* 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
179 lines
4.6 KiB
C#
179 lines
4.6 KiB
C#
using System;
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using System.IO;
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using System.Linq;
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using Server.Factions;
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using Server.Mobiles;
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using Server.Network;
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namespace Server
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{
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public abstract class PowerFactionItem : Item
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{
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private static WeightedItem[] _items =
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{
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new WeightedItem(30, typeof(GemOfEmpowerment)),
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new WeightedItem(25, typeof(BloodRose)),
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new WeightedItem(20, typeof(ClarityPotion)),
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new WeightedItem(15, typeof(UrnOfAscension)),
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new WeightedItem(10, typeof(StormsEye))
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};
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public PowerFactionItem(int itemId)
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: base(itemId)
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{
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}
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public PowerFactionItem(Serial serial)
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: base(serial)
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{
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}
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public abstract bool Use(Mobile mob);
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public static void CheckSpawn(Mobile killer, Mobile victim)
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{
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if (killer != null && victim != null)
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{
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PlayerState ps = PlayerState.Find(victim);
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if (ps != null)
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{
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int chance = ps.Rank.Rank;
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if (chance > Utility.Random(100))
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{
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int weight = _items.Sum(item => item.Weight);
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weight = Utility.Random(weight);
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foreach (WeightedItem item in _items)
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{
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if (weight < item.Weight)
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{
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Item obj = item.Construct();
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if (obj != null)
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{
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killer.AddToBackpack(obj);
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killer.SendSound(1470);
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killer.LocalOverheadMessage(
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MessageType.Regular, 2119, false,
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"You notice a strange item on the corpse, and decide to pick it up."
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);
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try
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{
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using StreamWriter op = new StreamWriter("faction-power-items.log", true);
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op.WriteLine("{0}\t{1}\t{2}\t{3}", DateTime.UtcNow, killer, victim, obj);
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}
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catch
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{
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// ignored
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}
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}
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break;
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}
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weight -= item.Weight;
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}
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}
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}
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}
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (!IsChildOf(from.Backpack))
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{
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from.SendLocalizedMessage(1042038); // You must have the object in your backpack to use it.
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}
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else if (from is PlayerMobile mobile && mobile.DuelContext != null)
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{
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mobile.SendMessage("You can't use that.");
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}
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else if (Faction.Find(from) == null)
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{
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from.LocalOverheadMessage(MessageType.Regular, 2119, false,
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"The object vanishes from your hands as you touch it.");
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Timer.DelayCall(TimeSpan.FromSeconds(1.0),
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delegate
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{
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from.LocalOverheadMessage(MessageType.Regular, 2118, false,
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"You feel a strange tingling sensation throughout your body.");
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});
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Timer.DelayCall(TimeSpan.FromSeconds(4.0),
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delegate { from.LocalOverheadMessage(MessageType.Regular, 2118, false, "Your skin begins to burn."); });
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new DestructionTimer(from).Start();
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Delete();
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//from.SendMessage( "You must be in a faction to use this item." );
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}
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else if (Use(from))
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{
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from.RevealingAction();
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Consume();
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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.WriteEncodedInt(0); // version
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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.ReadEncodedInt();
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}
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private sealed class DestructionTimer : Timer
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{
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private Mobile _mobile;
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private bool _screamed;
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public DestructionTimer(Mobile mob)
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: base(TimeSpan.FromSeconds(5), TimeSpan.FromSeconds(0.1), 10) =>
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_mobile = mob;
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protected override void OnTick()
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{
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if (_mobile.Alive)
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{
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if (!_screamed)
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{
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_screamed = true;
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_mobile.PlaySound(_mobile.Female ? 814 : 1088);
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_mobile.PublicOverheadMessage(MessageType.Regular, 2118, false, "Aaaaah!");
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}
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_mobile.Damage(Utility.Dice(2, 6, 0));
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}
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}
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}
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private sealed class WeightedItem
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{
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public WeightedItem(int weight, Type type)
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{
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Weight = weight;
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Type = type;
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}
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public int Weight{ get; }
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public Type Type{ get; }
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public Item Construct() => Activator.CreateInstance(Type) as Item;
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}
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}
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}
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