.")]
private static void WipeNPCs_OnCommand(CommandEventArgs e)
{
BeginWipe(e.Mobile, WipeType.Mobiles);
}
[Usage("WipeMultis")]
[Description("Wipes all multis in a targeted bounding box.")]
private static void WipeMultis_OnCommand(CommandEventArgs e)
{
BeginWipe(e.Mobile, WipeType.Multis);
}
public static void BeginWipe(Mobile from, WipeType type)
{
BoundingBoxPicker.Begin(from, (map, start, end) => DoWipe(from, map, start, end, type));
}
public static void DoWipe(Mobile from, Map map, Point3D start, Point3D end, WipeType type)
{
CommandLogging.WriteLine(from, "{0} {1} wiping from {2} to {3} in {5} ({4})", from.AccessLevel,
CommandLogging.Format(from), start, end, type, map);
bool mobiles = (type & WipeType.Mobiles) != 0;
bool multis = (type & WipeType.Multis) != 0;
bool items = (type & WipeType.Items) != 0;
List<IEntity> toDelete = new List<IEntity>();
Rectangle2D rect = new Rectangle2D(start.X, start.Y, end.X - start.X + 1, end.Y - start.Y + 1);
IPooledEnumerable<IEntity> eable;
if (!items && !multis || !mobiles)
return;
eable = map.GetObjectsInBounds(rect);
foreach (IEntity obj in eable)
if (items && obj is Item && !(obj is BaseMulti || obj is HouseSign))
toDelete.Add(obj);
else if (multis && obj is BaseMulti)
toDelete.Add(obj);
else if (obj is Mobile mobile && !mobile.Player)
toDelete.Add(mobile);
eable.Free();
for (int i = 0; i < toDelete.Count; ++i)
toDelete[i].Delete();
}
}
}