* 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
135 lines
4.4 KiB
C#
135 lines
4.4 KiB
C#
using System;
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namespace Server.Items
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{
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public class ElvenGlasses : BaseArmor
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{
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[Constructible]
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public ElvenGlasses() : base(0x2FB8)
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{
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Weight = 2;
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WeaponAttributes = new AosWeaponAttributes(this);
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}
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public ElvenGlasses(Serial serial) : base(serial)
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{
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}
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public override int LabelNumber => 1032216; // elven glasses
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public override int BasePhysicalResistance => 2;
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public override int BaseFireResistance => 4;
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public override int BaseColdResistance => 4;
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public override int BasePoisonResistance => 3;
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public override int BaseEnergyResistance => 2;
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public override int InitMinHits => 36;
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public override int InitMaxHits => 48;
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public override int AosStrReq => 45;
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public override int OldStrReq => 40;
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public override int ArmorBase => 30;
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public override ArmorMaterialType MaterialType => ArmorMaterialType.Leather;
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public override CraftResource DefaultResource => CraftResource.RegularLeather;
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public override ArmorMeditationAllowance DefMedAllowance => ArmorMeditationAllowance.All;
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[CommandProperty(AccessLevel.GameMaster)]
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public AosWeaponAttributes WeaponAttributes{ get; private set; }
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public override void AppendChildNameProperties(ObjectPropertyList list)
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{
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base.AppendChildNameProperties(list);
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int prop;
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if ((prop = WeaponAttributes.HitColdArea) != 0)
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list.Add(1060416, prop.ToString()); // hit cold area ~1_val~%
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if ((prop = WeaponAttributes.HitDispel) != 0)
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list.Add(1060417, prop.ToString()); // hit dispel ~1_val~%
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if ((prop = WeaponAttributes.HitEnergyArea) != 0)
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list.Add(1060418, prop.ToString()); // hit energy area ~1_val~%
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if ((prop = WeaponAttributes.HitFireArea) != 0)
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list.Add(1060419, prop.ToString()); // hit fire area ~1_val~%
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if ((prop = WeaponAttributes.HitFireball) != 0)
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list.Add(1060420, prop.ToString()); // hit fireball ~1_val~%
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if ((prop = WeaponAttributes.HitHarm) != 0)
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list.Add(1060421, prop.ToString()); // hit harm ~1_val~%
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if ((prop = WeaponAttributes.HitLeechHits) != 0)
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list.Add(1060422, prop.ToString()); // hit life leech ~1_val~%
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if ((prop = WeaponAttributes.HitLightning) != 0)
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list.Add(1060423, prop.ToString()); // hit lightning ~1_val~%
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if ((prop = WeaponAttributes.HitLowerAttack) != 0)
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list.Add(1060424, prop.ToString()); // hit lower attack ~1_val~%
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if ((prop = WeaponAttributes.HitLowerDefend) != 0)
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list.Add(1060425, prop.ToString()); // hit lower defense ~1_val~%
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if ((prop = WeaponAttributes.HitMagicArrow) != 0)
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list.Add(1060426, prop.ToString()); // hit magic arrow ~1_val~%
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if ((prop = WeaponAttributes.HitLeechMana) != 0)
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list.Add(1060427, prop.ToString()); // hit mana leech ~1_val~%
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if ((prop = WeaponAttributes.HitPhysicalArea) != 0)
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list.Add(1060428, prop.ToString()); // hit physical area ~1_val~%
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if ((prop = WeaponAttributes.HitPoisonArea) != 0)
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list.Add(1060429, prop.ToString()); // hit poison area ~1_val~%
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if ((prop = WeaponAttributes.HitLeechStam) != 0)
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list.Add(1060430, prop.ToString()); // hit stamina leech ~1_val~%
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}
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private static void SetSaveFlag(ref SaveFlag flags, SaveFlag toSet, bool setIf)
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{
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if (setIf)
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flags |= toSet;
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}
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private static bool GetSaveFlag(SaveFlag flags, SaveFlag toGet) => (flags & toGet) != 0;
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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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SaveFlag flags = SaveFlag.None;
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SetSaveFlag(ref flags, SaveFlag.WeaponAttributes, !WeaponAttributes.IsEmpty);
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writer.Write((int)flags);
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if (GetSaveFlag(flags, SaveFlag.WeaponAttributes))
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WeaponAttributes.Serialize(writer);
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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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SaveFlag flags = (SaveFlag)reader.ReadInt();
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WeaponAttributes = GetSaveFlag(flags, SaveFlag.WeaponAttributes) ? new AosWeaponAttributes(this, reader) : new AosWeaponAttributes(this);
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}
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[Flags]
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private enum SaveFlag
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{
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None = 0x00000000,
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WeaponAttributes = 0x00000001
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}
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}
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}
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