* 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
111 lines
No EOL
2.5 KiB
C#
111 lines
No EOL
2.5 KiB
C#
using System;
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using Server.Mobiles;
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namespace Server.Items
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{
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public class UnholyBone : Item, ICarvable
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{
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private SpawnTimer m_Timer;
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[Constructible]
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public UnholyBone() : base(0xF7E)
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{
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Movable = false;
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Hue = 0x497;
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m_Timer = new SpawnTimer(this);
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m_Timer.Start();
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}
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public UnholyBone(Serial serial) : base(serial)
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{
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}
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public override string DefaultName => "unholy bone";
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public void Carve(Mobile from, Item item)
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{
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Effects.PlaySound(GetWorldLocation(), Map, 0x48F);
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Effects.SendLocationEffect(GetWorldLocation(), Map, 0x3728, 10);
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if (0.3 > Utility.RandomDouble())
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{
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if (ItemID == 0xF7E)
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from.SendMessage("You destroy the bone.");
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else
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from.SendMessage("You destroy the bone pile.");
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Gold gold = new Gold(25, 100);
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gold.MoveToWorld(GetWorldLocation(), Map);
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Delete();
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m_Timer.Stop();
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}
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else
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{
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if (ItemID == 0xF7E)
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from.SendMessage("You damage the bone.");
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else
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from.SendMessage("You damage the bone pile.");
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}
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}
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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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m_Timer = new SpawnTimer(this);
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m_Timer.Start();
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}
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private class SpawnTimer : Timer
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{
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private Item m_Item;
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public SpawnTimer(Item item) : base(TimeSpan.FromSeconds(Utility.RandomMinMax(5, 10)))
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{
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Priority = TimerPriority.FiftyMS;
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m_Item = item;
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}
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protected override void OnTick()
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{
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if (m_Item.Deleted)
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return;
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var spawn = Utility.Random(12) switch
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{
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0 => (Mobile)new Skeleton(),
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1 => new Zombie(),
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2 => new Wraith(),
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3 => new Spectre(),
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4 => new Ghoul(),
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5 => new Mummy(),
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6 => new Bogle(),
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7 => new RottingCorpse(),
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8 => new BoneKnight(),
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9 => new SkeletalKnight(),
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10 => new Lich(),
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11 => new LichLord(),
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_ => new Skeleton()
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};
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spawn.MoveToWorld(m_Item.Location, m_Item.Map);
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m_Item.Delete();
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}
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}
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}
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} |