ModernUO/Projects/Scripts/Items/Containers/TrappableContainer.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

224 lines
5.9 KiB
C#

using System;
using Server.Network;
namespace Server.Items
{
public enum TrapType
{
None,
MagicTrap,
ExplosionTrap,
DartTrap,
PoisonTrap
}
public abstract class TrappableContainer : BaseContainer, ITelekinesisable
{
public TrappableContainer(int itemID) : base(itemID)
{
}
public TrappableContainer(Serial serial) : base(serial)
{
}
[CommandProperty(AccessLevel.GameMaster)]
public TrapType TrapType{ get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public int TrapPower{ get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public int TrapLevel{ get; set; }
public virtual bool TrapOnOpen => true;
public virtual void OnTelekinesis(Mobile from)
{
Effects.SendLocationParticles(EffectItem.Create(Location, Map, EffectItem.DefaultDuration), 0x376A, 9, 32, 5022);
Effects.PlaySound(Location, Map, 0x1F5);
if (TrapOnOpen) ExecuteTrap(from);
}
private void SendMessageTo(Mobile to, int number, int hue)
{
if (Deleted || !to.CanSee(this))
return;
Packets.SendMessageLocalized(to.NetState, Serial, ItemID, MessageType.Regular, hue, 3, number);
}
private void SendMessageTo(Mobile to, string text, int hue)
{
if (Deleted || !to.CanSee(this))
return;
Packets.SendUnicodeMessage(to.NetState,Serial, ItemID, MessageType.Regular, hue, 3, "ENU", "", text);
}
public virtual bool ExecuteTrap(Mobile from)
{
if (TrapType != TrapType.None)
{
Point3D loc = GetWorldLocation();
Map facet = Map;
if (from.AccessLevel >= AccessLevel.GameMaster)
{
SendMessageTo(from, "That is trapped, but you open it with your godly powers.", 0x3B2);
return false;
}
switch (TrapType)
{
case TrapType.ExplosionTrap:
{
SendMessageTo(from, 502999, 0x3B2); // You set off a trap!
if (from.InRange(loc, 3))
{
int damage;
if (TrapLevel > 0)
damage = Utility.RandomMinMax(10, 30) * TrapLevel;
else
damage = TrapPower;
AOS.Damage(from, damage, 0, 100, 0, 0, 0);
// Your skin blisters from the heat!
from.LocalOverheadMessage(MessageType.Regular, 0x2A, 503000);
}
Effects.SendLocationEffect(loc, facet, 0x36BD, 15);
Effects.PlaySound(loc, facet, 0x307);
break;
}
case TrapType.MagicTrap:
{
if (from.InRange(loc, 1))
from.Damage(TrapPower);
//AOS.Damage( from, m_TrapPower, 0, 100, 0, 0, 0 );
Effects.PlaySound(loc, Map, 0x307);
Effects.SendLocationEffect(new Point3D(loc.X - 1, loc.Y, loc.Z), Map, 0x36BD, 15);
Effects.SendLocationEffect(new Point3D(loc.X + 1, loc.Y, loc.Z), Map, 0x36BD, 15);
Effects.SendLocationEffect(new Point3D(loc.X, loc.Y - 1, loc.Z), Map, 0x36BD, 15);
Effects.SendLocationEffect(new Point3D(loc.X, loc.Y + 1, loc.Z), Map, 0x36BD, 15);
Effects.SendLocationEffect(new Point3D(loc.X + 1, loc.Y + 1, loc.Z + 11), Map, 0x36BD, 15);
break;
}
case TrapType.DartTrap:
{
SendMessageTo(from, 502999, 0x3B2); // You set off a trap!
if (from.InRange(loc, 3))
{
int damage;
if (TrapLevel > 0)
damage = Utility.RandomMinMax(5, 15) * TrapLevel;
else
damage = TrapPower;
AOS.Damage(from, damage, 100, 0, 0, 0, 0);
// A dart embeds itself in your flesh!
from.LocalOverheadMessage(MessageType.Regular, 0x62, 502998);
}
Effects.PlaySound(loc, facet, 0x223);
break;
}
case TrapType.PoisonTrap:
{
SendMessageTo(from, 502999, 0x3B2); // You set off a trap!
if (from.InRange(loc, 3))
{
Poison poison;
if (TrapLevel > 0)
{
poison = Poison.GetPoison(Math.Max(0, Math.Min(4, TrapLevel - 1)));
}
else
{
AOS.Damage(from, TrapPower, 0, 0, 0, 100, 0);
poison = Poison.Greater;
}
from.ApplyPoison(from, poison);
// You are enveloped in a noxious green cloud!
from.LocalOverheadMessage(MessageType.Regular, 0x44, 503004);
}
Effects.SendLocationEffect(loc, facet, 0x113A, 10, 20);
Effects.PlaySound(loc, facet, 0x231);
break;
}
}
TrapType = TrapType.None;
TrapPower = 0;
TrapLevel = 0;
return true;
}
return false;
}
public override void Open(Mobile from)
{
if (!TrapOnOpen || !ExecuteTrap(from))
base.Open(from);
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(2); // version
writer.Write(TrapLevel);
writer.Write(TrapPower);
writer.Write((int)TrapType);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 2:
{
TrapLevel = reader.ReadInt();
goto case 1;
}
case 1:
{
TrapPower = reader.ReadInt();
goto case 0;
}
case 0:
{
TrapType = (TrapType)reader.ReadInt();
break;
}
}
}
}
}