ModernUO/Projects/Scripts/Engines/Virtues/VirtueGump.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

174 lines
4.8 KiB
C#

using System.Collections.Generic;
using Server.Gumps;
using Server.Network;
namespace Server
{
public delegate void OnVirtueUsed(Mobile from);
public class VirtueGump : Gump
{
private static Dictionary<int, OnVirtueUsed> m_Callbacks = new Dictionary<int, OnVirtueUsed>();
private static int[] m_Table = {
0x0481, 0x0963, 0x0965,
0x060A, 0x060F, 0x002A,
0x08A4, 0x08A7, 0x0034,
0x0965, 0x08FD, 0x0480,
0x00EA, 0x0845, 0x0020,
0x0011, 0x0269, 0x013D,
0x08A1, 0x08A3, 0x0042,
0x0543, 0x0547, 0x0061
};
private Mobile m_Beholder, m_Beheld;
public VirtueGump(Mobile beholder, Mobile beheld) : base(0, 0)
{
m_Beholder = beholder;
m_Beheld = beheld;
Serial = beheld.Serial;
AddPage(0);
AddImage(30, 40, 104);
AddPage(1);
Add(new GumpImage(61, 71, 108, GetHueFor(0), "VirtueGumpItem")); // Humility
Add(new GumpImage(123, 46, 112, GetHueFor(4), "VirtueGumpItem")); // Valor
Add(new GumpImage(187, 70, 107, GetHueFor(5), "VirtueGumpItem")); // Honor
Add(new GumpImage(35, 135, 110, GetHueFor(1), "VirtueGumpItem")); // Sacrifice
Add(new GumpImage(211, 133, 105, GetHueFor(2), "VirtueGumpItem")); // Compassion
Add(new GumpImage(61, 195, 111, GetHueFor(3), "VirtueGumpItem")); // Spiritulaity
Add(new GumpImage(186, 195, 109, GetHueFor(6), "VirtueGumpItem")); // Justice
Add(new GumpImage(121, 221, 106, GetHueFor(7), "VirtueGumpItem")); // Honesty
if (m_Beholder == m_Beheld)
{
AddButton(57, 269, 2027, 2027, 1);
AddButton(186, 269, 2071, 2071, 2);
}
}
public static void Initialize()
{
EventSink.VirtueGumpRequest += EventSink_VirtueGumpRequest;
EventSink.VirtueItemRequest += EventSink_VirtueItemRequest;
EventSink.VirtueMacroRequest += EventSink_VirtueMacroRequest;
}
public static void Register(int gumpID, OnVirtueUsed callback)
{
m_Callbacks[gumpID] = callback;
}
private static void EventSink_VirtueItemRequest(VirtueItemRequestEventArgs e)
{
if (e.Beholder != e.Beheld)
return;
e.Beholder.CloseGump<VirtueGump>();
if (e.Beholder.Kills >= 5)
{
e.Beholder.SendLocalizedMessage(1049609); // Murderers cannot invoke this virtue.
return;
}
if (m_Callbacks.TryGetValue(e.GumpID, out OnVirtueUsed callback))
callback(e.Beholder);
else
e.Beholder.SendLocalizedMessage(1052066); // That virtue is not active yet.
}
private static void EventSink_VirtueMacroRequest(VirtueMacroRequestEventArgs e)
{
var virtueID = e.VirtueID switch
{
0 => // Honor
107,
1 => // Sacrifice
110,
2 => // Valor;
112,
_ => 0
};
EventSink_VirtueItemRequest(new VirtueItemRequestEventArgs(e.Mobile, e.Mobile, virtueID));
}
private static void EventSink_VirtueGumpRequest(VirtueGumpRequestEventArgs e)
{
Mobile beholder = e.Beholder;
Mobile beheld = e.Beheld;
if (beholder == beheld && beholder.Kills >= 5)
{
beholder.SendLocalizedMessage(1049609); // Murderers cannot invoke this virtue.
}
else if (beholder.Map == beheld.Map && beholder.InRange(beheld, 12))
{
beholder.CloseGump<VirtueGump>();
beholder.SendGump(new VirtueGump(beholder, beheld));
}
}
private int GetHueFor(int index)
{
if (m_Beheld.Virtues.GetValue(index) == 0)
return 2402;
int value = m_Beheld.Virtues.GetValue(index);
if (value < 4000)
return 2402;
if (value >= 30000)
value = 20000; //Sanity
int vl;
if (value < 10000)
vl = 0;
else if (value >= 20000 && index == 5)
vl = 2;
else if (value >= 21000 && index != 1)
vl = 2;
else if (value >= 22000 && index == 1)
vl = 2;
else
vl = 1;
return m_Table[index * 3 + vl];
}
public override void OnResponse(NetState sender, RelayInfo info)
{
if (info.ButtonID == 1 && m_Beholder == m_Beheld)
m_Beholder.SendGump(new VirtueStatusGump(m_Beholder));
}
private class InternalEntry : GumpImage
{
private static byte[] m_Class = StringToBuffer(" class=VirtueGumpItem");
public InternalEntry(int x, int y, int gumpID, int hue) : base(x, y, gumpID, hue)
{
}
public override string Compile(NetState ns) => $"{{ gumppic {X} {Y} {GumpID} hue={Hue} class=VirtueGumpItem }}";
public override void AppendTo(NetState ns, IGumpWriter disp)
{
base.AppendTo(ns, disp);
disp.AppendLayout(m_Class);
}
}
}
}