ModernUO/Projects/Scripts/Engines/MLQuests/MLQuest.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

253 lines
7.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Server.Engines.MLQuests.Gumps;
using Server.Engines.MLQuests.Objectives;
using Server.Engines.MLQuests.Rewards;
using Server.Mobiles;
namespace Server.Engines.MLQuests
{
public enum ObjectiveType
{
All,
Any
}
public class MLQuest
{
public static readonly TextDefinition
CompletionNoticeDefault =
new TextDefinition(1072273); // You've completed a quest! Don't forget to collect your reward.
public static readonly TextDefinition CompletionNoticeShort = new TextDefinition(1046258); // Your quest is complete.
public static readonly TextDefinition
CompletionNoticeShortReturn = new TextDefinition(1073775); // Your quest is complete. Return for your reward.
public static readonly TextDefinition
CompletionNoticeCraft = new TextDefinition(1073967); // You obtained what you seek, now receive your reward.
public MLQuest()
{
Activated = false;
Objectives = new List<BaseObjective>();
ObjectiveType = ObjectiveType.All;
Rewards = new List<BaseReward>();
CompletionNotice = CompletionNoticeDefault;
Instances = new List<MLQuestInstance>();
SaveEnabled = true;
}
public bool Deserialized{ get; set; }
public bool SaveEnabled{ get; set; }
// TODO: Flags? (Deserialized, SaveEnabled, Activated)
public bool Activated{ get; set; }
public List<BaseObjective> Objectives{ get; set; }
public ObjectiveType ObjectiveType{ get; set; }
public List<BaseReward> Rewards{ get; set; }
public List<MLQuestInstance> Instances{ get; set; }
public bool OneTimeOnly{ get; set; }
public bool HasRestartDelay{ get; set; }
public bool IsEscort => HasObjective<EscortObjective>();
public bool IsSkillTrainer => HasObjective<GainSkillObjective>();
public bool RequiresCollection => HasObjective<CollectObjective>() || HasObjective<DeliverObjective>();
public virtual bool RecordCompletion => OneTimeOnly || HasRestartDelay;
public virtual bool IsChainTriggered => false;
public virtual Type NextQuest => null;
public TextDefinition Title{ get; set; }
public TextDefinition Description{ get; set; }
public TextDefinition RefusalMessage{ get; set; }
public TextDefinition InProgressMessage{ get; set; }
public TextDefinition CompletionMessage{ get; set; }
public TextDefinition CompletionNotice{ get; set; }
public virtual int Version => 0;
public bool HasObjective<T>() where T : BaseObjective => Objectives.OfType<T>().Any();
public virtual void Generate()
{
if (MLQuestSystem.Debug)
Console.WriteLine("INFO: Generating quest: {0}", GetType());
}
public MLQuestInstance CreateInstance(IQuestGiver quester, PlayerMobile pm) => new MLQuestInstance(this, quester, pm);
public bool CanOffer(IQuestGiver quester, PlayerMobile pm, bool message) => CanOffer(quester, pm, MLQuestSystem.GetContext(pm), message);
public virtual bool CanOffer(IQuestGiver quester, PlayerMobile pm, MLQuestContext context, bool message)
{
if (!Activated || quester.Deleted)
return false;
if (context != null)
{
if (context.IsFull)
{
if (message)
MLQuestSystem.Tell(quester, pm, 1080107); // I'm sorry, I have nothing for you at this time.
return false;
}
MLQuest checkQuest = this;
while (checkQuest != null)
{
if (context.HasDoneQuest(checkQuest, out DateTime nextAvailable))
{
if (checkQuest.OneTimeOnly)
{
if (message)
MLQuestSystem.Tell(quester, pm, 1075454); // I cannot offer you the quest again.
return false;
}
if (nextAvailable > DateTime.UtcNow)
{
if (message)
MLQuestSystem.Tell(quester, pm,
1075575); // I'm sorry, but I don't have anything else for you right now. Could you check back with me in a few minutes?
return false;
}
}
if (checkQuest.NextQuest == null)
break;
checkQuest = MLQuestSystem.FindQuest(checkQuest.NextQuest);
}
}
return Objectives.All(obj => obj.CanOffer(quester, pm, message));
}
public virtual void SendOffer(IQuestGiver quester, PlayerMobile pm)
{
pm.SendGump(new QuestOfferGump(this, quester, pm));
}
public virtual void OnAccept(IQuestGiver quester, PlayerMobile pm)
{
if (!CanOffer(quester, pm, true))
return;
MLQuestInstance instance = CreateInstance(quester, pm);
pm.SendLocalizedMessage(1049019); // You have accepted the Quest.
pm.SendSound(0x2E7); // private sound
OnAccepted(instance);
foreach (BaseObjectiveInstance obj in instance.Objectives)
obj.OnQuestAccepted();
}
public virtual void OnAccepted(MLQuestInstance instance)
{
}
public virtual void OnRefuse(IQuestGiver quester, PlayerMobile pm)
{
pm.SendGump(new QuestConversationGump(this, pm, RefusalMessage));
}
public virtual void GetRewards(MLQuestInstance instance)
{
instance.SendRewardGump();
}
public virtual void OnRewardClaimed(MLQuestInstance instance)
{
}
public virtual void OnCancel(MLQuestInstance instance)
{
}
public virtual void OnQuesterDeleted(MLQuestInstance instance)
{
}
public virtual void OnPlayerDeath(MLQuestInstance instance)
{
}
public virtual TimeSpan GetRestartDelay() => TimeSpan.FromSeconds(Utility.Random(1, 5) * 30);
public static void Serialize(GenericWriter writer, MLQuest quest)
{
MLQuestSystem.WriteQuestRef(writer, quest);
writer.Write(quest.Version);
}
public static void Deserialize(GenericReader reader, int version)
{
MLQuest quest = MLQuestSystem.ReadQuestRef(reader);
int oldVersion = reader.ReadInt();
if (quest == null)
return; // not saved or no longer exists
quest.Refresh(oldVersion);
quest.Deserialized = true;
}
public virtual void Refresh(int oldVersion)
{
}
#region Generation Methods
public void PutSpawner(Spawner s, Point3D loc, Map map)
{
string name = $"MLQS-{GetType().Name}";
IEnumerable<Item> toDelete = map.GetItemsInRange(loc, 0).Where(item => item is Spawner && item.Name == name);
foreach (Item item in toDelete)
item.Delete();
s.Name = name;
s.MoveToWorld(loc, map);
}
public void PutDeco(Item deco, Point3D loc, Map map)
{
// Auto cleanup on regeneration
IEnumerable<Item> toDelete = map.GetItemsInRange(loc, 0).Where(item => item.ItemID == deco.ItemID && item.Z == loc.Z);
foreach (Item item in toDelete)
item.Delete();
deco.MoveToWorld(loc, map);
}
#endregion
}
}