ModernUO/Projects/Scripts/Engines/ConPVP/Participant.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

228 lines
4.9 KiB
C#

using System;
using System.Text;
using Server.Mobiles;
using Server.Network;
namespace Server.Engines.ConPVP
{
public class Participant
{
public Participant(DuelContext context, int count)
{
Context = context;
//m_Stakes = new StakesContainer( context, this );
Resize(count);
}
public int Count => Players.Length;
public DuelPlayer[] Players{ get; private set; }
public DuelContext Context{ get; }
public TourneyParticipant TourneyPart{ get; set; }
public int FilledSlots
{
get
{
int count = 0;
for (int i = 0; i < Players.Length; ++i)
if (Players[i] != null)
++count;
return count;
}
}
public bool HasOpenSlot
{
get
{
for (int i = 0; i < Players.Length; ++i)
if (Players[i] == null)
return true;
return false;
}
}
public bool Eliminated
{
get
{
for (int i = 0; i < Players.Length; ++i)
if (Players[i]?.Eliminated == false)
return false;
return true;
}
}
public string NameList
{
get
{
StringBuilder sb = new StringBuilder();
for (int i = 0; i < Players.Length; ++i)
{
if (Players[i] == null)
continue;
Mobile mob = Players[i].Mobile;
if (sb.Length > 0)
sb.Append(", ");
sb.Append(mob.Name);
}
if (sb.Length == 0)
return "Empty";
return sb.ToString();
}
}
public DuelPlayer Find(Mobile mob)
{
if (mob is PlayerMobile pm)
{
if (pm.DuelContext == Context && pm.DuelPlayer.Participant == this)
return pm.DuelPlayer;
return null;
}
for (int i = 0; i < Players.Length; ++i)
if (Players[i]?.Mobile == mob)
return Players[i];
return null;
}
public bool Contains(Mobile mob) => Find(mob) != null;
public void Broadcast(int hue, string message, string nonLocalOverhead, string localOverhead)
{
for (int i = 0; i < Players.Length; ++i)
if (Players[i] != null)
{
if (message != null)
Players[i].Mobile.SendMessage(hue, message);
if (nonLocalOverhead != null)
Players[i].Mobile.NonlocalOverheadMessage(MessageType.Regular, hue, false,
string.Format(nonLocalOverhead, Players[i].Mobile.Name,
Players[i].Mobile.Female ? "her" : "his"));
if (localOverhead != null)
Players[i].Mobile.LocalOverheadMessage(MessageType.Regular, hue, false, localOverhead);
}
}
public void Nullify(DuelPlayer player)
{
if (player == null)
return;
int index = Array.IndexOf(Players, player);
if (index == -1)
return;
Players[index] = null;
}
public void Remove(DuelPlayer player)
{
if (player == null)
return;
int index = Array.IndexOf(Players, player);
if (index == -1)
return;
DuelPlayer[] old = Players;
Players = new DuelPlayer[old.Length - 1];
for (int i = 0; i < index; ++i)
Players[i] = old[i];
for (int i = index + 1; i < old.Length; ++i)
Players[i - 1] = old[i];
}
public void Remove(Mobile player)
{
Remove(Find(player));
}
public void Add(Mobile player)
{
if (Contains(player))
return;
for (int i = 0; i < Players.Length; ++i)
if (Players[i] == null)
{
Players[i] = new DuelPlayer(player, this);
return;
}
Resize(Players.Length + 1);
Players[^1] = new DuelPlayer(player, this);
}
public void Resize(int count)
{
DuelPlayer[] old = Players;
Players = new DuelPlayer[count];
if (old != null)
{
int ct = 0;
for (int i = 0; i < old.Length; ++i)
if (old[i] != null && ct < count)
Players[ct++] = old[i];
}
}
}
public class DuelPlayer
{
private bool m_Eliminated;
public DuelPlayer(Mobile mob, Participant p)
{
Mobile = mob;
Participant = p;
if (mob is PlayerMobile mobile)
mobile.DuelPlayer = this;
}
public Mobile Mobile{ get; }
public bool Ready{ get; set; }
public bool Eliminated
{
get => m_Eliminated;
set
{
m_Eliminated = value;
if (Participant.Context.m_Tournament != null && m_Eliminated)
{
Participant.Context.m_Tournament.OnEliminated(this);
Mobile.SendEverything();
}
}
}
public Participant Participant{ get; set; }
}
}