ModernUO/Projects/Scripts/Misc/MapUO.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

130 lines
3.7 KiB
C#

using System;
using Server.Buffers;
using Server.Engines.PartySystem;
using Server.Guilds;
using Server.Network;
namespace Server.Misc
{
public static class MapUO
{
public static void Initialize()
{
if (Settings.PartyTrack)
ProtocolExtensions.Register(0x00, true, OnPartyTrack);
if (Settings.GuildTrack)
ProtocolExtensions.Register(0x01, true, OnGuildTrack);
}
private static void OnPartyTrack(NetState state, PacketReader pvSrc)
{
MapUOPackets.SendPartyTrack(state, Party.Get(state.Mobile));
}
private static void OnGuildTrack(NetState state, PacketReader pvSrc)
{
MapUOPackets.SendGuildTrack(state, state.Mobile.Guild as Guild, pvSrc.ReadBoolean());
}
private static class Settings
{
public const bool PartyTrack = true;
public const bool GuildTrack = true;
public const bool GuildHitsPercent = true;
}
private static class MapUOPackets
{
public static void SendPartyTrack(NetState ns, Party party)
{
Mobile from = ns.Mobile;
int count = party?.Members.Count ?? 0;
if (count < 2)
return;
SpanWriter writer = new SpanWriter(stackalloc byte[Math.Max(count - 1, 0) * 9 + 8]);
writer.Write((byte)0xF0); // Packet ID
writer.Position += 2; // Dynamic Length
writer.Write((byte)0x01); // Command
count = 0;
for (int i = 0; i < count; ++i)
{
Mobile mob = party.Members[i]?.Mobile; // if count is greater than 0, then party is not null
if (mob == from || mob?.NetState == null || Utility.InUpdateRange(from, mob) && from.CanSee(mob))
continue;
count++;
writer.Write(mob.Serial);
writer.Write((short)mob.X);
writer.Write((short)mob.Y);
writer.Write((byte)(mob.Map?.MapID ?? 0));
}
if (count == 0)
return;
writer.Position += 4; // Empty Serial
writer.Position = 1;
writer.Write((ushort)writer.WrittenCount);
ns.Send(writer.Span);
}
public static void SendGuildTrack(NetState ns, Guild guild = null, bool locations = false)
{
Mobile from = ns.Mobile;
int count = guild?.Members.Count ?? 0;
if (count < 2)
return;
SpanWriter writer = new SpanWriter(stackalloc byte[Math.Max(count - 1, 0) * (locations ? 10 : 4) + 9]);
writer.Write((byte)0xF0); // Packet ID
writer.Position += 2; // Dynamic Length
writer.Write((byte)0x02); // Command
writer.Write(locations);
count = 0;
for (int i = 0; i < count; ++i)
{
Mobile mob = guild.Members[i]; // If guild count is above 0, then guild is not null.
if (mob == from || mob?.NetState == null || locations && Utility.InUpdateRange(from, mob) && from.CanSee(mob))
continue;
count++;
writer.Write(mob.Serial);
if (locations)
{
writer.Write((short)mob.X);
writer.Write((short)mob.Y);
writer.Write((byte)(mob.Map?.MapID ?? 0));
if (Settings.GuildHitsPercent && mob.Alive)
writer.Write((byte)(mob.Hits / Math.Max(mob.HitsMax, 1.0) * 100));
else
writer.Position++; // writer.Write((byte)0);
}
}
if (count == 0)
return;
writer.Position += 4; // Empty Serial
writer.Position = 1;
writer.Write((ushort)writer.WrittenCount);
ns.Send(writer.Span);
}
}
}
}