ModernUO/Projects/Scripts/Engines/MLQuests/MLQuestContext.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
6.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Server.Mobiles;
namespace Server.Engines.MLQuests
{
[Flags]
public enum MLQuestFlag
{
None = 0x00,
Spellweaving = 0x01,
SummonFey = 0x02,
SummonFiend = 0x04,
BedlamAccess = 0x08
}
[PropertyObject]
public class MLQuestContext
{
private List<MLDoneQuestInfo> m_DoneQuests;
private MLQuestFlag m_Flags;
public MLQuestContext(PlayerMobile owner)
{
Owner = owner;
QuestInstances = new List<MLQuestInstance>();
m_DoneQuests = new List<MLDoneQuestInfo>();
ChainOffers = new List<MLQuest>();
m_Flags = MLQuestFlag.None;
}
public MLQuestContext(GenericReader reader, int version)
{
Owner = reader.ReadMobile<PlayerMobile>();
QuestInstances = new List<MLQuestInstance>();
m_DoneQuests = new List<MLDoneQuestInfo>();
ChainOffers = new List<MLQuest>();
int instances = reader.ReadInt();
for (int i = 0; i < instances; ++i)
{
MLQuestInstance instance = MLQuestInstance.Deserialize(reader, version, Owner);
if (instance != null)
QuestInstances.Add(instance);
}
int doneQuests = reader.ReadInt();
for (int i = 0; i < doneQuests; ++i)
{
MLDoneQuestInfo info = MLDoneQuestInfo.Deserialize(reader, version);
if (info != null)
m_DoneQuests.Add(info);
}
int chainOffers = reader.ReadInt();
for (int i = 0; i < chainOffers; ++i)
{
MLQuest quest = MLQuestSystem.ReadQuestRef(reader);
if (quest?.IsChainTriggered == true)
ChainOffers.Add(quest);
}
m_Flags = (MLQuestFlag)reader.ReadEncodedInt();
}
public PlayerMobile Owner{ get; }
public List<MLQuestInstance> QuestInstances{ get; }
public List<MLQuest> ChainOffers{ get; }
[CommandProperty(AccessLevel.GameMaster)]
public bool IsFull => QuestInstances.Count >= MLQuestSystem.MaxConcurrentQuests;
[CommandProperty(AccessLevel.GameMaster)]
public bool Spellweaving
{
get => GetFlag(MLQuestFlag.Spellweaving);
set => SetFlag(MLQuestFlag.Spellweaving, value);
}
[CommandProperty(AccessLevel.GameMaster)]
public bool SummonFey
{
get => GetFlag(MLQuestFlag.SummonFey);
set => SetFlag(MLQuestFlag.SummonFey, value);
}
[CommandProperty(AccessLevel.GameMaster)]
public bool SummonFiend
{
get => GetFlag(MLQuestFlag.SummonFiend);
set => SetFlag(MLQuestFlag.SummonFiend, value);
}
[CommandProperty(AccessLevel.GameMaster)]
public bool BedlamAccess
{
get => GetFlag(MLQuestFlag.BedlamAccess);
set => SetFlag(MLQuestFlag.BedlamAccess, value);
}
public bool HasDoneQuest(Type questType)
{
MLQuest quest = MLQuestSystem.FindQuest(questType);
return quest != null && HasDoneQuest(quest);
}
public bool HasDoneQuest(MLQuest quest) => m_DoneQuests.Any(info => info.m_Quest == quest);
public bool HasDoneQuest(MLQuest quest, out DateTime nextAvailable)
{
nextAvailable = DateTime.MinValue;
foreach (MLDoneQuestInfo info in m_DoneQuests)
if (info.m_Quest == quest)
{
nextAvailable = info.m_NextAvailable;
return true;
}
return false;
}
public void SetDoneQuest(MLQuest quest)
{
SetDoneQuest(quest, DateTime.MinValue);
}
public void SetDoneQuest(MLQuest quest, DateTime nextAvailable)
{
foreach (MLDoneQuestInfo info in m_DoneQuests)
if (info.m_Quest == quest)
{
info.m_NextAvailable = nextAvailable;
return;
}
m_DoneQuests.Add(new MLDoneQuestInfo(quest, nextAvailable));
}
public void RemoveDoneQuest(MLQuest quest)
{
for (int i = m_DoneQuests.Count - 1; i >= 0; --i)
{
MLDoneQuestInfo info = m_DoneQuests[i];
if (info.m_Quest == quest)
m_DoneQuests.RemoveAt(i);
}
}
public void HandleDeath()
{
for (int i = QuestInstances.Count - 1; i >= 0; --i)
QuestInstances[i].OnPlayerDeath();
}
public void HandleDeletion()
{
for (int i = QuestInstances.Count - 1; i >= 0; --i)
QuestInstances[i].Remove();
}
public MLQuestInstance FindInstance(Type questType)
{
MLQuest quest = MLQuestSystem.FindQuest(questType);
return quest == null ? null : FindInstance(quest);
}
public MLQuestInstance FindInstance(MLQuest quest) => QuestInstances.FirstOrDefault(instance => instance.Quest == quest);
public bool IsDoingQuest(Type questType)
{
MLQuest quest = MLQuestSystem.FindQuest(questType);
return quest != null && IsDoingQuest(quest);
}
public bool IsDoingQuest(MLQuest quest) => FindInstance(quest) != null;
public void Serialize(GenericWriter writer)
{
// Version info is written in MLQuestPersistence.Serialize
writer.WriteMobile(Owner);
writer.Write(QuestInstances.Count);
foreach (MLQuestInstance instance in QuestInstances)
instance.Serialize(writer);
writer.Write(m_DoneQuests.Count);
foreach (MLDoneQuestInfo info in m_DoneQuests)
info.Serialize(writer);
writer.Write(ChainOffers.Count);
foreach (MLQuest quest in ChainOffers)
MLQuestSystem.WriteQuestRef(writer, quest);
writer.WriteEncodedInt((int)m_Flags);
}
public bool GetFlag(MLQuestFlag flag) => (m_Flags & flag) != 0;
public void SetFlag(MLQuestFlag flag, bool value)
{
if (value)
m_Flags |= flag;
else
m_Flags &= ~flag;
}
private class MLDoneQuestInfo
{
public DateTime m_NextAvailable;
public MLQuest m_Quest;
public MLDoneQuestInfo(MLQuest quest, DateTime nextAvailable)
{
m_Quest = quest;
m_NextAvailable = nextAvailable;
}
public void Serialize(GenericWriter writer)
{
MLQuestSystem.WriteQuestRef(writer, m_Quest);
writer.Write(m_NextAvailable);
}
public static MLDoneQuestInfo Deserialize(GenericReader reader, int version)
{
MLQuest quest = MLQuestSystem.ReadQuestRef(reader);
DateTime nextAvailable = reader.ReadDateTime();
if (quest?.RecordCompletion != true)
return null; // forget about this record
return new MLDoneQuestInfo(quest, nextAvailable);
}
}
}
}