ModernUO/Projects/Scripts/Items/Skill Items/Fishing/Misc/SpecialFishingNet.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

407 lines
9.8 KiB
C#

using System;
using Server.Mobiles;
using Server.Multis;
using Server.Spells;
using Server.Targeting;
namespace Server.Items
{
public class SpecialFishingNet : Item
{
private static int[] m_Hues =
{
0x09B,
0x0CD,
0x0D3,
0x14D,
0x1DD,
0x1E9,
0x1F4,
0x373,
0x451,
0x47F,
0x489,
0x492,
0x4B5,
0x8AA
};
private static int[] m_WaterTiles =
{
0x00A8, 0x00AB,
0x0136, 0x0137
};
private static int[] m_UndeepWaterTiles =
{
0x1797, 0x179C
};
[Constructible]
public SpecialFishingNet() : base(0x0DCA)
{
Weight = 1.0;
if (0.01 > Utility.RandomDouble())
Hue = Utility.RandomList(m_Hues);
else
Hue = 0x8A0;
}
public SpecialFishingNet(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1041079; // a special fishing net
[CommandProperty(AccessLevel.GameMaster)]
public bool InUse{ get; set; }
public virtual bool RequireDeepWater => true;
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
AddNetProperties(list);
}
protected virtual void AddNetProperties(ObjectPropertyList list)
{
// as if the name wasn't enough..
list.Add(1017410); // Special Fishing Net
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(1); // version
writer.Write(InUse);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 1:
{
InUse = reader.ReadBool();
if (InUse)
Delete();
break;
}
}
Stackable = false;
}
public override void OnDoubleClick(Mobile from)
{
if (InUse)
{
from.SendLocalizedMessage(1010483); // Someone is already using that net!
}
else if (IsChildOf(from.Backpack))
{
from.SendLocalizedMessage(1010484); // Where do you wish to use the net?
from.BeginTarget(-1, true, TargetFlags.None, OnTarget);
}
else
{
from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
}
}
public void OnTarget(Mobile from, object obj)
{
if (Deleted || InUse)
return;
if (!(obj is IPoint3D p3D))
return;
Map map = from.Map;
if (map == null || map == Map.Internal)
return;
int x = p3D.X, y = p3D.Y, z = map.GetAverageZ(x, y); // OSI just takes the targeted Z
if (!from.InRange(p3D, 6))
{
from.SendLocalizedMessage(500976); // You need to be closer to the water to fish!
}
else if (!from.InLOS(obj))
{
from.SendLocalizedMessage(500979); // You cannot see that location.
}
else if (RequireDeepWater
? FullValidation(map, x, y)
: ValidateDeepWater(map, x, y) || ValidateUndeepWater(map, obj, ref z))
{
Point3D p = new Point3D(x, y, z);
if (GetType() == typeof(SpecialFishingNet))
for (int i = 1; i < Amount; ++i) // these were stackable before, doh
from.AddToBackpack(new SpecialFishingNet());
InUse = true;
Movable = false;
MoveToWorld(p, map);
SpellHelper.Turn(from, p);
from.Animate(12, 5, 1, true, false, 0);
Effects.SendLocationEffect(p, map, 0x352D, 16, 4);
Effects.PlaySound(p, map, 0x364);
int index = 0;
Timer.DelayCall(TimeSpan.FromSeconds(1.0), TimeSpan.FromSeconds(1.25), 14,
() => DoEffect(from, p, index++));
from.SendLocalizedMessage(RequireDeepWater
? 1010487
: 1074492); // You plunge the net into the sea... / You plunge the net into the water...
}
else
{
from.SendLocalizedMessage(RequireDeepWater
? 1010485
: 1074491); // You can only use this net in deep water! / You can only use this net in water!
}
}
private void DoEffect(Mobile from, Point3D p, int index)
{
if (Deleted)
return;
if (index == 1)
{
Effects.SendLocationEffect(p, Map, 0x352D, 16, 4);
Effects.PlaySound(p, Map, 0x364);
}
else if (index <= 7 || index == 14)
{
if (RequireDeepWater)
for (int i = 0; i < 3; ++i)
{
int x, y;
switch (Utility.Random(8))
{
default:
x = -1;
y = -1;
break;
case 1:
x = -1;
y = 0;
break;
case 2:
x = -1;
y = +1;
break;
case 3:
x = 0;
y = -1;
break;
case 4:
x = 0;
y = +1;
break;
case 5:
x = +1;
y = -1;
break;
case 6:
x = +1;
y = 0;
break;
case 7:
x = +1;
y = +1;
break;
}
Effects.SendLocationEffect(new Point3D(p.X + x, p.Y + y, p.Z), Map, 0x352D, 16, 4);
}
else
Effects.SendLocationEffect(p, Map, 0x352D, 16, 4);
if (Utility.RandomBool())
Effects.PlaySound(p, Map, 0x364);
if (index == 14)
FinishEffect(p, Map, from);
else
Z -= 1;
}
}
protected virtual int GetSpawnCount()
{
int count = Utility.RandomMinMax(1, 3);
if (Hue != 0x8A0)
count += Utility.RandomMinMax(1, 2);
return count;
}
protected void Spawn(Point3D p, Map map, BaseCreature spawn)
{
if (map == null)
{
spawn.Delete();
return;
}
int x = p.X, y = p.Y;
for (int j = 0; j < 20; ++j)
{
int tx = p.X - 2 + Utility.Random(5);
int ty = p.Y - 2 + Utility.Random(5);
LandTile t = map.Tiles.GetLandTile(tx, ty);
if (t.Z == p.Z && (t.ID >= 0xA8 && t.ID <= 0xAB || t.ID >= 0x136 && t.ID <= 0x137) &&
!SpellHelper.CheckMulti(new Point3D(tx, ty, p.Z), map))
{
x = tx;
y = ty;
break;
}
}
spawn.MoveToWorld(new Point3D(x, y, p.Z), map);
if (spawn is Kraken && 0.2 > Utility.RandomDouble())
spawn.PackItem(new MessageInABottle(map == Map.Felucca ? Map.Felucca : Map.Trammel));
}
protected virtual void FinishEffect(Point3D p, Map map, Mobile from)
{
from.RevealingAction();
int count = GetSpawnCount();
for (int i = 0; map != null && i < count; ++i)
{
var spawn = Utility.Random(4) switch
{
0 => (BaseCreature)new SeaSerpent(),
1 => new DeepSeaSerpent(),
2 => new WaterElemental(),
3 => new Kraken(),
_ => new SeaSerpent()
};
Spawn(p, map, spawn);
spawn.Combatant = from;
}
Delete();
}
public static bool FullValidation(Map map, int x, int y)
{
bool valid = ValidateDeepWater(map, x, y);
for (int j = 1, offset = 5; valid && j <= 5; ++j, offset += 5)
if (!ValidateDeepWater(map, x + offset, y + offset))
valid = false;
else if (!ValidateDeepWater(map, x + offset, y - offset))
valid = false;
else if (!ValidateDeepWater(map, x - offset, y + offset))
valid = false;
else if (!ValidateDeepWater(map, x - offset, y - offset))
valid = false;
return valid;
}
private static bool ValidateDeepWater(Map map, int x, int y)
{
int tileID = map.Tiles.GetLandTile(x, y).ID;
bool water = false;
for (int i = 0; !water && i < m_WaterTiles.Length; i += 2)
water = tileID >= m_WaterTiles[i] && tileID <= m_WaterTiles[i + 1];
return water;
}
private static bool ValidateUndeepWater(Map map, object obj, ref int z)
{
if (!(obj is StaticTarget))
return false;
StaticTarget target = (StaticTarget)obj;
if (BaseHouse.FindHouseAt(target.Location, map, 0) != null)
return false;
int itemID = target.ItemID;
for (int i = 0; i < m_UndeepWaterTiles.Length; i += 2)
if (itemID >= m_UndeepWaterTiles[i] && itemID <= m_UndeepWaterTiles[i + 1])
{
z = target.Z;
return true;
}
return false;
}
}
public class FabledFishingNet : SpecialFishingNet
{
[Constructible]
public FabledFishingNet() => Hue = 0x481;
public FabledFishingNet(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1063451; // a fabled fishing net
protected override void AddNetProperties(ObjectPropertyList list)
{
}
protected override int GetSpawnCount() => base.GetSpawnCount() + 4;
protected override void FinishEffect(Point3D p, Map map, Mobile from)
{
Spawn(p, map, new Leviathan(from));
base.FinishEffect(p, map, from);
}
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();
}
}
}