* 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
133 lines
3.3 KiB
C#
133 lines
3.3 KiB
C#
using System;
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using Server.Items;
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using Server.Network;
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namespace Server
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{
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public static class LightCycle
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{
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public const int DayLevel = 0;
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public const int NightLevel = 12;
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public const int DungeonLevel = 26;
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public const int JailLevel = 9;
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private static int m_LevelOverride = int.MinValue;
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public static int LevelOverride
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{
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get => m_LevelOverride;
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set
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{
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m_LevelOverride = value;
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for (int i = 0; i < NetState.Instances.Count; ++i)
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{
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NetState ns = NetState.Instances[i];
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Mobile m = ns.Mobile;
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m?.CheckLightLevels(false);
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}
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}
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}
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public static void Initialize()
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{
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new LightCycleTimer().Start();
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EventSink.Login += OnLogin;
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CommandSystem.Register("GlobalLight", AccessLevel.GameMaster, Light_OnCommand);
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}
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[Usage("GlobalLight <value>")]
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[Description("Sets the current global light level.")]
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private static void Light_OnCommand(CommandEventArgs e)
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{
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if (e.Length >= 1)
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{
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LevelOverride = e.GetInt32(0);
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e.Mobile.SendMessage("Global light level override has been changed to {0}.", m_LevelOverride);
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}
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else
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{
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LevelOverride = int.MinValue;
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e.Mobile.SendMessage("Global light level override has been cleared.");
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}
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}
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public static void OnLogin(LoginEventArgs args)
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{
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Mobile m = args.Mobile;
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m.CheckLightLevels(true);
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}
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public static int ComputeLevelFor(Mobile from)
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{
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if (m_LevelOverride > int.MinValue)
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return m_LevelOverride;
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Clock.GetTime(from.Map, from.X, from.Y, out int hours, out int minutes);
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/* OSI times:
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*
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* Midnight -> 3:59 AM : Night
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* 4:00 AM -> 11:59 PM : Day
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*
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* RunUO times:
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*
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* 10:00 PM -> 11:59 PM : Scale to night
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* Midnight -> 3:59 AM : Night
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* 4:00 AM -> 5:59 AM : Scale to day
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* 6:00 AM -> 9:59 PM : Day
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*/
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if (hours < 4)
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return NightLevel;
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if (hours < 6)
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return NightLevel + ((hours - 4) * 60 + minutes) * (DayLevel - NightLevel) / 120;
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if (hours < 22)
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return DayLevel;
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if (hours < 24)
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return DayLevel + ((hours - 22) * 60 + minutes) * (NightLevel - DayLevel) / 120;
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return NightLevel; // should never be
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}
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private class LightCycleTimer : Timer
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{
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public LightCycleTimer() : base(TimeSpan.FromSeconds(0), TimeSpan.FromSeconds(5.0)) => Priority = TimerPriority.FiveSeconds;
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protected override void OnTick()
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{
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for (int i = 0; i < NetState.Instances.Count; ++i)
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{
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NetState ns = NetState.Instances[i];
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Mobile m = ns.Mobile;
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m?.CheckLightLevels(false);
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}
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}
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}
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public class NightSightTimer : Timer
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{
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private Mobile m_Owner;
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public NightSightTimer(Mobile owner) : base(TimeSpan.FromMinutes(Utility.Random(15, 25)))
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{
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m_Owner = owner;
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Priority = TimerPriority.OneMinute;
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}
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protected override void OnTick()
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{
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m_Owner.EndAction<NightSightTimer>();
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m_Owner.LightLevel = 0;
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BuffInfo.RemoveBuff(m_Owner, BuffIcon.NightSight);
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}
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}
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}
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}
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