* 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
154 lines
3.8 KiB
C#
154 lines
3.8 KiB
C#
using System;
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using Server.Items;
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namespace Server.Engines.Quests.Necro
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{
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public class MaabusCoffin : BaseAddon
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{
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[Constructible]
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public MaabusCoffin()
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{
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AddComponent(new MaabusCoffinComponent(0x1C2B, 0x1C2B), -1, -1, 0);
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AddComponent(new MaabusCoffinComponent(0x1D16, 0x1C2C), 0, -1, 0);
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AddComponent(new MaabusCoffinComponent(0x1D17, 0x1C2D), 1, -1, 0);
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AddComponent(new MaabusCoffinComponent(0x1D51, 0x1C2E), 2, -1, 0);
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AddComponent(new MaabusCoffinComponent(0x1D4E, 0x1C2A), 0, 0, 0);
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AddComponent(new MaabusCoffinComponent(0x1D4D, 0x1C29), 1, 0, 0);
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AddComponent(new MaabusCoffinComponent(0x1D4C, 0x1C28), 2, 0, 0);
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}
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public MaabusCoffin(Serial serial) : base(serial)
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{
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Maabus Maabus{ get; private set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public Point3D SpawnLocation{ get; set; }
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public void Awake(Mobile caller)
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{
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if (Maabus != null || SpawnLocation == Point3D.Zero)
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return;
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foreach (AddonComponent c in Components)
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(c as MaabusCoffinComponent)?.TurnToEmpty();
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Maabus = new Maabus { Location = SpawnLocation, Map = Map };
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Maabus.Direction = Maabus.GetDirectionTo(caller);
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Timer.DelayCall(TimeSpan.FromSeconds(7.5), BeginSleep);
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}
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public void BeginSleep()
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{
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if (Maabus == null)
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return;
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Effects.PlaySound(Maabus.Location, Maabus.Map, 0x48E);
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Timer.DelayCall(TimeSpan.FromSeconds(2.5), Sleep);
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}
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public void Sleep()
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{
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if (Maabus == null)
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return;
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Effects.SendLocationParticles(EffectItem.Create(Maabus.Location, Maabus.Map, EffectItem.DefaultDuration), 0x3728,
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10, 10, 0x7E7);
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Effects.PlaySound(Maabus.Location, Maabus.Map, 0x1FE);
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Maabus.Delete();
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Maabus = null;
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foreach (AddonComponent addonComponent in Components)
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(addonComponent as MaabusCoffinComponent)?.TurnToFull();
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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writer.Write(Maabus);
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writer.Write(SpawnLocation);
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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Maabus = reader.ReadMobile() as Maabus;
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SpawnLocation = reader.ReadPoint3D();
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Sleep();
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}
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}
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public class MaabusCoffinComponent : AddonComponent
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{
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private int m_EmptyItemID;
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private int m_FullItemID;
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public MaabusCoffinComponent(int itemID) : this(itemID, itemID)
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{
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}
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public MaabusCoffinComponent(int fullItemID, int emptyItemID) : base(fullItemID)
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{
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m_FullItemID = fullItemID;
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m_EmptyItemID = emptyItemID;
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}
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public MaabusCoffinComponent(Serial serial) : base(serial)
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{
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Point3D SpawnLocation
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{
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get => Addon is MaabusCoffin coffin ? coffin.SpawnLocation : Point3D.Zero;
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set
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{
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if (Addon is MaabusCoffin coffin) coffin.SpawnLocation = value;
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}
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}
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public void TurnToEmpty()
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{
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ItemID = m_EmptyItemID;
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}
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public void TurnToFull()
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{
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ItemID = m_FullItemID;
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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writer.Write(m_FullItemID);
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writer.Write(m_EmptyItemID);
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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m_FullItemID = reader.ReadInt();
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m_EmptyItemID = reader.ReadInt();
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}
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}
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}
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