ModernUO/Projects/Scripts/Items/Special/Veteran Rewards/AnkhOfSacrifice.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

341 lines
9 KiB
C#

using System;
using System.Collections.Generic;
using Server.ContextMenus;
using Server.Engines.VeteranRewards;
using Server.Gumps;
using Server.Mobiles;
using Server.Network;
namespace Server.Items
{
public class AnkhOfSacrificeComponent : AddonComponent
{
public AnkhOfSacrificeComponent(int itemID) : base(itemID)
{
}
public AnkhOfSacrificeComponent(Serial serial) : base(serial)
{
}
public override bool ForceShowProperties => ObjectPropertyList.Enabled;
public override int LabelNumber => 1027772; // Ankh of Sacrifice
public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
{
base.GetContextMenuEntries(from, list);
if (from is PlayerMobile mobile)
list.Add(new LockKarmaEntry(mobile, Addon as AnkhOfSacrificeAddon));
list.Add(new ResurrectEntry(from, Addon as AnkhOfSacrificeAddon));
}
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();
}
public static void Resurrect(PlayerMobile m, AnkhOfSacrificeAddon ankh)
{
if (m == null)
{
}
else if (!m.InRange(ankh.GetWorldLocation(), 2))
{
m.SendLocalizedMessage(500446); // That is too far away.
}
else if (m.Alive)
{
m.SendLocalizedMessage(1060197); // You are not dead, and thus cannot be resurrected!
}
else if (m.AnkhNextUse > DateTime.UtcNow)
{
TimeSpan delay = m.AnkhNextUse - DateTime.UtcNow;
if (delay.TotalMinutes > 0)
m.SendLocalizedMessage(1079265,
Math.Round(delay.TotalMinutes)
.ToString()); // You must wait ~1_minutes~ minutes before you can use this item.
else
m.SendLocalizedMessage(1079263,
Math.Round(delay.TotalSeconds)
.ToString()); // You must wait ~1_seconds~ seconds before you can use this item.
}
else
{
m.CloseGump<AnkhResurrectGump>();
m.SendGump(new AnkhResurrectGump(m, ResurrectMessage.VirtueShrine));
}
}
private class ResurrectEntry : ContextMenuEntry
{
private AnkhOfSacrificeAddon m_Ankh;
private Mobile m_Mobile;
public ResurrectEntry(Mobile mobile, AnkhOfSacrificeAddon ankh) : base(6195, 2)
{
m_Mobile = mobile;
m_Ankh = ankh;
}
public override void OnClick()
{
if (m_Ankh?.Deleted != false)
return;
Resurrect(m_Mobile as PlayerMobile, m_Ankh);
}
}
private class LockKarmaEntry : ContextMenuEntry
{
private AnkhOfSacrificeAddon m_Ankh;
private PlayerMobile m_Mobile;
public LockKarmaEntry(PlayerMobile mobile, AnkhOfSacrificeAddon ankh) : base(mobile.KarmaLocked ? 6197 : 6196, 2)
{
m_Mobile = mobile;
m_Ankh = ankh;
}
public override void OnClick()
{
if (!m_Mobile.InRange(m_Ankh.GetWorldLocation(), 2))
{
m_Mobile.SendLocalizedMessage(500446); // That is too far away.
}
else
{
m_Mobile.KarmaLocked = !m_Mobile.KarmaLocked;
if (m_Mobile.KarmaLocked)
m_Mobile.SendLocalizedMessage(
1060192); // Your karma has been locked. Your karma can no longer be raised.
else
m_Mobile.SendLocalizedMessage(
1060191); // Your karma has been unlocked. Your karma can be raised again.
}
}
}
private class AnkhResurrectGump : ResurrectGump
{
public AnkhResurrectGump(Mobile owner, ResurrectMessage msg) : base(owner, owner, msg)
{
}
public override void OnResponse(NetState sender, RelayInfo info)
{
Mobile from = sender.Mobile;
if (info.ButtonID == 1 || info.ButtonID == 2)
{
if (from.Map?.CanFit(from.Location, 16, false, false) != true)
{
from.SendLocalizedMessage(502391); // Thou can not be resurrected there!
return;
}
if (from is PlayerMobile mobile)
mobile.AnkhNextUse = DateTime.UtcNow + TimeSpan.FromHours(1);
base.OnResponse(sender, info);
}
}
}
}
public class AnkhOfSacrificeAddon : BaseAddon, IRewardItem
{
private bool m_IsRewardItem;
[Constructible]
public AnkhOfSacrificeAddon(bool east)
{
if (east)
{
AddComponent(new AnkhOfSacrificeComponent(0x1D98), 0, 0, 0);
AddComponent(new AnkhOfSacrificeComponent(0x1D97), 0, 1, 0);
AddComponent(new AnkhOfSacrificeComponent(0x1CD6), 1, 0, 0);
AddComponent(new AnkhOfSacrificeComponent(0x1CD4), 1, 1, 0);
AddComponent(new AnkhOfSacrificeComponent(0x1CD0), 2, 0, 0);
AddComponent(new AnkhOfSacrificeComponent(0x1CCE), 2, 1, 0);
}
else
{
AddComponent(new AnkhOfSacrificeComponent(0x1E5D), 0, 0, 0);
AddComponent(new AnkhOfSacrificeComponent(0x1E5C), 1, 0, 0);
AddComponent(new AnkhOfSacrificeComponent(0x1CD2), 0, 1, 0);
AddComponent(new AnkhOfSacrificeComponent(0x1CD8), 1, 1, 0);
AddComponent(new AnkhOfSacrificeComponent(0x1CCD), 0, 2, 0);
AddComponent(new AnkhOfSacrificeComponent(0x1CCE), 1, 2, 0);
}
}
public AnkhOfSacrificeAddon(Serial serial) : base(serial)
{
}
public override bool HandlesOnMovement => true;
public override BaseAddonDeed Deed
{
get
{
AnkhOfSacrificeDeed deed = new AnkhOfSacrificeDeed();
deed.IsRewardItem = m_IsRewardItem;
return deed;
}
}
[CommandProperty(AccessLevel.GameMaster)]
public bool IsRewardItem
{
get => m_IsRewardItem;
set
{
m_IsRewardItem = value;
InvalidateProperties();
}
}
public override void OnMovement(Mobile m, Point3D oldLocation)
{
if (!m.Alive && Utility.InRange(Location, m.Location, 1) && !Utility.InRange(Location, oldLocation, 1))
AnkhOfSacrificeComponent.Resurrect(m as PlayerMobile, this);
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.WriteEncodedInt(0); // version
writer.Write(m_IsRewardItem);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadEncodedInt();
m_IsRewardItem = reader.ReadBool();
}
}
public class AnkhOfSacrificeDeed : BaseAddonDeed, IRewardItem, IRewardOption
{
private bool m_East;
private bool m_IsRewardItem;
[Constructible]
public AnkhOfSacrificeDeed(bool isRewardItem = false)
{
LootType = LootType.Blessed;
m_IsRewardItem = isRewardItem;
}
public AnkhOfSacrificeDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1080397; // Deed For An Ankh Of Sacrifice
public override BaseAddon Addon
{
get
{
AnkhOfSacrificeAddon addon = new AnkhOfSacrificeAddon(m_East);
addon.IsRewardItem = m_IsRewardItem;
return addon;
}
}
[CommandProperty(AccessLevel.GameMaster)]
public bool IsRewardItem
{
get => m_IsRewardItem;
set
{
m_IsRewardItem = value;
InvalidateProperties();
}
}
public void GetOptions(RewardOptionList list)
{
list.Add(1, 1080398); // Ankh of Sacrifice South
list.Add(2, 1080399); // Ankh of Sacrifice East
}
public void OnOptionSelected(Mobile from, int option)
{
m_East = option switch
{
1 => false,
2 => true,
_ => m_East
};
if (!Deleted)
base.OnDoubleClick(from);
}
public override void OnDoubleClick(Mobile from)
{
if (m_IsRewardItem && !RewardSystem.CheckIsUsableBy(from, this))
return;
if (IsChildOf(from.Backpack))
{
from.CloseGump<RewardOptionGump>();
from.SendGump(new RewardOptionGump(this));
}
else
{
from.SendLocalizedMessage(1062334); // This item must be in your backpack to be used.
}
}
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
if (m_IsRewardItem)
list.Add(1080457); // 10th Year Veteran Reward
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.WriteEncodedInt(0); // version
writer.Write(m_IsRewardItem);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadEncodedInt();
m_IsRewardItem = reader.ReadBool();
}
}
}