ModernUO/Projects/Scripts/Items/Containers/LockableContainer.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

326 lines
7.7 KiB
C#

using System;
using Server.Engines.Craft;
using Server.Network;
namespace Server.Items
{
public abstract class LockableContainer : TrappableContainer, ILockable, ILockpickable, ICraftable, IShipwreckedItem
{
private bool m_Locked;
public LockableContainer(int itemID) : base(itemID) => MaxLockLevel = 100;
public LockableContainer(Serial serial) : base(serial)
{
}
public override bool TrapOnOpen => !TrapOnLockpick;
[CommandProperty(AccessLevel.GameMaster)]
public bool TrapOnLockpick{ get; set; }
public override bool DisplaysContent => !m_Locked;
#region ICraftable Members
public int OnCraft(int quality, bool makersMark, Mobile from, CraftSystem craftSystem, Type typeRes, BaseTool tool,
CraftItem craftItem, int resHue)
{
if (from.CheckSkill(SkillName.Tinkering, -5.0, 15.0))
{
from.SendLocalizedMessage(500636); // Your tinker skill was sufficient to make the item lockable.
Key key = new Key(KeyType.Copper, Key.RandomValue());
KeyValue = key.KeyValue;
DropItem(key);
double tinkering = from.Skills.Tinkering.Value;
int level = (int)(tinkering * 0.8);
RequiredSkill = level - 4;
LockLevel = level - 14;
MaxLockLevel = level + 35;
if (LockLevel == 0)
LockLevel = -1;
else if (LockLevel > 95)
LockLevel = 95;
if (RequiredSkill > 95)
RequiredSkill = 95;
if (MaxLockLevel > 95)
MaxLockLevel = 95;
}
else
{
from.SendLocalizedMessage(500637); // Your tinker skill was insufficient to make the item lockable.
}
return 1;
}
#endregion
[CommandProperty(AccessLevel.GameMaster)]
public virtual bool Locked
{
get => m_Locked;
set
{
m_Locked = value;
if (m_Locked)
Picker = null;
InvalidateProperties();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public uint KeyValue{ get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public Mobile Picker{ get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public int MaxLockLevel{ get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public int LockLevel{ get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public int RequiredSkill{ get; set; }
public virtual void LockPick(Mobile from)
{
Locked = false;
Picker = from;
if (TrapOnLockpick && ExecuteTrap(from)) TrapOnLockpick = false;
}
#region IShipwreckedItem Members
[CommandProperty(AccessLevel.GameMaster)]
public bool IsShipwreckedItem{ get; set; }
#endregion
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(6); // version
writer.Write(IsShipwreckedItem);
writer.Write(TrapOnLockpick);
writer.Write(RequiredSkill);
writer.Write(MaxLockLevel);
writer.Write(KeyValue);
writer.Write(LockLevel);
writer.Write(m_Locked);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 6:
{
IsShipwreckedItem = reader.ReadBool();
goto case 5;
}
case 5:
{
TrapOnLockpick = reader.ReadBool();
goto case 4;
}
case 4:
{
RequiredSkill = reader.ReadInt();
goto case 3;
}
case 3:
{
MaxLockLevel = reader.ReadInt();
goto case 2;
}
case 2:
{
KeyValue = reader.ReadUInt();
goto case 1;
}
case 1:
{
LockLevel = reader.ReadInt();
goto case 0;
}
case 0:
{
if (version < 3)
MaxLockLevel = 100;
if (version < 4)
{
if (MaxLockLevel - LockLevel == 40)
{
RequiredSkill = LockLevel + 6;
LockLevel = RequiredSkill - 10;
MaxLockLevel = RequiredSkill + 39;
}
else
{
RequiredSkill = LockLevel;
}
}
m_Locked = reader.ReadBool();
break;
}
}
}
public override bool CheckContentDisplay(Mobile from) => !m_Locked && base.CheckContentDisplay(from);
public override bool TryDropItem(Mobile from, Item dropped, bool sendFullMessage)
{
if (from.AccessLevel < AccessLevel.GameMaster && m_Locked)
{
from.SendLocalizedMessage(501747); // It appears to be locked.
return false;
}
return base.TryDropItem(from, dropped, sendFullMessage);
}
public override bool OnDragDropInto(Mobile from, Item item, Point3D p)
{
if (from.AccessLevel < AccessLevel.GameMaster && m_Locked)
{
from.SendLocalizedMessage(501747); // It appears to be locked.
return false;
}
return base.OnDragDropInto(from, item, p);
}
public override bool CheckLift(Mobile from, Item item, ref LRReason reject)
{
if (!base.CheckLift(from, item, ref reject))
return false;
if (item != this && from.AccessLevel < AccessLevel.GameMaster && m_Locked)
return false;
return true;
}
public override bool CheckItemUse(Mobile from, Item item)
{
if (!base.CheckItemUse(from, item))
return false;
if (item != this && from.AccessLevel < AccessLevel.GameMaster && m_Locked)
{
from.LocalOverheadMessage(MessageType.Regular, 0x3B2, 1019045); // I can't reach that.
return false;
}
return true;
}
public virtual bool CheckLocked(Mobile from)
{
bool inaccessible = false;
if (m_Locked)
{
int number;
if (from.AccessLevel >= AccessLevel.GameMaster)
{
number = 502502; // That is locked, but you open it with your godly powers.
}
else
{
number = 501747; // It appears to be locked.
inaccessible = true;
}
Packets.SendMessageLocalized(from.NetState, Serial, ItemID, MessageType.Regular, 0x3B2, 3, number);
}
return inaccessible;
}
public override void OnTelekinesis(Mobile from)
{
if (CheckLocked(from))
{
Effects.SendLocationParticles(EffectItem.Create(Location, Map, EffectItem.DefaultDuration), 0x376A, 9, 32,
5022);
Effects.PlaySound(Location, Map, 0x1F5);
return;
}
base.OnTelekinesis(from);
}
public override void OnDoubleClickSecureTrade(Mobile from)
{
if (CheckLocked(from))
return;
base.OnDoubleClickSecureTrade(from);
}
public override void Open(Mobile from)
{
if (CheckLocked(from))
return;
base.Open(from);
}
public override void OnSnoop(Mobile from)
{
if (CheckLocked(from))
return;
base.OnSnoop(from);
}
public override void AddNameProperties(ObjectPropertyList list)
{
base.AddNameProperties(list);
if (IsShipwreckedItem)
list.Add(1041645); // recovered from a shipwreck
}
public override void OnSingleClick(Mobile from)
{
base.OnSingleClick(from);
if (IsShipwreckedItem)
LabelTo(from, 1041645); //recovered from a shipwreck
}
}
}