* 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
4.7 KiB
C#
162 lines
4.7 KiB
C#
using System;
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using System.Linq;
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using Server.Engines.CannedEvil;
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using Server.Mobiles;
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using Server.Network;
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using Server.Targeting;
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namespace Server.Items
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{
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[Flippable(0xE81, 0xE82)]
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public class ShepherdsCrook : BaseStaff
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{
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[Constructible]
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public ShepherdsCrook() : base(0xE81) => Weight = 4.0;
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public ShepherdsCrook(Serial serial) : base(serial)
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{
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}
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public override WeaponAbility PrimaryAbility => WeaponAbility.CrushingBlow;
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public override WeaponAbility SecondaryAbility => WeaponAbility.Disarm;
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public override int AosStrengthReq => 20;
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public override int AosMinDamage => 13;
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public override int AosMaxDamage => 15;
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public override int AosSpeed => 40;
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public override float MlSpeed => 2.75f;
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public override int OldStrengthReq => 10;
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public override int OldMinDamage => 3;
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public override int OldMaxDamage => 12;
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public override int OldSpeed => 30;
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public override int InitMinHits => 31;
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public override int InitMaxHits => 50;
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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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if (Weight == 2.0)
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Weight = 4.0;
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}
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public override void OnDoubleClick(Mobile from)
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{
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from.SendLocalizedMessage(502464); // Target the animal you wish to herd.
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from.Target = new HerdingTarget();
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}
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private class HerdingTarget : Target
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{
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private static Type[] m_ChampTamables =
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{
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typeof(StrongMongbat), typeof(Imp), typeof(Scorpion), typeof(GiantSpider),
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typeof(Snake), typeof(LavaLizard), typeof(Drake), typeof(Dragon),
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typeof(Kirin), typeof(Unicorn), typeof(GiantRat), typeof(Slime),
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typeof(DireWolf), typeof(HellHound), typeof(DeathwatchBeetle),
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typeof(LesserHiryu), typeof(Hiryu)
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};
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public HerdingTarget() : base(10, false, TargetFlags.None)
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{
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}
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protected override void OnTarget(Mobile from, object targ)
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{
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if (targ is BaseCreature bc)
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{
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if (IsHerdable(bc))
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{
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if (bc.Controlled)
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{
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bc.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502467,
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from.NetState); // That animal looks tame already.
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}
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else
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{
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from.SendLocalizedMessage(502475); // Click where you wish the animal to go.
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from.Target = new InternalTarget(bc);
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}
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}
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else
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{
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from.SendLocalizedMessage(502468); // That is not a herdable animal.
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}
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}
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else
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{
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from.SendLocalizedMessage(502472); // You don't seem to be able to persuade that to move.
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}
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}
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private bool IsHerdable(BaseCreature bc)
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{
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if (bc.IsParagon)
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return false;
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if (bc.Tamable)
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return true;
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Map map = bc.Map;
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if (Region.Find(bc.Home, map) is ChampionSpawnRegion region)
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{
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ChampionSpawn spawn = region.ChampionSpawn;
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if (spawn?.IsChampionSpawn(bc) == true)
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{
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Type t = bc.GetType();
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return m_ChampTamables.Any(type => type == t);
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}
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}
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return false;
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}
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private class InternalTarget : Target
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{
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private BaseCreature m_Creature;
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public InternalTarget(BaseCreature c) : base(10, true, TargetFlags.None) => m_Creature = c;
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protected override void OnTarget(Mobile from, object targ)
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{
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if (targ is IPoint2D p)
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{
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double min = m_Creature.MinTameSkill - 30;
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double max = m_Creature.MinTameSkill + 30 + Utility.Random(10);
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if (max <= from.Skills.Herding.Value)
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m_Creature.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 502471,
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from.NetState); // That wasn't even challenging.
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if (from.CheckTargetSkill(SkillName.Herding, m_Creature, min, max))
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{
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if (!ReferenceEquals(p, from))
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p = new Point2D(p.X, p.Y);
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m_Creature.TargetLocation = p;
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from.SendLocalizedMessage(502479); // The animal walks where it was instructed to.
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}
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else
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{
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from.SendLocalizedMessage(502472); // You don't seem to be able to persuade that to move.
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}
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}
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}
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}
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}
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}
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}
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