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