* 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
162 lines
4.1 KiB
C#
162 lines
4.1 KiB
C#
using System;
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using Server.Spells;
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namespace Server.Items
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{
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public enum StoneFaceTrapType
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{
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NorthWestWall,
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NorthWall,
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WestWall
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}
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public class StoneFaceTrap : BaseTrap
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{
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[Constructible]
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public StoneFaceTrap() : base(0x10FC) => Light = LightType.Circle225;
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public StoneFaceTrap(Serial serial) : base(serial)
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{
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public StoneFaceTrapType Type
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{
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get
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{
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return ItemID switch
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{
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0x10F5 => StoneFaceTrapType.NorthWestWall,
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0x10F6 => StoneFaceTrapType.NorthWestWall,
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0x10F7 => StoneFaceTrapType.NorthWestWall,
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0x10FC => StoneFaceTrapType.NorthWall,
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0x10FD => StoneFaceTrapType.NorthWall,
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0x10FE => StoneFaceTrapType.NorthWall,
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0x110F => StoneFaceTrapType.WestWall,
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0x1110 => StoneFaceTrapType.WestWall,
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0x1111 => StoneFaceTrapType.WestWall,
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_ => StoneFaceTrapType.NorthWestWall
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};
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}
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set
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{
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0x10F5 => StoneFaceTrapType.NorthWestWall,
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0x10F6 => StoneFaceTrapType.NorthWestWall,
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0x10F7 => StoneFaceTrapType.NorthWestWall,
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0x10FC => StoneFaceTrapType.NorthWall,
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0x10FD => StoneFaceTrapType.NorthWall,
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0x10FE => StoneFaceTrapType.NorthWall,
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0x110F => StoneFaceTrapType.WestWall,
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0x1110 => StoneFaceTrapType.WestWall,
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0x1111 => StoneFaceTrapType.WestWall,
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_ => StoneFaceTrapType.NorthWestWall
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};
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set => ItemID = Breathing ? GetFireID(value) : GetBaseID(value);
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}
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public bool Breathing
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{
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get => ItemID == GetFireID(Type);
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set => ItemID = value ? GetFireID(Type) : GetBaseID(Type);
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}
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public override bool PassivelyTriggered => true;
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public override TimeSpan PassiveTriggerDelay => TimeSpan.Zero;
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public override int PassiveTriggerRange => 2;
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public override TimeSpan ResetDelay => TimeSpan.Zero;
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public static int GetBaseID(StoneFaceTrapType type)
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{
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return type switch
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{
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StoneFaceTrapType.NorthWestWall => 0x10F5,
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StoneFaceTrapType.NorthWall => 0x10FC,
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StoneFaceTrapType.WestWall => 0x110F,
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_ => 0
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};
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}
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public static int GetFireID(StoneFaceTrapType type)
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{
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return type switch
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{
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StoneFaceTrapType.NorthWestWall => 0x10F7,
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StoneFaceTrapType.NorthWall => 0x10FE,
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StoneFaceTrapType.WestWall => 0x1111,
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_ => 0
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};
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}
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public override void OnTrigger(Mobile from)
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{
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if (!from.Alive || from.AccessLevel > AccessLevel.Player)
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return;
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Effects.PlaySound(Location, Map, 0x359);
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Breathing = true;
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Timer.DelayCall(TimeSpan.FromSeconds(2.0), FinishBreath);
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Timer.DelayCall(TimeSpan.FromSeconds(1.0), TriggerDamage);
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}
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public virtual void FinishBreath()
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{
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Breathing = false;
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}
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public virtual void TriggerDamage()
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{
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foreach (Mobile mob in GetMobilesInRange(1))
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if (mob.Alive && !mob.IsDeadBondedPet && mob.AccessLevel == AccessLevel.Player)
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SpellHelper.Damage(TimeSpan.FromTicks(1), mob, mob, Utility.Dice(3, 15, 0));
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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); // version
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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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Breathing = false;
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}
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}
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public class StoneFaceTrapNoDamage : StoneFaceTrap
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{
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[Constructible]
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public StoneFaceTrapNoDamage()
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{
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}
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public StoneFaceTrapNoDamage(Serial serial) : base(serial)
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{
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}
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public override void TriggerDamage()
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{
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// nothing..
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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); // version
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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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}
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}
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}
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