* 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
102 lines
2.8 KiB
C#
102 lines
2.8 KiB
C#
using System;
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using System.Linq;
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using Server.Mobiles;
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namespace Server.Engines.Quests.Hag
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{
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public enum Ingredient
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{
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SheepLiver,
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RabbitsFoot,
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MongbatWing,
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ChickenGizzard,
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RatTail,
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FrogsLeg,
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DeerHeart,
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LizardTongue,
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SlimeOoze,
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SpiritEssence,
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SwampWater,
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RedMushrooms,
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Bones,
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StarChart,
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Whiskey
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}
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public class IngredientInfo
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{
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private static IngredientInfo[] m_Table =
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{
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// sheep liver
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new IngredientInfo(1055020, 5, typeof(Sheep)),
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// rabbit's foot
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new IngredientInfo(1055021, 5, typeof(Rabbit), typeof(JackRabbit)),
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// mongbat wing
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new IngredientInfo(1055022, 5, typeof(Mongbat), typeof(GreaterMongbat)),
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// chicken gizzard
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new IngredientInfo(1055023, 5, typeof(Chicken)),
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// rat tail
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new IngredientInfo(1055024, 5, typeof(Rat), typeof(GiantRat), typeof(SewerRat)),
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// frog's leg
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new IngredientInfo(1055025, 5, typeof(BullFrog)),
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// deer heart
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new IngredientInfo(1055026, 5, typeof(Hind), typeof(GreatHart)),
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// lizard tongue
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new IngredientInfo(1055027, 5, typeof(LavaLizard), typeof(Lizardman)),
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// slime ooze
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new IngredientInfo(1055028, 5, typeof(Slime)),
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// spirit essence
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new IngredientInfo(1055029, 5, typeof(Ghoul), typeof(Spectre), typeof(Shade), typeof(Wraith), typeof(Bogle)),
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// Swamp Water
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new IngredientInfo(1055030, 1),
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// Freshly Cut Red Mushrooms
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new IngredientInfo(1055031, 1),
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// Bones Buried In Hallowed Ground
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new IngredientInfo(1055032, 1),
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// Star Chart
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new IngredientInfo(1055033, 1),
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// Captain Blackheart's Whiskey
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new IngredientInfo(1055034, 1)
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};
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private IngredientInfo(int name, int quantity, params Type[] creatures)
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{
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Name = name;
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Creatures = creatures;
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Quantity = quantity;
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}
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public int Name{ get; }
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public Type[] Creatures{ get; }
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public int Quantity{ get; }
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public static IngredientInfo Get(Ingredient ingredient)
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{
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int index = (int)ingredient;
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if (index >= 0 && index < m_Table.Length)
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return m_Table[index];
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return m_Table[0];
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}
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public static Ingredient RandomIngredient(Ingredient[] oldIngredients)
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{
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int length = m_Table.Length - oldIngredients.Length;
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Ingredient[] ingredients = new Ingredient[length];
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for (int i = 0, n = 0; i < m_Table.Length && n < ingredients.Length; i++)
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{
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Ingredient currIngredient = (Ingredient)i;
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if (oldIngredients.All(ingredient => ingredient != currIngredient))
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ingredients[n++] = currIngredient;
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}
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int index = Utility.Random(ingredients.Length);
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return ingredients[index];
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}
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}
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}
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