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