* 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
98 lines
2.8 KiB
C#
98 lines
2.8 KiB
C#
using Server.Mobiles;
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using Server.Regions;
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namespace Server.Engines.Doom
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{
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public class LampRoomRegion : BaseRegion
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{
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private LeverPuzzleController m_Controller;
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public LampRoomRegion(LeverPuzzleController controller)
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: base(null, Map.Malas, Find(LeverPuzzleController.lr_Enter, Map.Malas), LeverPuzzleController.lr_Rect)
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{
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m_Controller = controller;
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Register();
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}
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public static void Initialize()
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{
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EventSink.Login += OnLogin;
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}
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public static void OnLogin(LoginEventArgs e)
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{
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Mobile m = e.Mobile;
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Rectangle2D rect = LeverPuzzleController.lr_Rect;
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if (m.X >= rect.X && m.X <= rect.X + 10 && m.Y >= rect.Y && m.Y <= rect.Y + 10 && m.Map == Map.Internal)
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{
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Timer kick = new LeverPuzzleController.LampRoomKickTimer(m);
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kick.Start();
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}
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}
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public override void OnEnter(Mobile m)
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{
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if (m == null || m is WandererOfTheVoid)
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return;
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if (m.AccessLevel > AccessLevel.Player)
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return;
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if (m_Controller.Successful != null)
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{
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if (m is PlayerMobile)
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{
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if (m == m_Controller.Successful) return;
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}
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else if (m is BaseCreature bc && (bc.Controlled && bc.ControlMaster == m_Controller.Successful ||
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bc.Summoned))
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{
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return;
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}
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}
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Timer kick = new LeverPuzzleController.LampRoomKickTimer(m);
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kick.Start();
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}
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public override void OnExit(Mobile m)
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{
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if (m != null && m == m_Controller.Successful)
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m_Controller.RemoveSuccessful();
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}
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public override void OnDeath(Mobile m)
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{
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if (m?.Deleted != false || m is WandererOfTheVoid)
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return;
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Timer kick = new LeverPuzzleController.LampRoomKickTimer(m);
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kick.Start();
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}
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public override bool OnSkillUse(Mobile m, int Skill) /* just in case */ => m_Controller.Successful != null && (m.AccessLevel != AccessLevel.Player || m == m_Controller.Successful);
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}
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public class LeverPuzzleRegion : BaseRegion
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{
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public Mobile m_Occupant;
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public LeverPuzzleRegion(LeverPuzzleController controller, int[] loc)
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: base(null, Map.Malas, Find(LeverPuzzleController.lr_Enter, Map.Malas), new Rectangle2D(loc[0], loc[1], 1, 1)) =>
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Register();
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[CommandProperty(AccessLevel.GameMaster)]
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public Mobile Occupant => m_Occupant?.Alive == true ? m_Occupant : null;
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public override void OnEnter(Mobile m)
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{
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if (m_Occupant == null && m is PlayerMobile && m.Alive)
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m_Occupant = m;
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}
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public override void OnExit(Mobile m)
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{
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if (m != null && m == m_Occupant)
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m_Occupant = null;
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}
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}
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}
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