* 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
458 lines
12 KiB
C#
458 lines
12 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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namespace Server.Engines.Mahjong
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{
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public class MahjongPlayers
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{
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private bool[] m_InGame;
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private Mobile[] m_Players;
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private bool[] m_PublicHand;
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private int[] m_Scores;
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private List<Mobile> m_Spectators;
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public MahjongPlayers(MahjongGame game, int maxPlayers, int baseScore)
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{
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Game = game;
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m_Spectators = new List<Mobile>();
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m_Players = new Mobile[maxPlayers];
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m_InGame = new bool[maxPlayers];
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m_PublicHand = new bool[maxPlayers];
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m_Scores = new int[maxPlayers];
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for (int i = 0; i < m_Scores.Length; i++)
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m_Scores[i] = baseScore;
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}
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public MahjongPlayers(MahjongGame game, GenericReader reader)
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{
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Game = game;
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m_Spectators = new List<Mobile>();
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int version = reader.ReadInt();
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int seats = reader.ReadInt();
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m_Players = new Mobile[seats];
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m_InGame = new bool[seats];
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m_PublicHand = new bool[seats];
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m_Scores = new int[seats];
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for (int i = 0; i < seats; i++)
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{
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m_Players[i] = reader.ReadMobile();
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m_PublicHand[i] = reader.ReadBool();
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m_Scores[i] = reader.ReadInt();
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}
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DealerPosition = reader.ReadInt();
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}
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public MahjongGame Game{ get; }
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public int Seats => m_Players.Length;
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public Mobile Dealer => m_Players[DealerPosition];
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public int DealerPosition{ get; private set; }
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public Mobile GetPlayer(int index)
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{
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if (index < 0 || index >= m_Players.Length)
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return null;
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return m_Players[index];
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}
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public int GetPlayerIndex(Mobile mobile)
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{
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for (int i = 0; i < m_Players.Length; i++)
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if (m_Players[i] == mobile)
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return i;
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return -1;
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}
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public bool IsInGameDealer(Mobile mobile)
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{
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if (Dealer != mobile)
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return false;
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return m_InGame[DealerPosition];
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}
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public bool IsInGamePlayer(int index)
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{
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if (index < 0 || index >= m_Players.Length || m_Players[index] == null)
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return false;
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return m_InGame[index];
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}
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public bool IsInGamePlayer(Mobile mobile) => IsInGamePlayer(GetPlayerIndex(mobile));
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public bool IsSpectator(Mobile mobile) => m_Spectators.Contains(mobile);
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public bool IsSpectator(Mobile mobile) => m_Spectators.Contains(mobile);
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public bool IsPublic(int index) => index >= 0 && index < m_PublicHand.Length && m_PublicHand[index];
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public void SetPublic(int index, bool value)
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{
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if (index < 0 || index >= m_PublicHand.Length || m_PublicHand[index] == value)
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return;
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m_PublicHand[index] = value;
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SendTilesPacket(true, !Game.SpectatorVision);
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if (IsInGamePlayer(index))
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m_Players[index].SendLocalizedMessage(value ? 1062775 : 1062776); // Your hand is [not] publicly viewable.
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}
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public List<Mobile> GetInGameMobiles(bool players, bool spectators)
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{
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List<Mobile> list = new List<Mobile>();
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if (players) list.AddRange(m_Players.Where((t, i) => IsInGamePlayer(i)));
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if (spectators)
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list.AddRange(m_Spectators);
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return list;
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}
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public void CheckPlayers()
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{
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bool removed = false;
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for (int i = 0; i < m_Players.Length; i++)
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{
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Mobile player = m_Players[i];
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if (player == null)
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continue;
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if (player.Deleted)
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{
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m_Players[i] = null;
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SendPlayerExitMessage(player);
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UpdateDealer(true);
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removed = true;
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}
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else if (m_InGame[i])
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{
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if (player.NetState == null)
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{
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m_InGame[i] = false;
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SendPlayerExitMessage(player);
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UpdateDealer(true);
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removed = true;
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}
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else if (!Game.IsAccessibleTo(player) || player.Map != Game.Map ||
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!player.InRange(Game.GetWorldLocation(), 5))
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{
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m_InGame[i] = false;
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MahjongPackets.SendMahjongRelieve(player.NetState, Game);
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SendPlayerExitMessage(player);
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UpdateDealer(true);
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removed = true;
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}
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}
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}
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for (int i = 0; i < m_Spectators.Count;)
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{
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Mobile mobile = m_Spectators[i];
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if (mobile.NetState == null || mobile.Deleted)
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m_Spectators.RemoveAt(i);
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else if (!Game.IsAccessibleTo(mobile) || mobile.Map != Game.Map ||
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!mobile.InRange(Game.GetWorldLocation(), 5))
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{
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m_Spectators.RemoveAt(i);
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MahjongPackets.SendMahjongRelieve(mobile.NetState, Game);
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}
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else
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i++;
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}
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if (removed && !UpdateSpectators())
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SendPlayersPacket(true, true);
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}
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private void UpdateDealer(bool message)
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{
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if (IsInGamePlayer(DealerPosition))
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return;
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for (int i = DealerPosition + 1; i < m_Players.Length; i++)
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if (IsInGamePlayer(i))
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{
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DealerPosition = i;
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if (message)
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SendDealerChangedMessage();
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return;
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}
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for (int i = 0; i < DealerPosition; i++)
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if (IsInGamePlayer(i))
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{
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DealerPosition = i;
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if (message)
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SendDealerChangedMessage();
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return;
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}
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}
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private int GetNextSeat()
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{
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for (int i = DealerPosition; i < m_Players.Length; i++)
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if (m_Players[i] == null)
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return i;
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for (int i = 0; i < DealerPosition; i++)
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if (m_Players[i] == null)
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return i;
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return -1;
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}
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private bool UpdateSpectators()
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{
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if (m_Spectators.Count == 0)
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return false;
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int nextSeat = GetNextSeat();
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if (nextSeat >= 0)
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{
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Mobile newPlayer = m_Spectators[0];
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m_Spectators.RemoveAt(0);
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AddPlayer(newPlayer, nextSeat, false);
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UpdateSpectators();
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return true;
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}
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return false;
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}
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private void AddPlayer(Mobile player, int index, bool sendJoinGame)
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{
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m_Players[index] = player;
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m_InGame[index] = true;
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UpdateDealer(false);
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if (sendJoinGame)
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MahjongPackets.SendMahjongJoinGame(player.NetState, Game);
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SendPlayersPacket(true, true);
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MahjongPackets.SendMahjongGeneralInfo(player.NetState, Game);
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MahjongPackets.SendMahjongTilesInfo(player.NetState, Game, player);
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if (DealerPosition == index)
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SendLocalizedMessage(1062773, player.Name); // ~1_name~ has entered the game as the dealer.
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else
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SendLocalizedMessage(1062772, player.Name); // ~1_name~ has entered the game as a player.
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}
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private void AddSpectator(Mobile m)
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{
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if (!IsSpectator(m)) m_Spectators.Add(m);
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MahjongPackets.SendMahjongJoinGame(m.NetState, Game);
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MahjongPackets.SendMahjongPlayersInfo(m.NetState, Game, m);
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MahjongPackets.SendMahjongGeneralInfo(m.NetState, Game);
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MahjongPackets.SendMahjongTilesInfo(m.NetState, Game, m);
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}
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public void Join(Mobile mobile)
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{
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int index = GetPlayerIndex(mobile);
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if (index >= 0)
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AddPlayer(mobile, index, true);
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else
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{
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int nextSeat = GetNextSeat();
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if (nextSeat >= 0)
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AddPlayer(mobile, nextSeat, true);
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else
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AddSpectator(mobile);
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}
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}
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public void LeaveGame(Mobile player)
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{
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int index = GetPlayerIndex(player);
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if (index >= 0)
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{
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m_InGame[index] = false;
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SendPlayerExitMessage(player);
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UpdateDealer(true);
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SendPlayersPacket(true, true);
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}
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else
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m_Spectators.Remove(player);
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}
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public void ResetScores(int value)
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{
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for (int i = 0; i < m_Scores.Length; i++) m_Scores[i] = value;
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SendPlayersPacket(true, Game.ShowScores);
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SendLocalizedMessage(1062697); // The dealer redistributes the score sticks evenly.
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}
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public void TransferScore(Mobile from, int toPosition, int amount)
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{
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int fromPosition = GetPlayerIndex(from);
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Mobile to = GetPlayer(toPosition);
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if (fromPosition < 0 || to == null || m_Scores[fromPosition] < amount)
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return;
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m_Scores[fromPosition] -= amount;
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m_Scores[toPosition] += amount;
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if (Game.ShowScores)
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SendPlayersPacket(true, true);
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else
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{
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MahjongPackets.SendMahjongPlayersInfo(from.NetState, Game, from);
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MahjongPackets.SendMahjongPlayersInfo(to.NetState, Game, to);
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}
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SendLocalizedMessage(1062774,
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$"{from.Name}\t{to.Name}\t{amount}"); // ~1_giver~ gives ~2_receiver~ ~3_number~ points.
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}
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public void OpenSeat(int index)
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{
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Mobile player = GetPlayer(index);
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if (player == null)
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return;
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if (m_InGame[index])
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MahjongPackets.SendMahjongRelieve(player.NetState, Game);
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m_Players[index] = null;
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SendLocalizedMessage(1062699, player.Name); // ~1_name~ is relieved from the game by the dealer.
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UpdateDealer(true);
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if (!UpdateSpectators())
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SendPlayersPacket(true, true);
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}
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public void AssignDealer(int index)
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{
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Mobile to = GetPlayer(index);
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if (to == null || !m_InGame[index])
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return;
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int oldDealer = DealerPosition;
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DealerPosition = index;
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if (IsInGamePlayer(oldDealer))
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MahjongPackets.SendMahjongPlayersInfo(m_Players[oldDealer].NetState, Game, m_Players[oldDealer]);
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MahjongPackets.SendMahjongPlayersInfo(to.NetState, Game, to);
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SendDealerChangedMessage();
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}
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private void SendDealerChangedMessage()
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{
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if (Dealer != null)
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SendLocalizedMessage(1062698, Dealer.Name); // ~1_name~ is assigned the dealer.
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}
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private void SendPlayerExitMessage(Mobile who)
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{
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SendLocalizedMessage(1062762, who.Name); // ~1_name~ has left the game.
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}
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public void SendPlayersPacket(bool players, bool spectators)
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{
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foreach (Mobile mobile in GetInGameMobiles(players, spectators))
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MahjongPackets.SendMahjongPlayersInfo(mobile.NetState, Game, mobile);
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}
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public void SendGeneralPacket(bool players, bool spectators)
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{
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foreach (Mobile mobile in GetInGameMobiles(players, spectators))
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MahjongPackets.SendMahjongGeneralInfo(mobile.NetState, Game);
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}
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public void SendTilesPacket(bool players, bool spectators)
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{
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foreach (Mobile mobile in GetInGameMobiles(players, spectators))
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MahjongPackets.SendMahjongTilesInfo(mobile.NetState, Game, mobile);
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}
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public void SendTilePacket(MahjongTile tile, bool players, bool spectators)
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{
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foreach (Mobile mobile in GetInGameMobiles(players, spectators))
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MahjongPackets.SendMahjongTileInfo(mobile.NetState, tile, mobile);
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}
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public void SendRelievePacket(bool players, bool spectators)
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{
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List<Mobile> mobiles = GetInGameMobiles(players, spectators);
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if (mobiles.Count == 0)
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return;
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foreach (Mobile mobile in mobiles)
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MahjongPackets.SendMahjongRelieve(mobile.NetState, Game);
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}
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public void SendLocalizedMessage(int number)
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{
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foreach (Mobile mobile in GetInGameMobiles(true, true))
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mobile.SendLocalizedMessage(number);
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}
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public void SendLocalizedMessage(int number, string args)
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{
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foreach (Mobile mobile in GetInGameMobiles(true, true))
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mobile.SendLocalizedMessage(number, args);
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}
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public void Save(GenericWriter writer)
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{
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writer.Write(0); // version
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writer.Write(Seats);
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for (int i = 0; i < Seats; i++)
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{
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writer.Write(m_Players[i]);
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writer.Write(m_PublicHand[i]);
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writer.Write(m_Scores[i]);
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}
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writer.Write(DealerPosition);
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}
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}
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}
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