ModernUO/Projects/Scripts/Items/Games/Mahjong/MahjongGame.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

295 lines
8.2 KiB
C#

using System;
using System.Collections.Generic;
using Server.ContextMenus;
using Server.Gumps;
using Server.Multis;
namespace Server.Engines.Mahjong
{
public class MahjongGame : Item, ISecurable
{
public const int MaxPlayers = 4;
public const int BaseScore = 30000;
private DateTime m_LastReset;
private bool m_ShowScores;
private bool m_SpectatorVision;
[Constructible]
public MahjongGame() : base(0xFAA)
{
Weight = 5.0;
BuildWalls();
DealerIndicator =
new MahjongDealerIndicator(this, new Point2D(300, 300), MahjongPieceDirection.Up, MahjongWind.North);
WallBreakIndicator = new MahjongWallBreakIndicator(this, new Point2D(335, 335));
Dices = new MahjongDices(this);
Players = new MahjongPlayers(this, MaxPlayers, BaseScore);
m_LastReset = DateTime.UtcNow;
Level = SecureLevel.CoOwners;
}
public MahjongGame(Serial serial) : base(serial)
{
}
public MahjongTile[] Tiles{ get; private set; }
public MahjongDealerIndicator DealerIndicator{ get; private set; }
public MahjongWallBreakIndicator WallBreakIndicator{ get; private set; }
public MahjongDices Dices{ get; private set; }
public MahjongPlayers Players{ get; private set; }
[CommandProperty(AccessLevel.GameMaster)]
public bool ShowScores
{
get => m_ShowScores;
set
{
if (m_ShowScores == value)
return;
m_ShowScores = value;
if (value)
Players.SendPlayersPacket(true, true);
Players.SendGeneralPacket(true, true);
Players.SendLocalizedMessage(value ? 1062777 : 1062778); // The dealer has enabled/disabled score display.
}
}
[CommandProperty(AccessLevel.GameMaster)]
public bool SpectatorVision
{
get => m_SpectatorVision;
set
{
if (m_SpectatorVision == value)
return;
m_SpectatorVision = value;
if (Players.IsInGamePlayer(Players.DealerPosition))
MahjongPackets.SendMahjongGeneralInfo(Players.Dealer.NetState, this);
Players.SendTilesPacket(false, true);
Players.SendLocalizedMessage(value ? 1062715 : 1062716); // The dealer has enabled/disabled Spectator Vision.
InvalidateProperties();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public SecureLevel Level{ get; set; }
private void BuildHorizontalWall(ref int index, int x, int y, int stackLevel, MahjongPieceDirection direction,
MahjongTileTypeGenerator typeGenerator)
{
for (int i = 0; i < 17; i++)
{
Point2D position = new Point2D(x + i * 20, y);
Tiles[index + i] = new MahjongTile(this, index + i, typeGenerator.Next(), position, stackLevel, direction,
false);
}
index += 17;
}
private void BuildVerticalWall(ref int index, int x, int y, int stackLevel, MahjongPieceDirection direction,
MahjongTileTypeGenerator typeGenerator)
{
for (int i = 0; i < 17; i++)
{
Point2D position = new Point2D(x, y + i * 20);
Tiles[index + i] = new MahjongTile(this, index + i, typeGenerator.Next(), position, stackLevel, direction,
false);
}
index += 17;
}
private void BuildWalls()
{
Tiles = new MahjongTile[136];
MahjongTileTypeGenerator typeGenerator = new MahjongTileTypeGenerator();
int i = 0;
BuildHorizontalWall(ref i, 165, 110, 0, MahjongPieceDirection.Up, typeGenerator);
BuildHorizontalWall(ref i, 165, 115, 1, MahjongPieceDirection.Up, typeGenerator);
BuildVerticalWall(ref i, 530, 165, 0, MahjongPieceDirection.Left, typeGenerator);
BuildVerticalWall(ref i, 525, 165, 1, MahjongPieceDirection.Left, typeGenerator);
BuildHorizontalWall(ref i, 165, 530, 0, MahjongPieceDirection.Down, typeGenerator);
BuildHorizontalWall(ref i, 165, 525, 1, MahjongPieceDirection.Down, typeGenerator);
BuildVerticalWall(ref i, 110, 165, 0, MahjongPieceDirection.Right, typeGenerator);
BuildVerticalWall(ref i, 115, 165, 1, MahjongPieceDirection.Right, typeGenerator);
}
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
if (m_SpectatorVision)
list.Add(1062717); // Spectator Vision Enabled
else
list.Add(1062718); // Spectator Vision Disabled
}
public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
{
base.GetContextMenuEntries(from, list);
Players.CheckPlayers();
if (from.Alive && IsAccessibleTo(from) && Players.GetInGameMobiles(true, false).Count == 0)
list.Add(new ResetGameEntry(this));
SetSecureLevelEntry.AddTo(from, this, list);
}
public override void OnDoubleClick(Mobile from)
{
Players.CheckPlayers();
Players.Join(from);
}
public void ResetGame(Mobile from)
{
if (DateTime.UtcNow - m_LastReset < TimeSpan.FromSeconds(5.0))
return;
m_LastReset = DateTime.UtcNow;
if (from != null)
Players.SendLocalizedMessage(1062771, from.Name); // ~1_name~ has reset the game.
Players.SendRelievePacket(true, true);
BuildWalls();
DealerIndicator =
new MahjongDealerIndicator(this, new Point2D(300, 300), MahjongPieceDirection.Up, MahjongWind.North);
WallBreakIndicator = new MahjongWallBreakIndicator(this, new Point2D(335, 335));
Players = new MahjongPlayers(this, MaxPlayers, BaseScore);
}
public void ResetWalls(Mobile from)
{
if (DateTime.UtcNow - m_LastReset < TimeSpan.FromSeconds(5.0))
return;
m_LastReset = DateTime.UtcNow;
BuildWalls();
Players.SendTilesPacket(true, true);
if (from != null)
Players.SendLocalizedMessage(1062696); // The dealer rebuilds the wall.
}
public int GetStackLevel(MahjongPieceDim dim)
{
int level = -1;
foreach (MahjongTile tile in Tiles)
if (tile.StackLevel > level && dim.IsOverlapping(tile.Dimensions))
level = tile.StackLevel;
return level;
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(1); // version
writer.Write((int)Level);
writer.Write(Tiles.Length);
for (int i = 0; i < Tiles.Length; i++)
Tiles[i].Save(writer);
DealerIndicator.Save(writer);
WallBreakIndicator.Save(writer);
Dices.Save(writer);
Players.Save(writer);
writer.Write(m_ShowScores);
writer.Write(m_SpectatorVision);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 1:
{
Level = (SecureLevel)reader.ReadInt();
goto case 0;
}
case 0:
{
if (version < 1)
Level = SecureLevel.CoOwners;
int length = reader.ReadInt();
Tiles = new MahjongTile[length];
for (int i = 0; i < length; i++)
Tiles[i] = new MahjongTile(this, reader);
DealerIndicator = new MahjongDealerIndicator(this, reader);
WallBreakIndicator = new MahjongWallBreakIndicator(this, reader);
Dices = new MahjongDices(this, reader);
Players = new MahjongPlayers(this, reader);
m_ShowScores = reader.ReadBool();
m_SpectatorVision = reader.ReadBool();
m_LastReset = DateTime.UtcNow;
break;
}
}
}
private class ResetGameEntry : ContextMenuEntry
{
private MahjongGame m_Game;
public ResetGameEntry(MahjongGame game) : base(6162) => m_Game = game;
public override void OnClick()
{
Mobile from = Owner.From;
if (from.CheckAlive() && !m_Game.Deleted && m_Game.IsAccessibleTo(from) &&
m_Game.Players.GetInGameMobiles(true, false).Count == 0)
m_Game.ResetGame(from);
}
}
}
}