* 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
222 lines
5.4 KiB
C#
222 lines
5.4 KiB
C#
using System;
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using System.Linq;
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using Server.Ethics.Evil;
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using Server.Ethics.Hero;
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using Server.Items;
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using Server.Mobiles;
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namespace Server.Ethics
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{
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public abstract class Ethic
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{
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public static readonly bool Enabled = false;
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public static readonly Ethic Hero = new HeroEthic();
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public static readonly Ethic Evil = new EvilEthic();
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public static readonly Ethic[] Ethics =
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{
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Hero,
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Evil
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};
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protected EthicDefinition m_Definition;
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protected PlayerCollection m_Players;
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public Ethic() => m_Players = new PlayerCollection();
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public EthicDefinition Definition => m_Definition;
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public PlayerCollection Players => m_Players;
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public static Ethic Find(Item item)
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{
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if ((item.SavedFlags & 0x100) != 0)
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{
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if (item.Hue == Hero.Definition.PrimaryHue)
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return Hero;
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item.SavedFlags &= ~0x100;
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}
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if ((item.SavedFlags & 0x200) != 0)
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{
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if (item.Hue == Evil.Definition.PrimaryHue)
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return Evil;
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item.SavedFlags &= ~0x200;
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}
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return null;
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}
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public static bool CheckTrade(Mobile from, Mobile to, Mobile newOwner, Item item)
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{
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Ethic itemEthic = Find(item);
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if (itemEthic == null || Find(newOwner) == itemEthic)
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return true;
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if (itemEthic == Hero)
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(from == newOwner ? to : from).SendMessage("Only heros may receive this item.");
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else if (itemEthic == Evil)
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(from == newOwner ? to : from).SendMessage("Only the evil may receive this item.");
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return false;
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}
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public static bool CheckEquip(Mobile from, Item item)
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{
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Ethic itemEthic = Find(item);
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if (itemEthic == null || Find(from) == itemEthic)
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return true;
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if (itemEthic == Hero)
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from.SendMessage("Only heros may wear this item.");
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else if (itemEthic == Evil)
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from.SendMessage("Only the evil may wear this item.");
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return false;
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}
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public static bool IsImbued(Item item) => IsImbued(item, false);
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public static bool IsImbued(Item item, bool recurse)
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{
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if (Find(item) != null)
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return true;
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if (recurse)
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foreach (Item child in item.Items)
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if (IsImbued(child, true))
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return true;
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public static bool IsImbued(Item item, bool recurse) =>
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Find(item) != null || recurse && item.Items.Any(child => IsImbued(child, true));
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public static void Initialize()
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{
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if (Enabled)
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EventSink.Speech += EventSink_Speech;
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}
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public static void EventSink_Speech(SpeechEventArgs e)
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{
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if (e.Blocked || e.Handled)
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return;
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Player pl = Player.Find(e.Mobile);
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if (pl == null)
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{
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for (int i = 0; i < Ethics.Length; ++i)
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{
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Ethic ethic = Ethics[i];
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if (!ethic.IsEligible(e.Mobile))
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continue;
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if (!Insensitive.Equals(ethic.Definition.JoinPhrase.String, e.Speech))
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continue;
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if (!e.Mobile.GetItemsInRange(2).Any(item => item is AnkhNorth || item is AnkhWest))
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continue;
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pl = new Player(ethic, e.Mobile);
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pl.Attach();
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e.Mobile.FixedEffect(0x373A, 10, 30);
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e.Mobile.PlaySound(0x209);
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e.Handled = true;
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break;
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}
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}
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else
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{
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if (e.Mobile is PlayerMobile mobile && mobile.DuelContext != null)
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return;
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Ethic ethic = pl.Ethic;
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for (int i = 0; i < ethic.Definition.Powers.Length; ++i)
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{
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Power power = ethic.Definition.Powers[i];
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if (!Insensitive.Equals(power.Definition.Phrase.String, e.Speech))
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continue;
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if (!power.CheckInvoke(pl))
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continue;
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power.BeginInvoke(pl);
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e.Handled = true;
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break;
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}
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}
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}
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public static Ethic Find(Mobile mob) => Find(mob, false, false);
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public static Ethic Find(Mobile mob, bool inherit) => Find(mob, inherit, false);
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public static Ethic Find(Mobile mob, bool inherit, bool allegiance)
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{
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Player pl = Player.Find(mob);
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if (pl != null)
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return pl.Ethic;
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if (inherit && mob is BaseCreature bc)
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{
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if (bc.Controlled)
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return Find(bc.ControlMaster, false);
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if (bc.Summoned)
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return Find(bc.SummonMaster, false);
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if (allegiance)
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return bc.EthicAllegiance;
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}
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return null;
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}
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public abstract bool IsEligible(Mobile mob);
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public virtual void Deserialize(GenericReader reader)
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{
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int version = reader.ReadEncodedInt();
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switch (version)
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{
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case 0:
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{
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int playerCount = reader.ReadEncodedInt();
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for (int i = 0; i < playerCount; ++i)
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{
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Player pl = new Player(this, reader);
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if (pl.Mobile != null)
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Timer.DelayCall(TimeSpan.Zero, pl.CheckAttach);
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}
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break;
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}
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}
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}
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public virtual void Serialize(GenericWriter writer)
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{
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writer.WriteEncodedInt(0); // version
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writer.WriteEncodedInt(m_Players.Count);
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for (int i = 0; i < m_Players.Count; ++i)
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m_Players[i].Serialize(writer);
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}
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}
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}
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