ModernUO/Projects/Scripts/Misc/RaceDefinitions.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

242 lines
7.7 KiB
C#

using System.Linq;
namespace Server.Misc
{
public class RaceDefinitions
{
public static void Configure()
{
/* Here we configure all races. Some notes:
*
* 1) The first 32 races are reserved for core use.
* 2) Race 0x7F is reserved for core use.
* 3) Race 0xFF is reserved for core use.
* 4) Changing or removing any predefined races may cause server instability.
*/
RegisterRace(new Human(0, 0));
RegisterRace(new Elf(1, 1));
RegisterRace(new Gargoyle(2, 2));
}
public static void RegisterRace(Race race)
{
Race.Races[race.RaceIndex] = race;
Race.AllRaces.Add(race);
}
private class Human : Race
{
public Human(int raceID, int raceIndex)
: base(raceID, raceIndex, "Human", "Humans", 400, 401, 402, 403, Expansion.None)
{
}
public override bool ValidateHair(bool female, int itemID) =>
itemID == 0 || (!female || itemID != 0x2048) && (female || itemID != 0x2046) &&
(itemID >= 0x203B && itemID <= 0x203D || itemID >= 0x2044 && itemID <= 0x204A);
public override int RandomHair(bool female) //Random hair doesn't include baldness
{
return Utility.Random(9) switch
{
0 => 0x203B, //Short
1 => 0x203C, //Long
2 => 0x203D, //Pony Tail
3 => 0x2044, //Mohawk
4 => 0x2045, //Pageboy
5 => 0x2047, //Afro
6 => 0x2049, //Pig tails
7 => 0x204A, //Krisna
_ => (female ? 0x2046 : 0x2048)
};
}
public override bool ValidateFacialHair(bool female, int itemID)
{
if (itemID == 0)
return true;
if (female)
return false;
if (itemID >= 0x203E && itemID <= 0x2041)
return true;
if (itemID >= 0x204B && itemID <= 0x204D)
return true;
return false;
}
public override int RandomFacialHair(bool female)
{
if (female)
return 0;
int rand = Utility.Random(7);
return (rand < 4 ? 0x203E : 0x2047) + rand;
}
public override int ClipSkinHue(int hue) => hue < 1002 ? 1002 : hue > 1058 ? 1058 : hue;
public override int RandomSkinHue() => Utility.Random(1002, 57) | 0x8000;
public override int ClipHairHue(int hue) => hue < 1102 ? 1102 : hue > 1149 ? 1149 : hue;
public override int RandomHairHue() => Utility.Random(1102, 48);
}
private class Elf : Race
{
private static readonly int[] m_SkinHues =
{
0x0BF, 0x24D, 0x24E, 0x24F, 0x353, 0x361, 0x367, 0x374,
0x375, 0x376, 0x381, 0x382, 0x383, 0x384, 0x385, 0x389,
0x3DE, 0x3E5, 0x3E6, 0x3E8, 0x3E9, 0x430, 0x4A7, 0x4DE,
0x51D, 0x53F, 0x579, 0x76B, 0x76C, 0x76D, 0x835, 0x903
};
private static readonly int[] m_HairHues =
{
0x034, 0x035, 0x036, 0x037, 0x038, 0x039, 0x058, 0x08E,
0x08F, 0x090, 0x091, 0x092, 0x101, 0x159, 0x15A, 0x15B,
0x15C, 0x15D, 0x15E, 0x128, 0x12F, 0x1BD, 0x1E4, 0x1F3,
0x207, 0x211, 0x239, 0x251, 0x26C, 0x2C3, 0x2C9, 0x31D,
0x31E, 0x31F, 0x320, 0x321, 0x322, 0x323, 0x324, 0x325,
0x326, 0x369, 0x386, 0x387, 0x388, 0x389, 0x38A, 0x59D,
0x6B8, 0x725, 0x853
};
public Elf(int raceID, int raceIndex)
: base(raceID, raceIndex, "Elf", "Elves", 605, 606, 607, 608, Expansion.ML)
{
}
public override bool ValidateHair(bool female, int itemID) =>
itemID == 0 || (!female || itemID != 0x2FCD && itemID != 0x2FBF) &&
(female || itemID != 0x2FCC && itemID != 0x2FD0) &&
(itemID >= 0x2FBF && itemID <= 0x2FC2 || itemID >= 0x2FCC && itemID <= 0x2FD1);
if (female && (itemID == 0x2FCD || itemID == 0x2FBF) || !female && (itemID == 0x2FCC || itemID == 0x2FD0))
return false;
if (itemID >= 0x2FBF && itemID <= 0x2FC2)
return true;
if (itemID >= 0x2FCC && itemID <= 0x2FD1)
return true;
return false;
}
public override int RandomHair(bool female) //Random hair doesn't include baldness
{
return Utility.Random(8) switch
{
0 => 0x2FC0, //Long Feather
1 => 0x2FC1, //Short
2 => 0x2FC2, //Mullet
3 => 0x2FCE, //Knob
4 => 0x2FCF, //Braided
5 => 0x2FD1, //Spiked
6 => (female ? 0x2FCC : 0x2FBF), //Flower or Mid-long
_ => (female ? 0x2FD0 : 0x2FCD)
};
}
public override bool ValidateFacialHair(bool female, int itemID) => itemID == 0;
public override int RandomFacialHair(bool female) => 0;
public override int ClipSkinHue(int hue)
{
for (int i = 0; i < m_SkinHues.Length; i++)
if (m_SkinHues[i] == hue)
return hue;
return m_SkinHues[0];
}
public override int RandomSkinHue() => m_SkinHues[Utility.Random(m_SkinHues.Length)] | 0x8000;
public override int RandomSkinHue() => m_SkinHues[Utility.Random(m_SkinHues.Length)] | 0x8000;
public override int ClipHairHue(int hue) => m_HairHues.Any(t => t == hue) ? hue : m_HairHues[0];
public override int RandomHairHue() => m_HairHues[Utility.Random(m_HairHues.Length)];
}
#region SA
private class Gargoyle : Race
{
// Todo Finish body hues
private static readonly int[] m_BodyHues =
{
0x86DB, 0x86DC, 0x86DD, 0x86DE,
0x86DF, 0x86E0, 0x86E1, 0x86E2,
0x86E3, 0x86E4, 0x86E5, 0x86E6
// 0x, 0x, 0x, 0x, // 86E7/86E8/86E9/86EA?
// 0x, 0x, 0x, 0x, // 86EB/86EC/86ED/86EE?
// 0x86F3, 0x86DB, 0x86DC, 0x86DD
};
private static readonly int[] m_HornHues =
{
0x709, 0x70B, 0x70D, 0x70F, 0x711, 0x763,
0x765, 0x768, 0x76B, 0x6F3, 0x6F1, 0x6EF,
0x6E4, 0x6E2, 0x6E0, 0x709, 0x70B, 0x70D
};
public Gargoyle(int raceID, int raceIndex)
: base(raceID, raceIndex, "Gargoyle", "Gargoyles", 666, 667, 402, 403, Expansion.SA)
{
}
public override bool ValidateHair(bool female, int itemID) =>
female == false
? itemID >= 0x4258 && itemID <= 0x425F
: itemID == 0x4261 || itemID == 0x4262 || itemID >= 0x4273 && itemID <= 0x4275 || itemID == 0x42B0 ||
itemID == 0x42B1 || itemID == 0x42AA || itemID == 0x42AB;
public override int RandomHair(bool female)
{
if (Utility.Random(9) == 0)
return 0;
if (!female)
return 0x4258 + Utility.Random(8);
return Utility.Random(9) switch
{
0 => 0x4261,
1 => 0x4262,
2 => 0x4273,
3 => 0x4274,
4 => 0x4275,
5 => 0x42B0,
6 => 0x42B1,
7 => 0x42AA,
8 => 0x42AB,
_ => 0
};
}
public override bool ValidateFacialHair(bool female, int itemID) => !female && itemID >= 0x42AD && itemID <= 0x42B0;
public override int RandomFacialHair(bool female) => female ? 0 : Utility.RandomList(0, 0x42AD, 0x42AE, 0x42AF, 0x42B0);
public override int ClipSkinHue(int hue) => hue;
public override int RandomSkinHue() => m_BodyHues[Utility.Random(m_BodyHues.Length)] | 0x8000;
public override int RandomSkinHue() => m_BodyHues[Utility.Random(m_BodyHues.Length)] | 0x8000;
public override int ClipHairHue(int hue) => m_HornHues.Any(t => t == hue) ? hue : m_HornHues[0];
public override int RandomHairHue() => m_HornHues[Utility.Random(m_HornHues.Length)];
}
#endregion
}
}