ModernUO/Projects/Scripts/Items/Wands/BaseWand.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

275 lines
7.4 KiB
C#

using System;
using System.Collections.Generic;
using Server.Network;
using Server.Spells;
using Server.Targeting;
namespace Server.Items
{
public enum WandEffect
{
Clumsiness,
Identification,
Healing,
Feeblemindedness,
Weakness,
MagicArrow,
Harming,
Fireball,
GreaterHealing,
Lightning,
ManaDraining
}
public abstract class BaseWand : BaseBashing, ITokunoDyable
{
private int m_Charges;
private WandEffect m_WandEffect;
public BaseWand(WandEffect effect, int minCharges, int maxCharges) : base(Utility.RandomList(0xDF2, 0xDF3, 0xDF4,
0xDF5))
{
Weight = 1.0;
Effect = effect;
Charges = Utility.RandomMinMax(minCharges, maxCharges);
Attributes.SpellChanneling = 1;
Attributes.CastSpeed = -1;
WeaponAttributes.MageWeapon = Utility.RandomMinMax(1, 10);
}
public BaseWand(Serial serial) : base(serial)
{
}
public override WeaponAbility PrimaryAbility => WeaponAbility.Dismount;
public override WeaponAbility SecondaryAbility => WeaponAbility.Disarm;
public override int AosStrengthReq => 5;
public override int AosMinDamage => 9;
public override int AosMaxDamage => 11;
public override int AosSpeed => 40;
public override float MlSpeed => 2.75f;
public override int OldStrengthReq => 0;
public override int OldMinDamage => 2;
public override int OldMaxDamage => 6;
public override int OldSpeed => 35;
public override int InitMinHits => 31;
public override int InitMaxHits => 110;
public virtual TimeSpan GetUseDelay => TimeSpan.FromSeconds(4.0);
[CommandProperty(AccessLevel.GameMaster)]
public WandEffect Effect
{
get => m_WandEffect;
set
{
m_WandEffect = value;
InvalidateProperties();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public int Charges
{
get => m_Charges;
set
{
m_Charges = value;
InvalidateProperties();
}
}
public void ConsumeCharge(Mobile from)
{
--Charges;
if (Charges == 0)
from.SendLocalizedMessage(1019073); // This item is out of charges.
ApplyDelayTo(from);
}
public virtual void ApplyDelayTo(Mobile from)
{
from.BeginAction<BaseWand>();
Timer.DelayCall(GetUseDelay, ReleaseWandLock_Callback, from);
}
public virtual void ReleaseWandLock_Callback(Mobile state)
{
state.EndAction<BaseWand>();
}
public override void OnDoubleClick(Mobile from)
{
if (!from.CanBeginAction<BaseWand>())
{
from.SendLocalizedMessage(1070860); // You must wait a moment for the wand to recharge.
return;
}
if (Parent == from)
{
if (Charges > 0)
OnWandUse(from);
else
from.SendLocalizedMessage(1019073); // This item is out of charges.
}
else
{
from.SendLocalizedMessage(502641); // You must equip this item to use it.
}
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
writer.Write((int)m_WandEffect);
writer.Write(m_Charges);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 0:
{
m_WandEffect = (WandEffect)reader.ReadInt();
m_Charges = reader.ReadInt();
break;
}
}
}
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
switch (m_WandEffect)
{
case WandEffect.Clumsiness:
list.Add(1017326, m_Charges.ToString());
break; // clumsiness charges: ~1_val~
case WandEffect.Identification:
list.Add(1017350, m_Charges.ToString());
break; // identification charges: ~1_val~
case WandEffect.Healing:
list.Add(1017329, m_Charges.ToString());
break; // healing charges: ~1_val~
case WandEffect.Feeblemindedness:
list.Add(1017327, m_Charges.ToString());
break; // feeblemind charges: ~1_val~
case WandEffect.Weakness:
list.Add(1017328, m_Charges.ToString());
break; // weakness charges: ~1_val~
case WandEffect.MagicArrow:
list.Add(1060492, m_Charges.ToString());
break; // magic arrow charges: ~1_val~
case WandEffect.Harming:
list.Add(1017334, m_Charges.ToString());
break; // harm charges: ~1_val~
case WandEffect.Fireball:
list.Add(1060487, m_Charges.ToString());
break; // fireball charges: ~1_val~
case WandEffect.GreaterHealing:
list.Add(1017330, m_Charges.ToString());
break; // greater healing charges: ~1_val~
case WandEffect.Lightning:
list.Add(1060491, m_Charges.ToString());
break; // lightning charges: ~1_val~
case WandEffect.ManaDraining:
list.Add(1017339, m_Charges.ToString());
break; // mana drain charges: ~1_val~
}
}
public override void OnSingleClick(Mobile from)
{
List<EquipInfoAttribute> attrs = new List<EquipInfoAttribute>();
if (DisplayLootType)
{
if (LootType == LootType.Blessed)
attrs.Add(new EquipInfoAttribute(1038021)); // blessed
else if (LootType == LootType.Cursed)
attrs.Add(new EquipInfoAttribute(1049643)); // cursed
}
if (!Identified)
{
attrs.Add(new EquipInfoAttribute(1038000)); // Unidentified
}
else
{
var num = m_WandEffect switch
{
WandEffect.Clumsiness => 3002011,
WandEffect.Identification => 1044063,
WandEffect.Healing => 3002014,
WandEffect.Feeblemindedness => 3002013,
WandEffect.Weakness => 3002018,
WandEffect.MagicArrow => 3002015,
WandEffect.Harming => 3002022,
WandEffect.Fireball => 3002028,
WandEffect.GreaterHealing => 3002039,
WandEffect.Lightning => 3002040,
WandEffect.ManaDraining => 3002041,
_ => 0
};
if (num > 0)
attrs.Add(new EquipInfoAttribute(num, m_Charges));
}
int number;
if (Name == null)
number = 1017085;
else
{
LabelTo(from, Name);
number = 1041000;
}
if (attrs.Count > 0 || Crafter != null || Name == null)
EquipmentPackets.SendDisplayEquipmentInfo(from.NetState, this, number, Crafter, false, attrs);
}
public void Cast(Spell spell)
{
bool m = Movable;
Movable = false;
spell.Cast();
Movable = m;
}
public virtual void OnWandUse(Mobile from)
{
from.Target = new WandTarget(this);
}
public virtual void DoWandTarget(Mobile from, object o)
{
if (Deleted || Charges <= 0 || Parent != from || o is StaticTarget || o is LandTarget)
return;
if (OnWandTarget(from, o))
ConsumeCharge(from);
}
public virtual bool OnWandTarget(Mobile from, object o) => true;
}
}