ModernUO/Projects/Scripts/Items/Games/BaseBoard.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

124 lines
3.4 KiB
C#

using System;
using System.Collections.Generic;
using Server.ContextMenus;
using Server.Gumps;
using Server.Multis;
using Server.Network;
namespace Server.Items
{
public abstract class BaseBoard : Container, ISecurable
{
public BaseBoard(int itemID) : base(itemID)
{
CreatePieces();
Weight = 5.0;
}
public BaseBoard(Serial serial) : base(serial)
{
}
public override bool DisplaysContent => false; // Do not display (x items, y stones)
public override bool IsDecoContainer => false;
public override TimeSpan DecayTime => TimeSpan.FromDays(1.0);
[CommandProperty(AccessLevel.GameMaster)]
public SecureLevel Level{ get; set; }
public abstract void CreatePieces();
public void Reset()
{
for (int i = Items.Count - 1; i >= 0; --i)
if (i < Items.Count)
Items[i].Delete();
CreatePieces();
}
public void CreatePiece(BasePiece piece, int x, int y)
{
AddItem(piece);
piece.Location = new Point3D(x, y, 0);
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(1); // version
writer.Write((int)Level);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
if (version == 1)
Level = (SecureLevel)reader.ReadInt();
if (Weight == 1.0)
Weight = 5.0;
}
public override bool OnDragDrop(Mobile from, Item dropped) => dropped is BasePiece piece && piece.Board == this && base.OnDragDrop(from, dropped);
public override bool OnDragDropInto(Mobile from, Item dropped, Point3D point)
{
if (dropped is BasePiece piece && piece.Board == this && base.OnDragDropInto(from, dropped, point))
{
Point3D loc = GetWorldLocation();
if (RootParent == from)
Packets.SendPlaySound(from.NetState, 0x127, loc);
else
foreach (NetState state in GetClientsInRange(2))
Packets.SendPlaySound(state, 0x127, loc);
return true;
}
return false;
}
public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
{
base.GetContextMenuEntries(from, list);
if (ValidateDefault(from, this))
list.Add(new DefaultEntry(from, this));
SetSecureLevelEntry.AddTo(from, this, list);
}
public static bool ValidateDefault(Mobile from, BaseBoard board) =>
!board.Deleted && (from.AccessLevel >= AccessLevel.GameMaster || from.Alive &&
(board.IsChildOf(from.Backpack) || !(board.RootParent is Mobile) &&
board.Map == from.Map && from.InRange(board.GetWorldLocation(), 1) &&
BaseHouse.FindHouseAt(board)?.IsOwner(from) == true));
public class DefaultEntry : ContextMenuEntry
{
private BaseBoard m_Board;
private Mobile m_From;
public DefaultEntry(Mobile from, BaseBoard board) : base(6162,
from.AccessLevel >= AccessLevel.GameMaster ? -1 : 1)
{
m_From = from;
m_Board = board;
}
public override void OnClick()
{
if (ValidateDefault(m_From, m_Board))
m_Board.Reset();
}
}
}
}