* 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
176 lines
3.7 KiB
C#
176 lines
3.7 KiB
C#
using System;
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namespace Server
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{
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public class PathFollower
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{
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// Should we use pathfinding? 'false' for not
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private static bool Enabled = true;
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private static TimeSpan RepathDelay = TimeSpan.FromSeconds(2.0);
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private Mobile m_From;
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private int m_Index;
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private DateTime m_LastPathTime;
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private Point3D m_Next, m_LastGoalLoc;
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private MovementPath m_Path;
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public PathFollower(Mobile from, IPoint3D goal)
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{
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m_From = from;
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Goal = goal;
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}
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public MoveMethod Mover{ get; set; }
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public IPoint3D Goal{ get; }
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public MoveResult Move(Direction d)
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{
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if (Mover == null)
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return m_From.Move(d) ? MoveResult.Success : MoveResult.Blocked;
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return Mover(d);
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}
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public Point3D GetGoalLocation()
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{
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if (Goal is Item item)
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return item.GetWorldLocation();
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return new Point3D(Goal);
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}
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public void Advance(ref Point3D p, int index)
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{
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if (m_Path?.Success == true)
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{
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Direction[] dirs = m_Path.Directions;
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if (index >= 0 && index < dirs.Length)
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{
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int x = p.X, y = p.Y;
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Movement.Offset(dirs[index], ref x, ref y);
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p.X = x;
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p.Y = y;
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}
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}
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}
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public void ForceRepath()
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{
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m_Path = null;
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}
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public bool CheckPath()
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{
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if (!Enabled)
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return false;
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Point3D goal = GetGoalLocation();
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if (m_Path != null && (m_Path.Success && goal == m_LastGoalLoc || m_LastPathTime + RepathDelay > DateTime.Now) &&
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!(m_Path.Success && Check(m_From.Location, m_LastGoalLoc, 0)))
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return false;
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m_LastPathTime = DateTime.UtcNow;
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m_LastGoalLoc = goal;
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m_Path = new MovementPath(m_From, goal);
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m_Index = 0;
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m_Next = m_From.Location;
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Advance(ref m_Next, m_Index);
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return true;
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}
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public bool Check(Point3D loc, Point3D goal, int range) => Utility.InRange(loc, goal, range) && (range > 1 || Math.Abs(loc.Z - goal.Z) < 16);
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public bool Follow(bool run, int range)
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{
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Point3D goal = GetGoalLocation();
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Direction d;
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if (Check(m_From.Location, goal, range))
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return true;
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bool repathed = CheckPath();
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if (!(Enabled && m_Path.Success))
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{
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d = m_From.GetDirectionTo(goal);
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if (run)
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d |= Direction.Running;
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m_From.SetDirection(d);
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Move(d);
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return Check(m_From.Location, goal, range);
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}
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d = m_From.GetDirectionTo(m_Next);
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if (run)
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d |= Direction.Running;
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m_From.SetDirection(d);
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MoveResult res = Move(d);
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if (res == MoveResult.Blocked)
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{
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if (repathed)
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return false;
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m_Path = null;
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CheckPath();
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if (!m_Path.Success)
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{
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d = m_From.GetDirectionTo(goal);
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if (run)
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d |= Direction.Running;
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m_From.SetDirection(d);
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Move(d);
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return Check(m_From.Location, goal, range);
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}
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d = m_From.GetDirectionTo(m_Next);
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if (run)
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d |= Direction.Running;
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m_From.SetDirection(d);
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res = Move(d);
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if (res == MoveResult.Blocked)
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return false;
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}
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if (m_From.X == m_Next.X && m_From.Y == m_Next.Y)
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{
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if (m_From.Z == m_Next.Z)
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{
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++m_Index;
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Advance(ref m_Next, m_Index);
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}
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else
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{
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m_Path = null;
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}
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}
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return Check(m_From.Location, goal, range);
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}
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}
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}
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