ModernUO/Projects/Scripts/Items/Addons/FlourMillEastAddon.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

212 lines
4.8 KiB
C#

using System;
using System.Collections.Generic;
using Server.Network;
namespace Server.Items
{
public interface IFlourMill
{
int MaxFlour{ get; }
int CurFlour{ get; set; }
}
public enum FlourMillStage
{
Empty,
Filled,
Working
}
public class FlourMillEastAddon : BaseAddon, IFlourMill
{
private static int[][] m_StageTable =
{
new[] { 0x1920, 0x1921, 0x1925 },
new[] { 0x1922, 0x1923, 0x1926 },
new[] { 0x1924, 0x1924, 0x1928 }
};
private int m_Flour;
private Timer m_Timer;
[Constructible]
public FlourMillEastAddon()
{
AddComponent(new AddonComponent(0x1920), -1, 0, 0);
AddComponent(new AddonComponent(0x1922), 0, 0, 0);
AddComponent(new AddonComponent(0x1924), 1, 0, 0);
}
public FlourMillEastAddon(Serial serial) : base(serial)
{
}
public override BaseAddonDeed Deed => new FlourMillEastDeed();
[CommandProperty(AccessLevel.GameMaster)]
public bool HasFlour => m_Flour > 0;
[CommandProperty(AccessLevel.GameMaster)]
public bool IsFull => m_Flour >= MaxFlour;
[CommandProperty(AccessLevel.GameMaster)]
public bool IsWorking => m_Timer != null;
[CommandProperty(AccessLevel.GameMaster)]
public int MaxFlour => 2;
[CommandProperty(AccessLevel.GameMaster)]
public int CurFlour
{
get => m_Flour;
set
{
m_Flour = Math.Max(0, Math.Min(value, MaxFlour));
UpdateStage();
}
}
public void StartWorking(Mobile from)
{
if (IsWorking)
return;
m_Timer = Timer.DelayCall(TimeSpan.FromSeconds(5.0), FinishWorking_Callback, from);
UpdateStage();
}
private void FinishWorking_Callback(Mobile from)
{
if (m_Timer != null)
{
m_Timer.Stop();
m_Timer = null;
}
if (from?.Deleted == false && !Deleted && IsFull)
{
SackFlour flour = new SackFlour { ItemID = Utility.RandomBool() ? 4153 : 4165 };
if (from.PlaceInBackpack(flour))
{
m_Flour = 0;
}
else
{
flour.Delete();
from.SendLocalizedMessage(500998); // There is not enough room in your backpack! You stop grinding.
}
}
UpdateStage();
}
private int[] FindItemTable(int itemID)
{
for (int i = 0; i < m_StageTable.Length; ++i)
{
int[] itemTable = m_StageTable[i];
for (int j = 0; j < itemTable.Length; ++j)
if (itemTable[j] == itemID)
return itemTable;
}
return null;
}
public void UpdateStage()
{
if (IsWorking)
UpdateStage(FlourMillStage.Working);
else if (HasFlour)
UpdateStage(FlourMillStage.Filled);
else
UpdateStage(FlourMillStage.Empty);
}
public void UpdateStage(FlourMillStage stage)
{
List<AddonComponent> components = Components;
for (int i = 0; i < components.Count; ++i)
{
AddonComponent component = components[i];
if (component == null)
continue;
int[] itemTable = FindItemTable(component.ItemID);
if (itemTable != null)
component.ItemID = itemTable[(int)stage];
}
}
public override void OnComponentUsed(AddonComponent c, Mobile from)
{
if (!from.InRange(GetWorldLocation(), 4) || !from.InLOS(this))
from.LocalOverheadMessage(MessageType.Regular, 0x3B2, 1019045); // I can't reach that.
else if (!IsFull)
from.SendLocalizedMessage(500997); // You need more wheat to make a sack of flour.
else
StartWorking(from);
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(1); // version
writer.Write(m_Flour);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 1:
{
m_Flour = reader.ReadInt();
break;
}
}
UpdateStage();
}
}
public class FlourMillEastDeed : BaseAddonDeed
{
[Constructible]
public FlourMillEastDeed()
{
}
public FlourMillEastDeed(Serial serial) : base(serial)
{
}
public override BaseAddon Addon => new FlourMillEastAddon();
public override int LabelNumber => 1044347; // flour mill (east)
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
}