* 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
114 lines
3.6 KiB
C#
114 lines
3.6 KiB
C#
namespace Server.Engines.BulkOrders
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{
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public class LargeTailorBOD : LargeBOD
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{
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public static readonly double[] m_TailoringMaterialChances =
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{
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0.857421875, // None
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0.125000000, // Spined
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0.015625000, // Horned
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0.001953125 // Barbed
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};
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[Constructible]
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public LargeTailorBOD()
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{
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LargeBulkEntry[] entries;
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bool useMaterials = false;
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switch (Utility.Random(14))
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{
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default:
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entries = LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.Farmer);
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break;
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case 1:
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entries = LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.FemaleLeatherSet);
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useMaterials = true;
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break;
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case 2:
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entries = LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.FisherGirl);
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break;
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case 3:
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entries = LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.Gypsy);
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break;
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case 4:
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entries = LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.HatSet);
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break;
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case 5:
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entries = LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.Jester);
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break;
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case 6:
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entries = LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.Lady);
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break;
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case 7:
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entries = LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.MaleLeatherSet);
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useMaterials = true;
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break;
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case 8:
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entries = LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.Pirate);
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break;
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case 9:
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entries = LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.ShoeSet);
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useMaterials = Core.ML;
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break;
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case 10:
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entries = LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.StuddedSet);
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useMaterials = true;
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break;
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case 11:
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entries = LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.TownCrier);
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break;
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case 12:
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entries = LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.Wizard);
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break;
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case 13:
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entries = LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.BoneSet);
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useMaterials = true;
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break;
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}
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int hue = 0x483;
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int amountMax = Utility.RandomList(10, 15, 20, 20);
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bool reqExceptional = 0.825 > Utility.RandomDouble();
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BulkMaterialType material = useMaterials ? GetRandomMaterial(BulkMaterialType.Spined, m_TailoringMaterialChances)
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: BulkMaterialType.None;
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Hue = hue;
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AmountMax = amountMax;
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Entries = entries;
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RequireExceptional = reqExceptional;
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Material = material;
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}
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public LargeTailorBOD(int amountMax, bool reqExceptional, BulkMaterialType mat, LargeBulkEntry[] entries)
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: base(0x483, amountMax, reqExceptional, mat, entries)
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{
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}
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public LargeTailorBOD(Serial serial) : base(serial)
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{
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}
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public override int ComputeFame() => TailorRewardCalculator.Instance.ComputeFame(this);
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public override int ComputeGold() => TailorRewardCalculator.Instance.ComputeGold(this);
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public override RewardGroup GetRewardGroup() =>
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TailorRewardCalculator.Instance.LookupRewards(TailorRewardCalculator.Instance.ComputePoints(this));
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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}
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}
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}
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