* 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
111 lines
2.7 KiB
C#
111 lines
2.7 KiB
C#
using System;
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using Server.Mobiles;
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using Server.Spells.Ninjitsu;
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namespace Server.Misc
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{
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public enum DFAlgorithm
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{
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Standard,
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PainSpike
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}
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public class WeightOverloading
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{
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public const int OverloadAllowance = 4; // We can be four stones overweight without getting fatigued
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public static DFAlgorithm DFA{ get; set; }
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public static void Initialize()
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{
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EventSink.Movement += EventSink_Movement;
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}
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public static void FatigueOnDamage(Mobile m, int damage)
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{
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double fatigue = DFA switch
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{
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DFAlgorithm.Standard => damage * (100.0 / m.Hits) * ((double)m.Stam / 100) - 5.0,
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DFAlgorithm.PainSpike => damage * (100.0 / m.Hits + (50.0 + m.Stam) / 100 - 1.0) - 5.0,
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_ => 0.0,
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};
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if (fatigue > 0)
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m.Stam -= (int)fatigue;
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}
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public static int GetMaxWeight(Mobile m) => m.MaxWeight;
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public static void EventSink_Movement(MovementEventArgs e)
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{
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Mobile from = e.Mobile;
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if (!from.Alive || from.AccessLevel > AccessLevel.Player)
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return;
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if (!from.Player)
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{
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// Else it won't work on monsters.
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DeathStrike.AddStep(from);
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return;
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}
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int maxWeight = GetMaxWeight(from) + OverloadAllowance;
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int overWeight = Mobile.BodyWeight + from.TotalWeight - maxWeight;
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if (overWeight > 0)
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{
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from.Stam -= GetStamLoss(from, overWeight, (e.Direction & Direction.Running) != 0);
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if (from.Stam == 0)
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{
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from.SendLocalizedMessage(
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500109); // You are too fatigued to move, because you are carrying too much weight!
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e.Blocked = true;
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return;
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}
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}
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if (from.Stam * 100 / Math.Max(from.StamMax, 1) < 10)
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--from.Stam;
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if (from.Stam == 0)
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{
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from.SendLocalizedMessage(500110); // You are too fatigued to move.
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e.Blocked = true;
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return;
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}
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if (from is PlayerMobile pm)
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{
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int amt = pm.Mounted ? 48 : 16;
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if (++pm.StepsTaken % amt == 0)
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--pm.Stam;
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}
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DeathStrike.AddStep(from);
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}
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public static int GetStamLoss(Mobile from, int overWeight, bool running)
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{
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int loss = 5 + overWeight / 25;
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if (from.Mounted)
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loss /= 3;
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if (running)
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loss *= 2;
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return loss;
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}
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public static bool IsOverloaded(Mobile m)
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{
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if (!m.Player || !m.Alive || m.AccessLevel > AccessLevel.Player)
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return false;
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return Mobile.BodyWeight + m.TotalWeight > GetMaxWeight(m) + OverloadAllowance;
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}
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}
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}
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