* 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
160 lines
3.9 KiB
C#
160 lines
3.9 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.ContextMenus;
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using Server.Mobiles;
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namespace Server.Items
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{
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[Flippable(0x2790, 0x27DB)]
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public class LeatherNinjaBelt : BaseWaist, INinjaWeapon
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{
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private Poison m_Poison;
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private int m_PoisonCharges;
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private int m_UsesRemaining;
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[Constructible]
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public LeatherNinjaBelt() : base(0x2790)
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{
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Weight = 1.0;
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Layer = Layer.Waist;
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}
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public LeatherNinjaBelt(Serial serial) : base(serial)
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{
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}
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public override CraftResource DefaultResource => CraftResource.RegularLeather;
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public int WrongAmmoMessage => 1063301; //You can only place shuriken in a ninja belt.
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public int NoFreeHandMessage => 1063299; //You must have a free hand to throw shuriken.
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public int EmptyWeaponMessage => 1063297; //You have no shuriken in your ninja belt!
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public int RecentlyUsedMessage => 1063298; //You cannot throw another shuriken yet.
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public int FullWeaponMessage => 1063302; //You cannot add any more shuriken.
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public int WeaponMinRange => 2;
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public int WeaponMaxRange => 10;
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public int WeaponDamage => Utility.RandomMinMax(3, 5);
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public Type AmmoType => typeof(Shuriken);
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[CommandProperty(AccessLevel.GameMaster)]
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public int UsesRemaining
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{
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get => m_UsesRemaining;
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set
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{
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m_UsesRemaining = value;
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InvalidateProperties();
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Poison Poison
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{
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get => m_Poison;
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set
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{
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m_Poison = value;
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InvalidateProperties();
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public int PoisonCharges
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{
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get => m_PoisonCharges;
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set
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{
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m_PoisonCharges = value;
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InvalidateProperties();
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}
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}
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public bool ShowUsesRemaining
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{
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get => true;
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set { }
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}
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public void AttackAnimation(Mobile from, Mobile to)
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{
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if (from.Body.IsHuman)
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from.Animate(from.Mounted ? 26 : 9, 7, 1, true, false, 0);
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from.PlaySound(0x23A);
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from.MovingEffect(to, 0x27AC, 1, 0, false, false);
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}
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public override void GetProperties(ObjectPropertyList list)
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{
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base.GetProperties(list);
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list.Add(1060584, m_UsesRemaining.ToString()); // uses remaining: ~1_val~
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if (m_Poison != null && m_PoisonCharges > 0)
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list.Add(1062412 + m_Poison.Level, m_PoisonCharges.ToString());
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}
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public override bool OnEquip(Mobile from)
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{
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if (base.OnEquip(from))
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{
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from.SendLocalizedMessage(1070785); // Double click this item each time you wish to throw a shuriken.
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return true;
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}
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return false;
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}
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public override void OnDoubleClick(Mobile from)
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{
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NinjaWeapon.AttemptShoot((PlayerMobile)from, this);
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}
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public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
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{
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base.GetContextMenuEntries(from, list);
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if (IsChildOf(from))
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{
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list.Add(new NinjaWeapon.LoadEntry(this, 6222));
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list.Add(new NinjaWeapon.UnloadEntry(this, 6223));
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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);
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writer.Write(m_UsesRemaining);
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Poison.Serialize(m_Poison, writer);
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writer.Write(m_PoisonCharges);
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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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switch (version)
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{
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case 0:
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{
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m_UsesRemaining = reader.ReadInt();
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m_Poison = Poison.Deserialize(reader);
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m_PoisonCharges = reader.ReadInt();
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break;
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}
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}
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}
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}
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}
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