ModernUO/Projects/Scripts/Engines/VeteranRewards/Character Statue Maker/CharacterStatue.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

634 lines
16 KiB
C#

using System;
using System.Collections.Generic;
using Server.Accounting;
using Server.ContextMenus;
using Server.Engines.VeteranRewards;
using Server.Gumps;
using Server.Items;
using Server.Multis;
using Server.Network;
using Server.Spells;
using Server.Targeting;
namespace Server.Mobiles
{
public enum StatueType
{
Marble,
Jade,
Bronze
}
public enum StatuePose
{
Ready,
Casting,
Salute,
AllPraiseMe,
Fighting,
HandsOnHips
}
public enum StatueMaterial
{
Antique,
Dark,
Medium,
Light
}
public class CharacterStatue : Mobile, IRewardItem
{
private int m_Animation;
private int m_Frames;
private StatueMaterial m_Material;
private StatuePose m_Pose;
private Mobile m_SculptedBy;
private StatueType m_Type;
public CharacterStatue(Mobile from, StatueType type)
{
m_Type = type;
m_Pose = StatuePose.Ready;
m_Material = StatueMaterial.Antique;
Direction = Direction.South;
AccessLevel = AccessLevel.Counselor;
Hits = HitsMax;
Blessed = true;
Frozen = true;
CloneBody(from);
CloneClothes(from);
InvalidateHues();
}
public CharacterStatue(Serial serial) : base(serial)
{
}
[CommandProperty(AccessLevel.GameMaster)]
public StatueType StatueType
{
get => m_Type;
set
{
m_Type = value;
InvalidateHues();
InvalidatePose();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public StatuePose Pose
{
get => m_Pose;
set
{
m_Pose = value;
InvalidatePose();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public StatueMaterial Material
{
get => m_Material;
set
{
m_Material = value;
InvalidateHues();
InvalidatePose();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public Mobile SculptedBy
{
get => m_SculptedBy;
set
{
m_SculptedBy = value;
InvalidateProperties();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public DateTime SculptedOn{ get; set; }
public CharacterStatuePlinth Plinth{ get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public bool IsRewardItem{ get; set; }
public override void OnDoubleClick(Mobile from)
{
DisplayPaperdollTo(from);
}
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
if (m_SculptedBy != null)
{
if (m_SculptedBy.ShowFameTitle && (m_SculptedBy.Player || m_SculptedBy.Body.IsHuman) &&
m_SculptedBy.Fame >= 10000)
list.Add(1076202,
$"{(m_SculptedBy.Female ? "Lady" : "Lord")} {m_SculptedBy.Name}"); // Sculpted by ~1_Name~
else
list.Add(1076202, m_SculptedBy.Name); // Sculpted by ~1_Name~
}
}
public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
{
base.GetContextMenuEntries(from, list);
if (from.Alive && m_SculptedBy != null)
{
BaseHouse house = BaseHouse.FindHouseAt(this);
if (house?.IsCoOwner(from) == true || from.AccessLevel > AccessLevel.Counselor)
list.Add(new DemolishEntry(this));
}
}
public override void OnAfterDelete()
{
base.OnAfterDelete();
if (Plinth?.Deleted == false)
Plinth.Delete();
}
protected override void OnMapChange(Map oldMap)
{
InvalidatePose();
if (Plinth != null)
Plinth.Map = Map;
}
protected override void OnLocationChange(Point3D oldLocation)
{
InvalidatePose();
if (Plinth != null)
Plinth.Location = new Point3D(X, Y, Z - 5);
}
public override bool CanBeRenamedBy(Mobile from) => false;
public override bool CanBeDamaged() => false;
public void OnRequestedAnimation(Mobile from)
{
StatuePackets.SendUpdateStatueAnimation(from.NetState, Serial, 1, m_Animation, m_Frames);
}
public override void OnAosSingleClick(Mobile from)
{
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.WriteEncodedInt(0); // version
writer.Write((int)m_Type);
writer.Write((int)m_Pose);
writer.Write((int)m_Material);
writer.Write(m_SculptedBy);
writer.Write(SculptedOn);
writer.Write(Plinth);
writer.Write(IsRewardItem);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadEncodedInt();
m_Type = (StatueType)reader.ReadInt();
m_Pose = (StatuePose)reader.ReadInt();
m_Material = (StatueMaterial)reader.ReadInt();
m_SculptedBy = reader.ReadMobile();
SculptedOn = reader.ReadDateTime();
Plinth = reader.ReadItem() as CharacterStatuePlinth;
IsRewardItem = reader.ReadBool();
InvalidatePose();
Frozen = true;
if (m_SculptedBy == null || Map == Map.Internal) // Remove preview statues
Timer.DelayCall(TimeSpan.Zero, Delete);
}
public void Sculpt(Mobile by)
{
m_SculptedBy = by;
SculptedOn = DateTime.UtcNow;
InvalidateProperties();
}
public bool Demolish(Mobile by)
{
CharacterStatueDeed deed = new CharacterStatueDeed(null);
if (by.PlaceInBackpack(deed))
{
Delete();
deed.Statue = this;
deed.StatueType = m_Type;
deed.IsRewardItem = IsRewardItem;
Plinth?.Delete();
return true;
}
by.SendLocalizedMessage(500720); // You don't have enough room in your backpack!
deed.Delete();
return false;
}
public void Restore(CharacterStatue from)
{
m_Material = from.Material;
m_Pose = from.Pose;
Direction = from.Direction;
CloneBody(from);
CloneClothes(from);
InvalidateHues();
InvalidatePose();
}
public void CloneBody(Mobile from)
{
Name = from.Name;
BodyValue = from.BodyValue;
Female = from.Female;
HairItemID = from.HairItemID;
FacialHairItemID = from.FacialHairItemID;
}
public void CloneClothes(Mobile from)
{
for (int i = Items.Count - 1; i >= 0; i--)
Items[i].Delete();
for (int i = from.Items.Count - 1; i >= 0; i--)
{
Item item = from.Items[i];
if (item.Layer != Layer.Backpack && item.Layer != Layer.Mount && item.Layer != Layer.Bank)
AddItem(CloneItem(item));
}
}
public Item CloneItem(Item item)
{
Item cloned = new Item(item.ItemID)
{
Layer = item.Layer,
Name = item.Name,
Hue = item.Hue,
Weight = item.Weight,
Movable = false
};
return cloned;
}
public void InvalidateHues()
{
Hue = 0xB8F + (int)m_Type * 4 + (int)m_Material;
HairHue = Hue;
if (FacialHairItemID > 0)
FacialHairHue = Hue;
for (int i = Items.Count - 1; i >= 0; i--)
Items[i].Hue = Hue;
Plinth?.InvalidateHue();
}
public void InvalidatePose()
{
switch (m_Pose)
{
case StatuePose.Ready:
m_Animation = 4;
m_Frames = 0;
break;
case StatuePose.Casting:
m_Animation = 16;
m_Frames = 2;
break;
case StatuePose.Salute:
m_Animation = 33;
m_Frames = 1;
break;
case StatuePose.AllPraiseMe:
m_Animation = 17;
m_Frames = 4;
break;
case StatuePose.Fighting:
m_Animation = 31;
m_Frames = 5;
break;
case StatuePose.HandsOnHips:
m_Animation = 6;
m_Frames = 1;
break;
}
if (Map != null)
{
ProcessDelta();
IPooledEnumerable<NetState> eable = Map.GetClientsInRange(Location);
foreach (NetState state in eable)
{
state.Mobile.ProcessDelta();
StatuePackets.SendUpdateStatueAnimation(state, Serial, 1, m_Animation, m_Frames);
}
eable.Free();
}
}
private class DemolishEntry : ContextMenuEntry
{
private CharacterStatue m_Statue;
public DemolishEntry(CharacterStatue statue) : base(6275, 2) => m_Statue = statue;
public override void OnClick()
{
if (m_Statue.Deleted)
return;
m_Statue.Demolish(Owner.From);
}
}
}
public class CharacterStatueDeed : Item, IRewardItem
{
private bool m_IsRewardItem;
private StatueType m_Type;
public CharacterStatueDeed(CharacterStatue statue) : base(0x14F0)
{
Statue = statue;
if (statue != null)
{
m_Type = statue.StatueType;
m_IsRewardItem = statue.IsRewardItem;
}
LootType = LootType.Blessed;
Weight = 1.0;
}
public CharacterStatueDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber =>
(Statue?.StatueType ?? m_Type) switch
{
StatueType t = m_Type;
if (Statue != null) t = Statue.StatueType;
return t switch
{
StatueType.Marble => 1076189,
StatueType.Jade => 1076188,
StatueType.Bronze => 1076190,
_ => 1076173
};
}
}
[CommandProperty(AccessLevel.GameMaster)]
public CharacterStatue Statue{ get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public StatueType StatueType
{
get => Statue?.StatueType ?? m_Type;
set => m_Type = value;
}
[CommandProperty(AccessLevel.GameMaster)]
public bool IsRewardItem
{
get => m_IsRewardItem;
set
{
m_IsRewardItem = value;
InvalidateProperties();
}
}
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
if (m_IsRewardItem)
list.Add(1076222); // 6th Year Veteran Reward
if (Statue != null)
list.Add(1076231, Statue.Name); // Statue of ~1_Name~
}
public override void OnDoubleClick(Mobile from)
{
if (from.Account is Account acct && from.AccessLevel == AccessLevel.Player)
{
TimeSpan time = TimeSpan.FromDays(RewardSystem.RewardInterval.TotalDays * 6) -
(DateTime.UtcNow - acct.Created);
if (time > TimeSpan.Zero)
{
from.SendLocalizedMessage(1008126, true,
Math.Ceiling(time.TotalDays / RewardSystem.RewardInterval.TotalDays)
.ToString()); // Your account is not old enough to use this item. Months until you can use this item :
return;
}
}
if (IsChildOf(from.Backpack))
{
if (!from.IsBodyMod)
{
from.SendLocalizedMessage(1076194); // Select a place where you would like to put your statue.
from.Target = new CharacterStatueTarget(this, StatueType);
}
else
{
from.SendLocalizedMessage(1073648); // You may only proceed while in your original state...
}
}
else
{
from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
}
}
public override void OnDelete()
{
base.OnDelete();
Statue?.Delete();
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.WriteEncodedInt(1); // version
writer.Write((int)m_Type);
writer.Write(Statue);
writer.Write(m_IsRewardItem);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadEncodedInt();
if (version >= 1) m_Type = (StatueType)reader.ReadInt();
Statue = reader.ReadMobile() as CharacterStatue;
m_IsRewardItem = reader.ReadBool();
}
}
public class CharacterStatueTarget : Target
{
private Item m_Maker;
private StatueType m_Type;
public CharacterStatueTarget(Item maker, StatueType type) : base(-1, true, TargetFlags.None)
{
m_Maker = maker;
m_Type = type;
}
protected override void OnTarget(Mobile from, object targeted)
{
IPoint3D p = targeted as IPoint3D;
Map map = from.Map;
if (p == null || map == null || m_Maker?.Deleted != false)
return;
if (m_Maker.IsChildOf(from.Backpack))
{
SpellHelper.GetSurfaceTop(ref p);
BaseHouse house = null;
Point3D loc = new Point3D(p);
if (targeted is Item item && !item.IsLockedDown && !item.IsSecure && !(item is AddonComponent))
{
from.SendLocalizedMessage(1076191); // Statues can only be placed in houses.
return;
}
if (from.IsBodyMod)
{
from.SendLocalizedMessage(1073648); // You may only proceed while in your original state...
return;
}
AddonFitResult result = CouldFit(loc, map, from, ref house);
if (result == AddonFitResult.Valid)
{
CharacterStatue statue = new CharacterStatue(from, m_Type);
CharacterStatuePlinth plinth = new CharacterStatuePlinth(statue);
house.Addons.Add(plinth);
if (m_Maker is IRewardItem rewardItem)
statue.IsRewardItem = rewardItem.IsRewardItem;
statue.Plinth = plinth;
plinth.MoveToWorld(loc, map);
statue.InvalidatePose();
/*
* TODO: Previously the maker wasn't deleted until after statue
* customization, leading to redeeding issues. Exact OSI behavior
* needs looking into.
*/
m_Maker.Delete();
statue.Sculpt(from);
from.CloseGump<CharacterStatueGump>();
from.SendGump(new CharacterStatueGump(m_Maker, statue, from));
}
else if (result == AddonFitResult.Blocked)
from.SendLocalizedMessage(500269); // You cannot build that there.
else if (result == AddonFitResult.NotInHouse)
from.SendLocalizedMessage(
1076192); // Statues can only be placed in houses where you are the owner or co-owner.
else if (result == AddonFitResult.DoorTooClose) from.SendLocalizedMessage(500271); // You cannot build near the door.
}
else
{
from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
}
}
public static AddonFitResult CouldFit(Point3D p, Map map, Mobile from, ref BaseHouse house) =>
!map.CanFit(p.X, p.Y, p.Z, 20, true) ? AddonFitResult.Blocked :
!BaseAddon.CheckHouse(from, p, map, 20, ref house) ? AddonFitResult.NotInHouse : CheckDoors(p, 20, house);
public static AddonFitResult CheckDoors(Point3D p, int height, BaseHouse house)
{
List<BaseDoor> doors = house.Doors;
for (int i = 0; i < doors.Count; i++)
{
BaseDoor door = doors[i];
Point3D doorLoc = door.GetWorldLocation();
int doorHeight = door.ItemData.CalcHeight;
if (Utility.InRange(doorLoc, p, 1) &&
(p.Z == doorLoc.Z || p.Z + height > doorLoc.Z && doorLoc.Z + doorHeight > p.Z))
return AddonFitResult.DoorTooClose;
}
return AddonFitResult.Valid;
}
}
}