ModernUO/Projects/Scripts/Misc/Titles.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

402 lines
12 KiB
C#

using System;
using System.Text;
using Server.Engines.CannedEvil;
using Server.Mobiles;
namespace Server.Misc
{
public class Titles
{
public const int MinFame = 0;
public const int MaxFame = 15000;
public const int MinKarma = -15000;
public const int MaxKarma = 15000;
public static string[] HarrowerTitles =
{
"Spite", "Opponent", "Hunter", "Venom", "Executioner", "Annihilator", "Champion", "Assailant", "Purifier",
"Nullifier"
};
private static string[,] m_Levels =
{
{ "Neophyte", "Neophyte", "Neophyte" },
{ "Novice", "Novice", "Novice" },
{ "Apprentice", "Apprentice", "Apprentice" },
{ "Journeyman", "Journeyman", "Journeyman" },
{ "Expert", "Expert", "Expert" },
{ "Adept", "Adept", "Adept" },
{ "Master", "Master", "Master" },
{ "Grandmaster", "Grandmaster", "Grandmaster" },
{ "Elder", "Tatsujin", "Shinobi" },
{ "Legendary", "Kengo", "Ka-ge" }
};
private static FameEntry[] m_FameEntries =
{
new FameEntry(1249, new[]
{
new KarmaEntry(-10000, "The Outcast {0}"),
new KarmaEntry(-5000, "The Despicable {0}"),
new KarmaEntry(-2500, "The Scoundrel {0}"),
new KarmaEntry(-1250, "The Unsavory {0}"),
new KarmaEntry(-625, "The Rude {0}"),
new KarmaEntry(624, "{0}"),
new KarmaEntry(1249, "The Fair {0}"),
new KarmaEntry(2499, "The Kind {0}"),
new KarmaEntry(4999, "The Good {0}"),
new KarmaEntry(9999, "The Honest {0}"),
new KarmaEntry(10000, "The Trustworthy {0}")
}),
new FameEntry(2499, new[]
{
new KarmaEntry(-10000, "The Wretched {0}"),
new KarmaEntry(-5000, "The Dastardly {0}"),
new KarmaEntry(-2500, "The Malicious {0}"),
new KarmaEntry(-1250, "The Dishonorable {0}"),
new KarmaEntry(-625, "The Disreputable {0}"),
new KarmaEntry(624, "The Notable {0}"),
new KarmaEntry(1249, "The Upstanding {0}"),
new KarmaEntry(2499, "The Respectable {0}"),
new KarmaEntry(4999, "The Honorable {0}"),
new KarmaEntry(9999, "The Commendable {0}"),
new KarmaEntry(10000, "The Estimable {0}")
}),
new FameEntry(4999, new[]
{
new KarmaEntry(-10000, "The Nefarious {0}"),
new KarmaEntry(-5000, "The Wicked {0}"),
new KarmaEntry(-2500, "The Vile {0}"),
new KarmaEntry(-1250, "The Ignoble {0}"),
new KarmaEntry(-625, "The Notorious {0}"),
new KarmaEntry(624, "The Prominent {0}"),
new KarmaEntry(1249, "The Reputable {0}"),
new KarmaEntry(2499, "The Proper {0}"),
new KarmaEntry(4999, "The Admirable {0}"),
new KarmaEntry(9999, "The Famed {0}"),
new KarmaEntry(10000, "The Great {0}")
}),
new FameEntry(9999, new[]
{
new KarmaEntry(-10000, "The Dread {0}"),
new KarmaEntry(-5000, "The Evil {0}"),
new KarmaEntry(-2500, "The Villainous {0}"),
new KarmaEntry(-1250, "The Sinister {0}"),
new KarmaEntry(-625, "The Infamous {0}"),
new KarmaEntry(624, "The Renowned {0}"),
new KarmaEntry(1249, "The Distinguished {0}"),
new KarmaEntry(2499, "The Eminent {0}"),
new KarmaEntry(4999, "The Noble {0}"),
new KarmaEntry(9999, "The Illustrious {0}"),
new KarmaEntry(10000, "The Glorious {0}")
}),
new FameEntry(10000, new[]
{
new KarmaEntry(-10000, "The Dread {1} {0}"),
new KarmaEntry(-5000, "The Evil {1} {0}"),
new KarmaEntry(-2500, "The Dark {1} {0}"),
new KarmaEntry(-1250, "The Sinister {1} {0}"),
new KarmaEntry(-625, "The Dishonored {1} {0}"),
new KarmaEntry(624, "{1} {0}"),
new KarmaEntry(1249, "The Distinguished {1} {0}"),
new KarmaEntry(2499, "The Eminent {1} {0}"),
new KarmaEntry(4999, "The Noble {1} {0}"),
new KarmaEntry(9999, "The Illustrious {1} {0}"),
new KarmaEntry(10000, "The Glorious {1} {0}")
})
};
public static void AwardFame(Mobile m, int offset, bool message)
{
if (offset > 0)
{
if (m.Fame >= MaxFame)
return;
offset -= m.Fame / 100;
if (offset < 0)
offset = 0;
}
else if (offset < 0)
{
if (m.Fame <= MinFame)
return;
offset -= m.Fame / 100;
if (offset > 0)
offset = 0;
}
if (m.Fame + offset > MaxFame)
offset = MaxFame - m.Fame;
else if (m.Fame + offset < MinFame)
offset = MinFame - m.Fame;
m.Fame += offset;
if (message)
{
if (offset > 40)
m.SendLocalizedMessage(1019054); // You have gained a lot of fame.
else if (offset > 20)
m.SendLocalizedMessage(1019053); // You have gained a good amount of fame.
else if (offset > 10)
m.SendLocalizedMessage(1019052); // You have gained some fame.
else if (offset > 0)
m.SendLocalizedMessage(1019051); // You have gained a little fame.
else if (offset < -40)
m.SendLocalizedMessage(1019058); // You have lost a lot of fame.
else if (offset < -20)
m.SendLocalizedMessage(1019057); // You have lost a good amount of fame.
else if (offset < -10)
m.SendLocalizedMessage(1019056); // You have lost some fame.
else if (offset < 0)
m.SendLocalizedMessage(1019055); // You have lost a little fame.
}
}
public static void AwardKarma(Mobile m, int offset, bool message)
{
PlayerMobile pm = m as PlayerMobile;
if (offset > 0)
{
if (pm?.KarmaLocked == true)
return;
if (m.Karma >= MaxKarma)
return;
offset -= m.Karma / 100;
if (offset < 0)
offset = 0;
}
else if (offset < 0)
{
if (m.Karma <= MinKarma)
return;
offset -= m.Karma / 100;
if (offset > 0)
offset = 0;
}
if (m.Karma + offset > MaxKarma)
offset = MaxKarma - m.Karma;
else if (m.Karma + offset < MinKarma)
offset = MinKarma - m.Karma;
bool wasPositiveKarma = m.Karma >= 0;
m.Karma += offset;
if (message)
{
if (offset > 40)
m.SendLocalizedMessage(1019062); // You have gained a lot of karma.
else if (offset > 20)
m.SendLocalizedMessage(1019061); // You have gained a good amount of karma.
else if (offset > 10)
m.SendLocalizedMessage(1019060); // You have gained some karma.
else if (offset > 0)
m.SendLocalizedMessage(1019059); // You have gained a little karma.
else if (offset < -40)
m.SendLocalizedMessage(1019066); // You have lost a lot of karma.
else if (offset < -20)
m.SendLocalizedMessage(1019065); // You have lost a good amount of karma.
else if (offset < -10)
m.SendLocalizedMessage(1019064); // You have lost some karma.
else if (offset < 0)
m.SendLocalizedMessage(1019063); // You have lost a little karma.
}
if (!Core.AOS && wasPositiveKarma && m.Karma < 0 && pm?.KarmaLocked == false)
{
pm.KarmaLocked = true;
m.SendLocalizedMessage(1042511, "",
0x22); // Karma is locked. A mantra spoken at a shrine will unlock it again.
}
}
public static string ComputeTitle(Mobile beholder, Mobile beheld)
{
StringBuilder title = new StringBuilder();
int fame = beheld.Fame;
int karma = beheld.Karma;
bool showSkillTitle = beheld.ShowFameTitle && (beholder == beheld || fame >= 5000);
/*if ( beheld.Kills >= 5 )
{
title.AppendFormat( beheld.Fame >= 10000 ? "The Murderer {1} {0}" : "The Murderer {0}", beheld.Name, beheld.Female ? "Lady" : "Lord" );
}
else*/
if (beheld.ShowFameTitle || beholder == beheld)
for (int i = 0; i < m_FameEntries.Length; ++i)
{
FameEntry fe = m_FameEntries[i];
if (fame <= fe.m_Fame || i == m_FameEntries.Length - 1)
{
KarmaEntry[] karmaEntries = fe.m_Karma;
for (int j = 0; j < karmaEntries.Length; ++j)
{
KarmaEntry ke = karmaEntries[j];
if (karma <= ke.m_Karma || j == karmaEntries.Length - 1)
{
title.AppendFormat(ke.m_Title, beheld.Name, beheld.Female ? "Lady" : "Lord");
break;
}
}
break;
}
}
else
title.Append(beheld.Name);
if (beheld is PlayerMobile mobile && mobile.DisplayChampionTitle)
{
PlayerMobile.ChampionTitleInfo info = mobile.ChampionTitles;
if (info.Harrower > 0)
{
title.AppendFormat(": {0} of Evil", HarrowerTitles[Math.Min(HarrowerTitles.Length, info.Harrower) - 1]);
}
else
{
int highestValue = 0, highestType = 0;
for (int i = 0; i < ChampionSpawnInfo.Table.Length; i++)
{
int v = info.GetValue(i);
if (v > highestValue)
{
highestValue = v;
highestType = i;
}
}
int offset = 0;
if (highestValue > 800)
offset = 3;
else if (highestValue > 300)
offset = highestValue / 300;
if (offset > 0)
{
ChampionSpawnInfo champInfo = ChampionSpawnInfo.GetInfo((ChampionSpawnType)highestType);
title.AppendFormat(": {0} of the {1}",
champInfo.LevelNames[Math.Min(offset, champInfo.LevelNames.Length) - 1], champInfo.Name);
}
}
}
string customTitle = beheld.Title;
if (customTitle != null && (customTitle = customTitle.Trim()).Length > 0)
{
title.AppendFormat(" {0}", customTitle);
}
else if (showSkillTitle && beheld.Player)
{
string skillTitle = GetSkillTitle(beheld);
if (skillTitle != null) title.Append(", ").Append(skillTitle);
}
return title.ToString();
}
public static string GetSkillTitle(Mobile mob)
{
Skill highest = GetHighestSkill(mob); // beheld.Skills.Highest;
if (highest?.BaseFixedPoint >= 300)
{
string skillLevel = GetSkillLevel(highest);
string skillTitle = highest.Info.Title;
if (mob.Female && skillTitle.EndsWith("man"))
skillTitle = $"{skillTitle.Substring(0, skillTitle.Length - 3)}woman";
return $"{skillLevel} {skillTitle}";
}
return null;
}
private static Skill GetHighestSkill(Mobile m)
{
Skills skills = m.Skills;
if (!Core.AOS)
return skills.Highest;
Skill highest = null;
for (int i = 0; i < m.Skills.Length; ++i)
{
Skill check = m.Skills[i];
if (highest == null || check.BaseFixedPoint > highest.BaseFixedPoint)
highest = check;
else if (highest.Lock != SkillLock.Up && check.Lock == SkillLock.Up &&
check.BaseFixedPoint == highest.BaseFixedPoint)
highest = check;
}
return highest;
}
private static string GetSkillLevel(Skill skill) => m_Levels[GetTableIndex(skill), GetTableType(skill)];
private static int GetTableType(Skill skill)
{
return skill.SkillName switch
{
SkillName.Bushido => 1,
SkillName.Ninjitsu => 2,
_ => 0
};
}
private static int GetTableIndex(Skill skill)
{
int fp = Math.Min(skill.BaseFixedPoint, 1200);
private static int GetTableIndex(Skill skill) => (Math.Min(skill.BaseFixedPoint, 1200) - 300) / 100;
}
public class FameEntry
{
public int m_Fame;
public KarmaEntry[] m_Karma;
public FameEntry(int fame, KarmaEntry[] karma)
{
m_Fame = fame;
m_Karma = karma;
}
}
public class KarmaEntry
{
public int m_Karma;
public string m_Title;
public KarmaEntry(int karma, string title)
{
m_Karma = karma;
m_Title = title;
}
}
}