ModernUO/Projects/Scripts/Misc/Geometry.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

210 lines
5.8 KiB
C#

using System;
namespace Server.Misc
{
public delegate void DoEffect_Callback(Point3D p, Map map);
public static class Geometry
{
public static void Swap<T>(ref T a, ref T b)
{
T temp = a;
a = b;
b = temp;
}
public static double RadiansToDegrees(double angle) => angle * (180.0 / Math.PI);
public static double DegreesToRadians(double angle) => angle * (Math.PI / 180.0);
public static Point2D ArcPoint(Point3D loc, int radius, int angle)
{
if (angle < 0)
angle = 0;
if (angle > 90)
angle = 90;
int sideA = (int)Math.Round(radius * Math.Sin(DegreesToRadians(angle)));
int sideB = (int)Math.Round(radius * Math.Cos(DegreesToRadians(angle)));
return new Point2D(loc.X - sideB, loc.Y - sideA);
}
public static void Circle2D(Point3D loc, Map map, int radius, DoEffect_Callback effect, int angleStart = 0, int angleEnd = 360)
{
if (angleStart < 0 || angleStart > 360)
angleStart = 0;
if (angleEnd > 360 || angleEnd < 0)
angleEnd = 360;
if (angleStart == angleEnd)
return;
bool opposite = angleStart > angleEnd;
int startQuadrant = angleStart / 90;
int endQuadrant = angleEnd / 90;
Point2D start = ArcPoint(loc, radius, angleStart % 90);
Point2D end = ArcPoint(loc, radius, angleEnd % 90);
if (opposite)
{
Swap(ref start, ref end);
Swap(ref startQuadrant, ref endQuadrant);
}
CirclePoint startPoint = new CirclePoint(start, angleStart, startQuadrant);
CirclePoint endPoint = new CirclePoint(end, angleEnd, endQuadrant);
int error = -radius;
int x = radius;
int y = 0;
while (x > y)
{
plot4points(loc, map, x, y, startPoint, endPoint, effect, opposite);
plot4points(loc, map, y, x, startPoint, endPoint, effect, opposite);
error += y * 2 + 1;
++y;
if (error >= 0)
{
--x;
error -= x * 2;
}
}
plot4points(loc, map, x, y, startPoint, endPoint, effect, opposite);
}
public static void plot4points(Point3D loc, Map map, int x, int y, CirclePoint start, CirclePoint end,
DoEffect_Callback effect, bool opposite)
{
Point2D pointA = new Point2D(loc.X - x, loc.Y - y);
Point2D pointB = new Point2D(loc.X - y, loc.Y - x);
int quadrant = 2;
if (x == 0 && start.Quadrant == 3)
quadrant = 3;
if (WithinCircleBounds(quadrant == 3 ? pointB : pointA, quadrant, loc, start, end, opposite))
effect(new Point3D(loc.X + x, loc.Y + y, loc.Z), map);
quadrant = 3;
if (y == 0 && start.Quadrant == 0)
quadrant = 0;
if (x != 0 && WithinCircleBounds(quadrant == 0 ? pointA : pointB, quadrant, loc, start, end, opposite))
effect(new Point3D(loc.X - x, loc.Y + y, loc.Z), map);
if (y != 0 && WithinCircleBounds(pointB, 1, loc, start, end, opposite))
effect(new Point3D(loc.X + x, loc.Y - y, loc.Z), map);
if (x != 0 && y != 0 && WithinCircleBounds(pointA, 0, loc, start, end, opposite))
effect(new Point3D(loc.X - x, loc.Y - y, loc.Z), map);
}
public static bool WithinCircleBounds(Point2D pointLoc, int pointQuadrant, Point3D center, CirclePoint start,
CirclePoint end, bool opposite)
{
if (start.Angle == 0 && end.Angle == 360)
return true;
int startX = start.Point.X;
int startY = start.Point.Y;
int endX = end.Point.X;
int endY = end.Point.Y;
int x = pointLoc.X;
int y = pointLoc.Y;
if (pointQuadrant < start.Quadrant || pointQuadrant > end.Quadrant)
return opposite;
if (pointQuadrant > start.Quadrant && pointQuadrant < end.Quadrant)
return !opposite;
bool withinBounds = true;
if (start.Quadrant == end.Quadrant)
{
if (startX == endX && (x > startX || y > startY || y < endY))
withinBounds = false;
else if (startY == endY && (y < startY || x < startX || x > endX))
withinBounds = false;
else if (x < startX || x > endX || y > startY || y < endY)
withinBounds = false;
}
else if (pointQuadrant == start.Quadrant && (x < startX || y > startY))
withinBounds = false;
else if (pointQuadrant == end.Quadrant && (x > endX || y < endY))
withinBounds = false;
return opposite ? !withinBounds : withinBounds;
}
public static void Line2D(Point3D start, Point3D end, Map map, DoEffect_Callback effect)
{
bool steep = Math.Abs(end.Y - start.Y) > Math.Abs(end.X - start.X);
int x0 = start.X;
int x1 = end.X;
int y0 = start.Y;
int y1 = end.Y;
if (steep)
{
Swap(ref x0, ref y0);
Swap(ref x1, ref y1);
}
if (x0 > x1)
{
Swap(ref x0, ref x1);
Swap(ref y0, ref y1);
}
int deltax = x1 - x0;
int deltay = Math.Abs(y1 - y0);
int error = deltax / 2;
int ystep = y0 < y1 ? 1 : -1;
int y = y0;
for (int x = x0; x <= x1; x++)
{
if (steep)
effect(new Point3D(y, x, start.Z), map);
else
effect(new Point3D(x, y, start.Z), map);
error -= deltay;
if (error < 0)
{
y += ystep;
error += deltax;
}
}
}
public class CirclePoint
{
public CirclePoint(Point2D point, int angle, int quadrant)
{
Point = point;
Angle = angle;
Quadrant = quadrant;
}
public Point2D Point{ get; }
public int Angle{ get; }
public int Quadrant{ get; }
}
}
}