* 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
105 lines
3.5 KiB
C#
105 lines
3.5 KiB
C#
using System.Linq;
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using Server.Gumps;
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using Server.Misc;
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using Server.Mobiles;
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using Server.Network;
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namespace Server.Guilds
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{
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public abstract class BaseGuildGump : Gump
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{
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public BaseGuildGump(PlayerMobile pm, Guild g, int x = 10, int y = 10) : base(x, y)
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{
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guild = g;
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player = pm;
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pm.CloseGump<BaseGuildGump>();
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}
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protected Guild guild{ get; }
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protected PlayerMobile player{ get; }
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//There's prolly a way to have all the vars set of inherited classes before something is called in the Ctor... but... I can't think of it right now, and I can't use Timer.DelayCall here :<
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public virtual void PopulateGump()
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{
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AddPage(0);
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AddBackground(0, 0, 600, 440, 0x24AE);
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AddBackground(66, 40, 150, 26, 0x2486);
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AddButton(71, 45, 0x845, 0x846, 1);
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AddHtmlLocalized(96, 43, 110, 26, 1063014, 0x0); // My Guild
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AddBackground(236, 40, 150, 26, 0x2486);
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AddButton(241, 45, 0x845, 0x846, 2);
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AddHtmlLocalized(266, 43, 110, 26, 1062974, 0x0); // Guild Roster
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AddBackground(401, 40, 150, 26, 0x2486);
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AddButton(406, 45, 0x845, 0x846, 3);
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AddHtmlLocalized(431, 43, 110, 26, 1062978, 0x0); // Diplomacy
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AddPage(1);
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}
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public override void OnResponse(NetState sender, RelayInfo info)
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{
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if (!(sender.Mobile is PlayerMobile pm &&IsMember(pm, guild)))
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return;
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switch (info.ButtonID)
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{
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case 1:
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{
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pm.SendGump(new GuildInfoGump(pm, guild));
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break;
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}
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case 2:
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{
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pm.SendGump(new GuildRosterGump(pm, guild));
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break;
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}
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case 3:
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{
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pm.SendGump(new GuildDiplomacyGump(pm, guild));
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break;
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}
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}
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}
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public static bool IsLeader(Mobile m, Guild g) =>
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!(m.Deleted || g.Disbanded || !(m is PlayerMobile) ||
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m.AccessLevel < AccessLevel.GameMaster && g.Leader != m);
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public static bool IsMember(Mobile m, Guild g) =>
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!(m.Deleted || g.Disbanded || !(m is PlayerMobile) ||
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m.AccessLevel < AccessLevel.GameMaster && !g.IsMember(m));
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public static bool CheckProfanity(string s, int maxLength = 50)
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{
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//return NameVerification.Validate( s, 1, 50, true, true, false, int.MaxValue, ProfanityProtection.Exceptions, ProfanityProtection.Disallowed, ProfanityProtection.StartDisallowed ); //What am I doing wrong, this still allows chars like the <3 symbol... 3 AM. someone change this to use this
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//With testing on OSI, Guild stuff seems to follow a 'simpler' method of profanity protection
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if (s.Length < 1 || s.Length > maxLength)
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return false;
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char[] exceptions = ProfanityProtection.Exceptions;
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s = s.ToLower();
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if (s.Any(c => (c < 'a' || c > 'z') && (c < '0' || c > '9') && exceptions.All(exception => exception != c)))
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return false;
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string[] disallowed = ProfanityProtection.Disallowed;
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return disallowed.All(t => s.IndexOf(t) == -1);
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}
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public void AddHtmlText(int x, int y, int width, int height, TextDefinition text, bool back, bool scroll)
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{
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if (text?.Number > 0)
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AddHtmlLocalized(x, y, width, height, text.Number, back, scroll);
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else if (text?.String != null)
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AddHtml(x, y, width, height, text.String, back, scroll);
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}
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public static string Color(string text, int color) => $"<BASEFONT COLOR=#{color:X6}>{text}</BASEFONT>";
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}
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}
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