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