ModernUO/Projects/Scripts/Items/Deeds/HolidayTreeDeed.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

160 lines
4 KiB
C#

using System;
using Server.Gumps;
using Server.Multis;
using Server.Network;
using Server.Targeting;
namespace Server.Items
{
public class HolidayTreeDeed : Item
{
[Constructible]
public HolidayTreeDeed() : base(0x14F0)
{
Hue = 0x488;
Weight = 1.0;
LootType = LootType.Blessed;
}
public HolidayTreeDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1041116; // a deed for a holiday tree
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();
LootType = LootType.Blessed;
}
public bool ValidatePlacement(Mobile from, Point3D loc)
{
if (from.AccessLevel >= AccessLevel.GameMaster)
return true;
if (!from.InRange(GetWorldLocation(), 1))
{
from.SendLocalizedMessage(500446); // That is too far away.
return false;
}
if (DateTime.UtcNow.Month != 12)
{
from.SendLocalizedMessage(
1005700); // You will have to wait till next December to put your tree back up for display.
return false;
}
Map map = from.Map;
if (map == null)
return false;
BaseHouse house = BaseHouse.FindHouseAt(loc, map, 20);
if (house?.IsFriend(from) != true)
{
from.SendLocalizedMessage(1005701); // The holiday tree can only be placed in your house.
return false;
}
if (!map.CanFit(loc, 20))
{
from.SendLocalizedMessage(500269); // You cannot build that there.
return false;
}
return true;
}
public void BeginPlace(Mobile from, HolidayTreeType type)
{
from.BeginTarget(-1, true, TargetFlags.None, Placement_OnTarget, type);
}
public void Placement_OnTarget(Mobile from, object targeted, HolidayTreeType type)
{
if (!(targeted is IPoint3D p))
return;
Point3D loc = new Point3D(p);
if (p is StaticTarget target)
loc.Z -= TileData.ItemTable[target.ItemID].CalcHeight;
/* NOTE: OSI does not properly normalize Z positioning here.
* A side affect is that you can only place on floors (due to the CanFit call).
* That functionality may be desired. And so, it's included in this script.
*/
if (ValidatePlacement(from, loc))
EndPlace(from, type, loc);
}
public void EndPlace(Mobile from, HolidayTreeType type, Point3D loc)
{
Delete();
HolidayTree tree = new HolidayTree(from, type, loc);
BaseHouse.FindHouseAt(tree)?.Addons.Add(tree);
}
public override void OnDoubleClick(Mobile from)
{
from.CloseGump<HolidayTreeChoiceGump>();
from.SendGump(new HolidayTreeChoiceGump(from, this));
}
}
public class HolidayTreeChoiceGump : Gump
{
private HolidayTreeDeed m_Deed;
private Mobile m_From;
public HolidayTreeChoiceGump(Mobile from, HolidayTreeDeed deed) : base(200, 200)
{
m_From = from;
m_Deed = deed;
AddPage(0);
AddBackground(0, 0, 220, 120, 5054);
AddBackground(10, 10, 200, 100, 3000);
AddButton(20, 35, 4005, 4007, 1);
AddHtmlLocalized(55, 35, 145, 25, 1018322); // Classic
AddButton(20, 65, 4005, 4007, 2);
AddHtmlLocalized(55, 65, 145, 25, 1018321); // Modern
}
public override void OnResponse(NetState sender, RelayInfo info)
{
if (m_Deed.Deleted)
return;
switch (info.ButtonID)
{
case 1:
{
m_Deed.BeginPlace(m_From, HolidayTreeType.Classic);
break;
}
case 2:
{
m_Deed.BeginPlace(m_From, HolidayTreeType.Modern);
break;
}
}
}
}
}