ModernUO/Projects/Scripts/Engines/Factions/Items/Traps/BaseFactionTrap.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

252 lines
6.5 KiB
C#

using System;
using Server.Items;
using Server.Network;
namespace Server.Factions
{
public enum AllowedPlacing
{
Everywhere,
AnyFactionTown,
ControlledFactionTown,
FactionStronghold
}
public abstract class BaseFactionTrap : BaseTrap
{
private Timer m_Concealing;
public BaseFactionTrap(Faction f, Mobile m, int itemID) : base(itemID)
{
Visible = false;
Faction = f;
TimeOfPlacement = DateTime.UtcNow;
Placer = m;
}
public BaseFactionTrap(Serial serial) : base(serial)
{
}
[CommandProperty(AccessLevel.GameMaster)]
public Faction Faction{ get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public Mobile Placer{ get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public DateTime TimeOfPlacement{ get; set; }
public virtual int EffectSound => 0;
public virtual int SilverFromDisarm => 100;
public virtual int MessageHue => 0;
public virtual int AttackMessage => 0;
public virtual int DisarmMessage => 0;
public virtual AllowedPlacing AllowedPlacing => AllowedPlacing.Everywhere;
public virtual TimeSpan ConcealPeriod => TimeSpan.FromMinutes(1.0);
public virtual TimeSpan DecayPeriod
{
get
{
if (Core.AOS)
return TimeSpan.FromDays(1.0);
return TimeSpan.MaxValue; // no decay
}
}
public override void OnTrigger(Mobile from)
{
if (!IsEnemy(from))
return;
Conceal();
DoVisibleEffect();
Effects.PlaySound(Location, Map, EffectSound);
DoAttackEffect(from);
int silverToAward = from.Alive ? 20 : 40;
if (silverToAward > 0 && Placer != null && Faction != null)
{
PlayerState victimState = PlayerState.Find(from);
if (victimState?.CanGiveSilverTo(Placer) == true && victimState.KillPoints > 0)
{
int silverGiven = Faction.AwardSilver(Placer, silverToAward);
if (silverGiven > 0)
{
// TODO: Get real message
if (from.Alive)
Placer.SendMessage("You have earned {0} silver pieces because {1} fell for your trap.",
silverGiven, from.Name);
else
Placer.SendLocalizedMessage(1042736,
$"{silverGiven} silver\t{from.Name}"); // You have earned ~1_SILVER_AMOUNT~ pieces for vanquishing ~2_PLAYER_NAME~!
}
victimState.OnGivenSilverTo(Placer);
}
}
from.LocalOverheadMessage(MessageType.Regular, MessageHue, AttackMessage);
}
public abstract void DoVisibleEffect();
public abstract void DoAttackEffect(Mobile m);
public virtual int IsValidLocation() => IsValidLocation(GetWorldLocation(), Map);
public virtual int IsValidLocation(Point3D p, Map m)
{
if (m == null)
return 502956; // You cannot place a trap on that.
if (Core.ML)
{
IPooledEnumerable eable = m.GetItemsInRange(p, 0);
foreach (Item item in eable)
if (item is BaseFactionTrap trap && trap.Faction == Faction)
return 1075263; // There is already a trap belonging to your faction at this location.;
eable.Free();
}
switch (AllowedPlacing)
{
case AllowedPlacing.FactionStronghold:
{
StrongholdRegion region = Region.Find(p, m).GetRegion<StrongholdRegion>();
if (region != null && region.Faction == Faction)
return 0;
return 1010355; // This trap can only be placed in your stronghold
}
case AllowedPlacing.AnyFactionTown:
return Town.FromRegion(Region.Find(p, m)) != null ? 0 : 1010356;
case AllowedPlacing.ControlledFactionTown:
{
Town town = Town.FromRegion(Region.Find(p, m));
return town != null && town.Owner == Faction ? 0 : 1010357;
}
}
return 0;
}
public override void OnMovement(Mobile m, Point3D oldLocation)
{
base.OnMovement(m, oldLocation);
if (!CheckDecay() && CheckRange(m.Location, oldLocation, 6) &&
Faction.Find(m) != null && (m.Skills.DetectHidden.Value - 80.0) / 20.0 > Utility.RandomDouble())
PrivateOverheadLocalizedMessage(m, 1010154, MessageHue, "", ""); // [Faction Trap]
}
public void PrivateOverheadLocalizedMessage(Mobile to, int number, int hue, string name, string args)
{
NetState ns = to?.NetState;
Packets.SendMessageLocalized(ns, Serial, ItemID, MessageType.Regular, hue, 3, number, name, args);
}
public virtual bool CheckDecay()
{
TimeSpan decayPeriod = DecayPeriod;
if (decayPeriod == TimeSpan.MaxValue)
return false;
if (TimeOfPlacement + decayPeriod < DateTime.UtcNow)
{
Timer.DelayCall(TimeSpan.Zero, Delete);
return true;
}
return false;
}
public virtual void BeginConceal()
{
m_Concealing?.Stop();
m_Concealing = Timer.DelayCall(ConcealPeriod, Conceal);
}
public virtual void Conceal()
{
m_Concealing?.Stop();
m_Concealing = null;
if (!Deleted)
Visible = false;
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
Faction.WriteReference(writer, Faction);
writer.Write(Placer);
writer.Write(TimeOfPlacement);
if (Visible)
BeginConceal();
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
Faction = Faction.ReadReference(reader);
Placer = reader.ReadMobile();
TimeOfPlacement = reader.ReadDateTime();
if (Visible)
BeginConceal();
CheckDecay();
}
public override void OnDelete()
{
if (Faction?.Traps.Contains(this) == true)
Faction.Traps.Remove(this);
base.OnDelete();
}
public virtual bool IsEnemy(Mobile mob)
{
if (mob.Hidden && mob.AccessLevel > AccessLevel.Player)
return false;
if (!mob.Alive || mob.IsDeadBondedPet)
return false;
Faction faction = Faction.Find(mob, true);
if (faction == null && mob is BaseFactionGuard guard)
faction = guard.Faction;
return faction != null && faction != Faction;
}
}
}