ModernUO/Projects/Scripts/Items/Traps/StoneFaceTrap.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

162 lines
4.1 KiB
C#

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