ModernUO/Projects/Scripts/Items/Weapons/Ranged/BaseRanged.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

238 lines
6.3 KiB
C#

using System;
using Server.Mobiles;
using Server.Network;
using Server.Spells;
namespace Server.Items
{
public abstract class BaseRanged : BaseMeleeWeapon
{
private bool m_Balanced;
private Timer m_RecoveryTimer; // so we don't start too many timers
private int m_Velocity;
public BaseRanged(int itemID) : base(itemID)
{
}
public BaseRanged(Serial serial) : base(serial)
{
}
public abstract int EffectID{ get; }
public abstract Type AmmoType{ get; }
public abstract Item Ammo{ get; }
public override int DefHitSound => 0x234;
public override int DefMissSound => 0x238;
public override SkillName DefSkill => SkillName.Archery;
public override WeaponType DefType => WeaponType.Ranged;
public override WeaponAnimation DefAnimation => WeaponAnimation.ShootXBow;
public override SkillName AccuracySkill => SkillName.Archery;
[CommandProperty(AccessLevel.GameMaster)]
public bool Balanced
{
get => m_Balanced;
set
{
m_Balanced = value;
InvalidateProperties();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public int Velocity
{
get => m_Velocity;
set
{
m_Velocity = value;
InvalidateProperties();
}
}
public override TimeSpan OnSwing(Mobile attacker, Mobile defender)
{
// WeaponAbility a = WeaponAbility.GetCurrentAbility( attacker );
// Make sure we've been standing still for .25/.5/1 second depending on Era
if (Core.TickCount - attacker.LastMoveTime >= (Core.SE ? 250 : Core.AOS ? 500 : 1000) ||
Core.AOS && WeaponAbility.GetCurrentAbility(attacker) is MovingShot)
{
bool canSwing = true;
if (Core.AOS)
{
canSwing = !attacker.Paralyzed && !attacker.Frozen;
if (canSwing)
canSwing = !(attacker.Spell is Spell sp) || !sp.IsCasting || !sp.BlocksMovement;
}
#region Dueling
if ((attacker as PlayerMobile)?.DuelContext?.CheckItemEquip(attacker, this) == false)
canSwing = false;
#endregion
if (canSwing && attacker.HarmfulCheck(defender))
{
attacker.DisruptiveAction();
Packets.SendSwing(attacker.NetState, attacker.Serial, defender.Serial);
if (OnFired(attacker, defender))
{
if (CheckHit(attacker, defender))
OnHit(attacker, defender);
else
OnMiss(attacker, defender);
}
}
attacker.RevealingAction();
return GetDelay(attacker);
}
attacker.RevealingAction();
return TimeSpan.FromSeconds(0.25);
}
public override void OnHit(Mobile attacker, Mobile defender, double damageBonus = 1)
{
if (attacker.Player && !defender.Player && (defender.Body.IsAnimal || defender.Body.IsMonster) &&
0.4 >= Utility.RandomDouble())
defender.AddToBackpack(Ammo);
if (Core.ML && m_Velocity > 0)
{
int bonus = (int)attacker.GetDistanceToSqrt(defender);
if (bonus > 0 && m_Velocity > Utility.Random(100))
{
AOS.Damage(defender, attacker, bonus * 3, 100, 0, 0, 0, 0);
if (attacker.Player)
attacker.SendLocalizedMessage(1072794); // Your arrow hits its mark with velocity!
if (defender.Player)
defender.SendLocalizedMessage(1072795); // You have been hit by an arrow with velocity!
}
}
base.OnHit(attacker, defender, damageBonus);
}
public override void OnMiss(Mobile attacker, Mobile defender)
{
if (attacker.Player && 0.4 >= Utility.RandomDouble())
{
if (Core.SE)
{
if (attacker is PlayerMobile pm)
{
Type ammo = AmmoType;
if (pm.RecoverableAmmo.ContainsKey(ammo))
pm.RecoverableAmmo[ammo]++;
else
pm.RecoverableAmmo.Add(ammo, 1);
if (!pm.Warmode)
{
if (m_RecoveryTimer == null)
m_RecoveryTimer = Timer.DelayCall(TimeSpan.FromSeconds(10), pm.RecoverAmmo);
if (!m_RecoveryTimer.Running)
m_RecoveryTimer.Start();
}
}
}
else
{
Ammo.MoveToWorld(
new Point3D(defender.X + Utility.RandomMinMax(-1, 1), defender.Y + Utility.RandomMinMax(-1, 1),
defender.Z), defender.Map);
}
}
base.OnMiss(attacker, defender);
}
public virtual bool OnFired(Mobile attacker, Mobile defender)
{
if (attacker.Player)
{
BaseQuiver quiver = attacker.FindItemOnLayer(Layer.Cloak) as BaseQuiver;
Container pack = attacker.Backpack;
if (quiver == null || Utility.Random(100) >= quiver.LowerAmmoCost)
{
// consume ammo
if (quiver?.ConsumeTotal(AmmoType) == true)
quiver.InvalidateWeight();
else if (pack?.ConsumeTotal(AmmoType) != true)
return false;
}
else if (quiver.FindItemByType(AmmoType) == null && pack?.FindItemByType(AmmoType) == null)
{
// lower ammo cost should not work when we have no ammo at all
return false;
}
}
attacker.MovingEffect(defender, EffectID, 18, 1, false, false);
return true;
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(3); // version
writer.Write(m_Balanced);
writer.Write(m_Velocity);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 3:
{
m_Balanced = reader.ReadBool();
m_Velocity = reader.ReadInt();
goto case 2;
}
case 2:
case 1:
{
break;
}
case 0:
{
/*m_EffectID =*/
reader.ReadInt();
break;
}
}
if (version < 2)
{
WeaponAttributes.MageWeapon = 0;
WeaponAttributes.UseBestSkill = 0;
}
}
}
}