* 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
146 lines
3.9 KiB
C#
146 lines
3.9 KiB
C#
using System;
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using Server.Engines.ConPVP;
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using Server.Targeting;
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namespace Server.Items
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{
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public class PileOfGlacialSnow : Item
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{
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[Constructible]
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public PileOfGlacialSnow() : base(0x913)
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{
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Hue = 0x480;
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Weight = 1.0;
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LootType = LootType.Blessed;
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}
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public PileOfGlacialSnow(Serial serial) : base(serial)
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{
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}
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public override int LabelNumber => 1070874; // a Pile of Glacial Snow
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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(1); // 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 (version == 0)
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{
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Weight = 1.0;
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LootType = LootType.Blessed;
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}
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}
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public override void OnSingleClick(Mobile from)
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{
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base.OnSingleClick(from);
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LabelTo(from, 1070880); // Winter 2004
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}
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public override void GetProperties(ObjectPropertyList list)
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{
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base.GetProperties(list);
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list.Add(1070880); // Winter 2004
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (!IsChildOf(from.Backpack))
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{
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from.SendLocalizedMessage(1042010); // You must have the object in your backpack to use it.
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}
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else if (from.Mounted)
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{
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from.SendLocalizedMessage(1010097); // You cannot use this while mounted.
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}
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else if (from.CanBeginAction<SnowPile>())
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{
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from.SendLocalizedMessage(1005575); // You carefully pack the snow into a ball...
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from.Target = new SnowTarget(from, this);
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}
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else
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{
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from.SendLocalizedMessage(1005574); // The snow is not ready to be packed yet. Keep trying.
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}
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}
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private class InternalTimer : Timer
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{
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private Mobile m_From;
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public InternalTimer(Mobile from) : base(TimeSpan.FromSeconds(5.0)) => m_From = from;
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protected override void OnTick()
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{
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m_From.EndAction<SnowPile>();
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}
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}
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private class SnowTarget : Target
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{
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private Item m_Snow;
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private Mobile m_Thrower;
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public SnowTarget(Mobile thrower, Item snow) : base(10, false, TargetFlags.None)
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{
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m_Thrower = thrower;
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m_Snow = snow;
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}
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protected override void OnTarget(Mobile from, object target)
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{
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if (target == from)
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{
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from.SendLocalizedMessage(1005576); // You can't throw this at yourself.
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}
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else if (target is Mobile targ)
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{
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Container pack = targ.Backpack;
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if (from.Region.IsPartOf<SafeZone>() || targ.Region.IsPartOf<SafeZone>())
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{
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from.SendMessage("You may not throw snow here.");
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}
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else if (pack?.FindItemByType(new[] { typeof(SnowPile), typeof(PileOfGlacialSnow) }) != null)
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{
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if (from.BeginAction<SnowPile>())
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{
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new InternalTimer(from).Start();
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from.PlaySound(0x145);
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from.Animate(9, 1, 1, true, false, 0);
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targ.SendLocalizedMessage(1010572); // You have just been hit by a snowball!
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from.SendLocalizedMessage(1010573); // You throw the snowball and hit the target!
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Effects.SendMovingEffect(from, targ, 0x36E4, 7, 0, false, true, 0x47F);
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}
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else
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from.SendLocalizedMessage(1005574); // The snow is not ready to be packed yet. Keep trying.
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}
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else
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{
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from.SendLocalizedMessage(
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1005577); // You can only throw a snowball at something that can throw one back.
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}
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}
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else
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from.SendLocalizedMessage(
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1005577); // You can only throw a snowball at something that can throw one back.
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}
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}
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}
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}
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