ModernUO/Projects/Scripts/Items/Skill Items/Camping/Campfire.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

194 lines
4.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Server.Mobiles;
using Server.Network;
namespace Server.Items
{
public enum CampfireStatus
{
Burning,
Extinguishing,
Off
}
public class Campfire : Item
{
public static readonly int SecureRange = 7;
private static readonly Dictionary<Mobile, CampfireEntry> m_Table = new Dictionary<Mobile, CampfireEntry>();
private List<CampfireEntry> m_Entries;
private Timer m_Timer;
public Campfire() : base(0xDE3)
{
Movable = false;
Light = LightType.Circle300;
m_Entries = new List<CampfireEntry>();
Created = DateTime.UtcNow;
m_Timer = Timer.DelayCall(TimeSpan.FromSeconds(1.0), TimeSpan.FromSeconds(1.0), OnTick);
}
public Campfire(Serial serial) : base(serial)
{
}
[CommandProperty(AccessLevel.GameMaster)]
public DateTime Created{ get; }
[CommandProperty(AccessLevel.GameMaster)]
public CampfireStatus Status
{
get => ItemID switch
{
return ItemID switch
{
0xDE3 => CampfireStatus.Burning,
0xDE9 => CampfireStatus.Extinguishing,
_ => CampfireStatus.Off
};
}
set
{
if (Status == value)
return;
switch (value)
{
case CampfireStatus.Burning:
ItemID = 0xDE3;
Light = LightType.Circle300;
break;
case CampfireStatus.Extinguishing:
ItemID = 0xDE9;
Light = LightType.Circle150;
break;
default:
ItemID = 0xDEA;
Light = LightType.ArchedWindowEast;
ClearEntries();
break;
}
}
}
public static CampfireEntry GetEntry(Mobile player)
{
m_Table.TryGetValue(player, out CampfireEntry value);
return value;
}
public static void RemoveEntry(CampfireEntry entry)
{
m_Table.Remove(entry.Player);
entry.Fire.m_Entries.Remove(entry);
}
private void OnTick()
{
DateTime now = DateTime.UtcNow;
TimeSpan age = now - Created;
if (age >= TimeSpan.FromSeconds(100.0))
Delete();
else if (age >= TimeSpan.FromSeconds(90.0))
Status = CampfireStatus.Off;
else if (age >= TimeSpan.FromSeconds(60.0))
Status = CampfireStatus.Extinguishing;
if (Status == CampfireStatus.Off || Deleted)
return;
foreach (CampfireEntry entry in m_Entries.ToList())
if (!entry.Valid || entry.Player.NetState == null)
RemoveEntry(entry);
else if (!entry.Safe && now - entry.Start >= TimeSpan.FromSeconds(30.0))
{
entry.Safe = true;
entry.Player.SendLocalizedMessage(500621); // The camp is now secure.
}
IPooledEnumerable<NetState> eable = GetClientsInRange(SecureRange);
foreach (NetState state in eable)
if (state.Mobile is PlayerMobile pm && GetEntry(pm) == null)
{
CampfireEntry entry = new CampfireEntry(pm, this);
m_Table[pm] = entry;
m_Entries.Add(entry);
pm.SendLocalizedMessage(500620); // You feel it would take a few moments to secure your camp.
}
eable.Free();
}
private void ClearEntries()
{
if (m_Entries == null)
return;
foreach (CampfireEntry entry in m_Entries.ToList())
RemoveEntry(entry);
}
public override void OnAfterDelete()
{
m_Timer?.Stop();
ClearEntries();
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
Delete();
}
}
public class CampfireEntry
{
private bool m_Safe;
public CampfireEntry(PlayerMobile player, Campfire fire)
{
Player = player;
Fire = fire;
Start = DateTime.UtcNow;
m_Safe = false;
}
public PlayerMobile Player{ get; }
public Campfire Fire{ get; }
public DateTime Start{ get; }
public bool Valid => !Fire.Deleted && Fire.Status != CampfireStatus.Off && Player.Map == Fire.Map &&
Player.InRange(Fire, Campfire.SecureRange);
public bool Safe
{
get => Valid && m_Safe;
set => m_Safe = value;
}
}
}