ModernUO/Projects/Scripts/Items/Misc/KeyRing.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

177 lines
4.1 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Server.Targeting;
namespace Server.Items
{
public class KeyRing : Item
{
public static readonly int MaxKeys = 20;
[Constructible]
public KeyRing() : base(0x1011)
{
Weight = 1.0; // They seem to have no weight on OSI ?!
Keys = new List<Key>();
}
public KeyRing(Serial serial) : base(serial)
{
}
public List<Key> Keys{ get; private set; }
public override bool OnDragDrop(Mobile from, Item dropped)
{
if (!IsChildOf(from.Backpack))
{
from.SendLocalizedMessage(1060640); // The item must be in your backpack to use it.
return false;
}
if (!(dropped is Key key) || key.KeyValue == 0)
{
from.SendLocalizedMessage(501689); // Only non-blank keys can be put on a keyring.
return false;
}
if (Keys.Count >= MaxKeys)
{
from.SendLocalizedMessage(1008138); // This keyring is full.
return false;
}
Add(key);
from.SendLocalizedMessage(501691); // You put the key on the keyring.
return true;
}
public override void OnDoubleClick(Mobile from)
{
if (!IsChildOf(from.Backpack))
{
from.SendLocalizedMessage(1060640); // The item must be in your backpack to use it.
return;
}
from.SendLocalizedMessage(501680); // What do you want to unlock?
from.Target = new InternalTarget(this);
}
public override void OnDelete()
{
base.OnDelete();
foreach (Key key in Keys) key.Delete();
Keys.Clear();
}
public void Add(Key key)
{
key.Internalize();
Keys.Add(key);
UpdateItemID();
}
public void Open(Mobile from)
{
if (!(Parent is Container cont))
return;
for (int i = Keys.Count - 1; i >= 0; i--)
{
Key key = Keys[i];
if (!key.Deleted && !cont.TryDropItem(from, key, true))
break;
Keys.RemoveAt(i);
}
UpdateItemID();
}
public void RemoveKeys(uint keyValue)
{
for (int i = Keys.Count - 1; i >= 0; i--)
{
Key key = Keys[i];
if (key.KeyValue == keyValue)
{
key.Delete();
Keys.RemoveAt(i);
}
}
UpdateItemID();
}
public bool ContainsKey(uint keyValue) => Keys.Any(key => key.KeyValue == keyValue);
private void UpdateItemID()
{
if (Keys.Count < 1)
ItemID = 0x1011;
else if (Keys.Count < 3)
ItemID = 0x1769;
else if (Keys.Count < 5)
ItemID = 0x176A;
else
ItemID = 0x176B;
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.WriteEncodedInt(0); // version
writer.WriteItemList(Keys);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadEncodedInt();
Keys = reader.ReadStrongItemList<Key>();
}
private class InternalTarget : Target
{
private KeyRing m_KeyRing;
public InternalTarget(KeyRing keyRing) : base(-1, false, TargetFlags.None) => m_KeyRing = keyRing;
protected override void OnTarget(Mobile from, object targeted)
{
if (m_KeyRing.Deleted || !m_KeyRing.IsChildOf(from.Backpack))
{
from.SendLocalizedMessage(1060640); // The item must be in your backpack to use it.
return;
}
if (m_KeyRing == targeted)
{
m_KeyRing.Open(from);
from.SendLocalizedMessage(501685); // You open the keyring.
}
else if (targeted is ILockable o)
{
if (m_KeyRing.Keys.Any(key => key.UseOn(from, o))) return;
from.SendLocalizedMessage(1008140); // You do not have a key for that.
}
else
{
from.SendLocalizedMessage(501666); // You can't unlock that!
}
}
}
}
}