* 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
104 lines
2.7 KiB
C#
104 lines
2.7 KiB
C#
using System;
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using Server.Items;
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using Server.PathAlgorithms;
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using Server.Spells;
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using Server.Targeting;
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namespace Server
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{
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public sealed class MovementPath
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{
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public MovementPath(Mobile m, Point3D goal)
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{
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Point3D start = m.Location;
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Map map = m.Map;
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Map = map;
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Start = start;
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Goal = goal;
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if (map == null || map == Map.Internal)
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return;
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if (Utility.InRange(start, goal, 1))
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return;
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try
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{
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PathAlgorithm alg = OverrideAlgorithm ?? FastAStarAlgorithm.Instance;
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if (alg?.CheckCondition(m, map, start, goal) == true)
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Directions = alg.Find(m, map, start, goal);
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}
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catch (Exception e)
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{
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Console.WriteLine("Warning: {0}: Pathing error from {1} to {2}", e.GetType().Name, start, goal);
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}
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}
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public Map Map{ get; }
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public Point3D Start{ get; }
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public Point3D Goal{ get; }
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public Direction[] Directions{ get; }
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public bool Success => Directions?.Length > 0;
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public static PathAlgorithm OverrideAlgorithm{ get; set; }
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public static void Initialize()
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{
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CommandSystem.Register("Path", AccessLevel.GameMaster, Path_OnCommand);
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}
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public static void Path_OnCommand(CommandEventArgs e)
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{
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e.Mobile.BeginTarget(-1, true, TargetFlags.None, Path_OnTarget);
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e.Mobile.SendMessage("Target a location and a path will be drawn there.");
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}
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private static void Path(Mobile from, IPoint3D p, PathAlgorithm alg, string name, int zOffset)
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{
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OverrideAlgorithm = alg;
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long start = DateTime.UtcNow.Ticks;
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MovementPath path = new MovementPath(from, new Point3D(p));
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long end = DateTime.UtcNow.Ticks;
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double len = Math.Round((end - start) / 10000.0, 2);
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if (!path.Success)
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{
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from.SendMessage("{0} path failed: {1}ms", name, len);
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}
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else
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{
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from.SendMessage("{0} path success: {1}ms", name, len);
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int x = from.X;
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int y = from.Y;
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int z = from.Z;
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for (int i = 0; i < path.Directions.Length; ++i)
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{
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Movement.Offset(path.Directions[i], ref x, ref y);
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new RecallRune().MoveToWorld(new Point3D(x, y, z + zOffset), from.Map);
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}
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}
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}
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public static void Path_OnTarget(Mobile from, object targeted)
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{
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if (!(targeted is IPoint3D p))
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return;
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SpellHelper.GetSurfaceTop(ref p);
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Path(from, p, FastAStarAlgorithm.Instance, "Fast", 0);
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Path(from, p, SlowAStarAlgorithm.Instance, "Slow", 2);
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OverrideAlgorithm = null;
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}
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}
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}
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