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