* 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
124 lines
5.1 KiB
C#
124 lines
5.1 KiB
C#
using System;
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using Server.Items;
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using Server.Mobiles;
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namespace Server.Engines.Craft
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{
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public class DefMasonry : CraftSystem
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{
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private static CraftSystem m_CraftSystem;
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private DefMasonry() : base(1, 1, 1.25) // base( 1, 2, 1.7 )
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{
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}
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public override SkillName MainSkill => SkillName.Carpentry;
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public override int GumpTitleNumber => 1044500;
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public static CraftSystem CraftSystem => m_CraftSystem ??= new DefMasonry();
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public override double GetChanceAtMin(CraftItem item) => 0.0;
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public override bool RetainsColorFrom(CraftItem item, Type type) => true;
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public override int CanCraft(Mobile from, BaseTool tool, Type itemType)
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{
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if (tool?.Deleted != false || tool.UsesRemaining < 0)
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return 1044038; // You have worn out your tool!
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if (!BaseTool.CheckTool(tool, from))
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return 1048146; // If you have a tool equipped, you must use that tool.
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if (!(from is PlayerMobile mobile && mobile.Masonry && mobile.Skills.Carpentry.Base >= 100.0))
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return 1044633; // You havent learned stonecraft.
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if (!BaseTool.CheckAccessible(tool, from))
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return 1044263; // The tool must be on your person to use.
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return 0;
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}
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public override void PlayCraftEffect(Mobile from)
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{
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// no effects
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//if ( from.Body.Type == BodyType.Human && !from.Mounted )
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// from.Animate( 9, 5, 1, true, false, 0 );
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//new InternalTimer( from ).Start();
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}
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public override int PlayEndingEffect(Mobile from, bool failed, bool lostMaterial, bool toolBroken, int quality,
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bool makersMark, CraftItem item)
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{
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if (toolBroken)
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from.SendLocalizedMessage(1044038); // You have worn out your tool
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if (failed)
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{
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if (lostMaterial)
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return 1044043; // You failed to create the item, and some of your materials are lost.
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return 1044157; // You failed to create the item, but no materials were lost.
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}
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if (quality == 0)
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return 502785; // You were barely able to make this item. It's quality is below average.
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if (makersMark && quality == 2)
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return 1044156; // You create an exceptional quality item and affix your maker's mark.
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if (quality == 2)
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return 1044155; // You create an exceptional quality item.
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return 1044154; // You create the item.
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}
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public override void InitCraftList()
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{
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// Decorations
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AddCraft(typeof(Vase), 1044501, 1022888, 52.5, 102.5, typeof(Granite), 1044514, 1, 1044513);
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AddCraft(typeof(LargeVase), 1044501, 1022887, 52.5, 102.5, typeof(Granite), 1044514, 3, 1044513);
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if (Core.SE)
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{
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int index = AddCraft(typeof(SmallUrn), 1044501, 1029244, 82.0, 132.0, typeof(Granite), 1044514, 3, 1044513);
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SetNeededExpansion(index, Expansion.SE);
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index = AddCraft(typeof(SmallTowerSculpture), 1044501, 1029242, 82.0, 132.0, typeof(Granite), 1044514, 3,
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1044513);
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SetNeededExpansion(index, Expansion.SE);
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}
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// Furniture
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AddCraft(typeof(StoneChair), 1044502, 1024635, 55.0, 105.0, typeof(Granite), 1044514, 4, 1044513);
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AddCraft(typeof(MediumStoneTableEastDeed), 1044502, 1044508, 65.0, 115.0, typeof(Granite), 1044514, 6, 1044513);
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AddCraft(typeof(MediumStoneTableSouthDeed), 1044502, 1044509, 65.0, 115.0, typeof(Granite), 1044514, 6, 1044513);
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AddCraft(typeof(LargeStoneTableEastDeed), 1044502, 1044511, 75.0, 125.0, typeof(Granite), 1044514, 9, 1044513);
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AddCraft(typeof(LargeStoneTableSouthDeed), 1044502, 1044512, 75.0, 125.0, typeof(Granite), 1044514, 9, 1044513);
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// Statues
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AddCraft(typeof(StatueSouth), 1044503, 1044505, 60.0, 120.0, typeof(Granite), 1044514, 3, 1044513);
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AddCraft(typeof(StatueNorth), 1044503, 1044506, 60.0, 120.0, typeof(Granite), 1044514, 3, 1044513);
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AddCraft(typeof(StatueEast), 1044503, 1044507, 60.0, 120.0, typeof(Granite), 1044514, 3, 1044513);
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AddCraft(typeof(StatuePegasus), 1044503, 1044510, 70.0, 130.0, typeof(Granite), 1044514, 4, 1044513);
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SetSubRes(typeof(Granite), 1044525);
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AddSubRes(typeof(Granite), 1044525, 00.0, 1044514, 1044526);
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AddSubRes(typeof(DullCopperGranite), 1044023, 65.0, 1044514, 1044527);
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AddSubRes(typeof(ShadowIronGranite), 1044024, 70.0, 1044514, 1044527);
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AddSubRes(typeof(CopperGranite), 1044025, 75.0, 1044514, 1044527);
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AddSubRes(typeof(BronzeGranite), 1044026, 80.0, 1044514, 1044527);
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AddSubRes(typeof(GoldGranite), 1044027, 85.0, 1044514, 1044527);
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AddSubRes(typeof(AgapiteGranite), 1044028, 90.0, 1044514, 1044527);
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AddSubRes(typeof(VeriteGranite), 1044029, 95.0, 1044514, 1044527);
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AddSubRes(typeof(ValoriteGranite), 1044030, 99.0, 1044514, 1044527);
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}
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// Delay to synchronize the sound with the hit on the anvil
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private class InternalTimer : Timer
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{
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private Mobile m_From;
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public InternalTimer(Mobile from) : base(TimeSpan.FromSeconds(0.7)) => m_From = from;
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protected override void OnTick()
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{
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m_From.PlaySound(0x23D);
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}
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}
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}
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}
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