ModernUO/Projects/Scripts/Items/Special/Solen Items/BagOfSending.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

261 lines
7.3 KiB
C#

using System;
using System.Collections.Generic;
using Server.ContextMenus;
using Server.Engines.Quests;
using Server.Network;
using Server.Regions;
using Server.Spells;
using Server.Targeting;
namespace Server.Items
{
public enum BagOfSendingHue
{
Yellow,
Blue,
Red
}
public class BagOfSending : Item, TranslocationItem
{
private BagOfSendingHue m_BagOfSendingHue;
private int m_Charges;
private int m_Recharges;
[Constructible]
public BagOfSending() : this(RandomHue())
{
}
[Constructible]
public BagOfSending(BagOfSendingHue hue) : base(0xE76)
{
Weight = 2.0;
BagOfSendingHue = hue;
m_Charges = Utility.RandomMinMax(3, 9);
}
public BagOfSending(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1054104; // a bag of sending
[CommandProperty(AccessLevel.GameMaster)]
public BagOfSendingHue BagOfSendingHue
{
get => m_BagOfSendingHue;
set
{
m_BagOfSendingHue = value;
Hue = value switch
{
BagOfSendingHue.Yellow => 0x8A5,
BagOfSendingHue.Blue => 0x8AD,
BagOfSendingHue.Red => 0x89B,
_ => Hue
};
}
}
[CommandProperty(AccessLevel.GameMaster)]
public int Charges
{
get => m_Charges;
set
{
if (value > MaxCharges)
m_Charges = MaxCharges;
else if (value < 0)
m_Charges = 0;
else
m_Charges = value;
InvalidateProperties();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public int Recharges
{
get => m_Recharges;
set
{
if (value > MaxRecharges)
m_Recharges = MaxRecharges;
else if (value < 0)
m_Recharges = 0;
else
m_Recharges = value;
InvalidateProperties();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public int MaxCharges => 30;
[CommandProperty(AccessLevel.GameMaster)]
public int MaxRecharges => 255;
public string TranslocationItemName => "bag of sending";
public static BagOfSendingHue RandomHue()
{
return Utility.Random(3) switch
{
0 => BagOfSendingHue.Yellow,
1 => BagOfSendingHue.Blue,
_ => BagOfSendingHue.Red
};
}
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
list.Add(1060741, m_Charges.ToString()); // charges: ~1_val~
}
public override void OnSingleClick(Mobile from)
{
base.OnSingleClick(from);
LabelTo(from, 1060741, m_Charges.ToString()); // charges: ~1_val~
}
public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
{
base.GetContextMenuEntries(from, list);
if (from.Alive)
list.Add(new UseBagEntry(this, Charges > 0 && IsChildOf(from.Backpack)));
}
public override void OnDoubleClick(Mobile from)
{
if (from.Region.IsPartOf<Jail>())
from.SendMessage("You may not do that in jail.");
else if (!IsChildOf(from.Backpack))
MessageHelper.SendLocalizedMessageTo(this, from, 1062334,
0x59); // The bag of sending must be in your backpack.
else if (Charges == 0)
MessageHelper.SendLocalizedMessageTo(this, from, 1042544, 0x59); // This item is out of charges.
else
from.Target = new SendTarget(this);
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.WriteEncodedInt(1); // version
writer.WriteEncodedInt(m_Recharges);
writer.WriteEncodedInt(m_Charges);
writer.WriteEncodedInt((int)m_BagOfSendingHue);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadEncodedInt();
switch (version)
{
case 1:
{
m_Recharges = reader.ReadEncodedInt();
goto case 0;
}
case 0:
{
m_Charges = Math.Min(reader.ReadEncodedInt(), MaxCharges);
m_BagOfSendingHue = (BagOfSendingHue)reader.ReadEncodedInt();
break;
}
}
}
private class UseBagEntry : ContextMenuEntry
{
private BagOfSending m_Bag;
public UseBagEntry(BagOfSending bag, bool enabled) : base(6189)
{
m_Bag = bag;
if (!enabled)
Flags |= CMEFlags.Disabled;
}
public override void OnClick()
{
if (m_Bag.Deleted)
return;
Mobile from = Owner.From;
if (from.CheckAlive())
m_Bag.OnDoubleClick(from);
}
}
private class SendTarget : Target
{
private BagOfSending m_Bag;
public SendTarget(BagOfSending bag) : base(-1, false, TargetFlags.None) => m_Bag = bag;
protected override void OnTarget(Mobile from, object targeted)
{
if (m_Bag.Deleted)
return;
if (from.Region.IsPartOf<Jail>())
from.SendMessage("You may not do that in jail.");
else if (!m_Bag.IsChildOf(from.Backpack))
MessageHelper.SendLocalizedMessageTo(m_Bag, from, 1054107,
0x59); // This item must be in your backpack.
else if (m_Bag.Charges == 0)
MessageHelper.SendLocalizedMessageTo(m_Bag, from, 1042544, 0x59); // This item is out of charges.
else if (targeted is Item item)
{
int reqCharges = (int)Math.Max(1, Math.Ceiling(item.TotalWeight / 10.0));
if (!item.IsChildOf(from.Backpack))
MessageHelper.SendLocalizedMessageTo(m_Bag, from, 1054152,
0x59); // You may only send items from your backpack to your bank box.
else if (item is BagOfSending || item is Container)
Packets.SendAsciiMessage(from.NetState, m_Bag.Serial, m_Bag.ItemID, MessageType.Regular, 0x3B2, 3, "",
"You cannot send a container through the bag of sending." );
else if (item.LootType == LootType.Cursed)
MessageHelper.SendLocalizedMessageTo(m_Bag, from, 1054108,
0x59); // The bag of sending rejects the cursed item.
else if (!item.VerifyMove(from) || item is QuestItem || item.Nontransferable)
MessageHelper.SendLocalizedMessageTo(m_Bag, from, 1054109,
0x59); // The bag of sending rejects that item.
else if (SpellHelper.IsDoomGauntlet(from.Map, from.Location))
from.SendLocalizedMessage(1062089); // You cannot use that here.
else if (!from.BankBox.TryDropItem(from, item, false))
MessageHelper.SendLocalizedMessageTo(m_Bag, from, 1054110, 0x59); // Your bank box is full.
else if (Core.ML && reqCharges > m_Bag.Charges)
from.SendLocalizedMessage(1079932); //You don't have enough charges to send that much weight
else
{
m_Bag.Charges -= Core.ML ? reqCharges : 1;
MessageHelper.SendLocalizedMessageTo(m_Bag, from, 1054150,
0x59); // The item was placed in your bank box.
}
}
}
}
}
}