ModernUO/Projects/Scripts/Engines/CannedEvil/ChampionSkullBrazier.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

163 lines
4.2 KiB
C#

using Server.Items;
using Server.Mobiles;
using Server.Targeting;
namespace Server.Engines.CannedEvil
{
public class ChampionSkullBrazier : AddonComponent
{
private Item m_Skull;
private ChampionSkullType m_Type;
public ChampionSkullBrazier(ChampionSkullPlatform platform, ChampionSkullType type) : base(0x19BB)
{
Hue = 0x455;
Light = LightType.Circle300;
Platform = platform;
m_Type = type;
}
public ChampionSkullBrazier(Serial serial) : base(serial)
{
}
[CommandProperty(AccessLevel.GameMaster)]
public ChampionSkullPlatform Platform{ get; private set; }
[CommandProperty(AccessLevel.GameMaster)]
public ChampionSkullType Type
{
get => m_Type;
set
{
m_Type = value;
InvalidateProperties();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public Item Skull
{
get => m_Skull;
set
{
m_Skull = value;
Platform?.Validate();
}
}
public override int LabelNumber => 1049489 + (int)m_Type;
public override void OnDoubleClick(Mobile from)
{
Platform?.Validate();
BeginSacrifice(from);
}
public void BeginSacrifice(Mobile from)
{
if (Deleted)
return;
if (m_Skull?.Deleted == true)
Skull = null;
if (from.Map != Map || !from.InRange(GetWorldLocation(), 3))
from.SendLocalizedMessage(500446); // That is too far away.
else if (!Harrower.CanSpawn)
from.SendMessage("The harrower has already been spawned.");
else if (m_Skull == null)
{
from.SendLocalizedMessage(1049485); // What would you like to sacrifice?
from.Target = new SacrificeTarget(this);
}
else
SendLocalizedMessageTo(from, 1049487); // I already have my champions awakening skull!
}
public void EndSacrifice(Mobile from, ChampionSkull skull)
{
if (Deleted)
return;
if (m_Skull?.Deleted == true)
Skull = null;
if (from.Map != Map || !from.InRange(GetWorldLocation(), 3))
from.SendLocalizedMessage(500446); // That is too far away.
else if (!Harrower.CanSpawn)
from.SendMessage("The harrower has already been spawned.");
else if (skull == null)
SendLocalizedMessageTo(from, 1049488); // That is not my champions awakening skull!
else if (m_Skull != null)
SendLocalizedMessageTo(from, 1049487); // I already have my champions awakening skull!
else if (!skull.IsChildOf(from.Backpack))
from.SendLocalizedMessage(1049486); // You can only sacrifice items that are in your backpack!
else
{
if (skull.Type == Type)
{
skull.Movable = false;
skull.MoveToWorld(GetWorldTop(), Map);
Skull = skull;
}
else
SendLocalizedMessageTo(from, 1049488); // That is not my champions awakening skull!
}
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
writer.Write((int)m_Type);
writer.Write(Platform);
writer.Write(m_Skull);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 0:
{
m_Type = (ChampionSkullType)reader.ReadInt();
Platform = reader.ReadItem() as ChampionSkullPlatform;
m_Skull = reader.ReadItem();
if (Platform == null)
Delete();
break;
}
}
if (Hue == 0x497)
Hue = 0x455;
if (Light != LightType.Circle300)
Light = LightType.Circle300;
}
private class SacrificeTarget : Target
{
private ChampionSkullBrazier m_Brazier;
public SacrificeTarget(ChampionSkullBrazier brazier) : base(12, false, TargetFlags.None) => m_Brazier = brazier;
protected override void OnTarget(Mobile from, object targeted)
{
m_Brazier.EndSacrifice(from, targeted as ChampionSkull);
}
}
}
}