* 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
146 lines
3.9 KiB
C#
146 lines
3.9 KiB
C#
using System.Linq;
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using Server.Spells;
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using Server.Spells.First;
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using Server.Spells.Fourth;
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using Server.Spells.Second;
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using Server.Targeting;
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namespace Server.Mobiles
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{
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public class HealerAI : BaseAI
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{
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private static NeedDelegate m_Cure = NeedCure;
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private static NeedDelegate m_GHeal = NeedGHeal;
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private static NeedDelegate m_LHeal = NeedLHeal;
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private static NeedDelegate[] m_ACure = { m_Cure };
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private static NeedDelegate[] m_AGHeal = { m_GHeal };
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private static NeedDelegate[] m_ALHeal = { m_LHeal };
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private static NeedDelegate[] m_All = { m_Cure, m_GHeal, m_LHeal };
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public HealerAI(BaseCreature m) : base(m)
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{
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}
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public override bool Think()
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{
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if (m_Mobile.Deleted)
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return false;
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Target targ = m_Mobile.Target;
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if (targ != null)
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{
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ISpellTarget spellTarg = targ as ISpellTarget;
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if (spellTarg?.Spell is CureSpell)
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ProcessTarget(targ, m_ACure);
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else if (spellTarg?.Spell is GreaterHealSpell)
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ProcessTarget(targ, m_AGHeal);
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else if (spellTarg?.Spell is HealSpell)
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ProcessTarget(targ, m_ALHeal);
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else
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targ.Cancel(m_Mobile, TargetCancelType.Canceled);
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}
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else
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{
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Mobile toHelp = Find(m_All);
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if (toHelp != null)
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{
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if (NeedCure(toHelp))
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{
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if (m_Mobile.Debug)
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m_Mobile.DebugSay("{0} needs a cure", toHelp.Name);
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if (!new CureSpell(m_Mobile).Cast())
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new CureSpell(m_Mobile).Cast();
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}
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else if (NeedGHeal(toHelp))
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{
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if (m_Mobile.Debug)
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m_Mobile.DebugSay("{0} needs a greater heal", toHelp.Name);
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if (!new GreaterHealSpell(m_Mobile).Cast())
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new HealSpell(m_Mobile).Cast();
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}
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else if (NeedLHeal(toHelp))
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{
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if (m_Mobile.Debug)
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m_Mobile.DebugSay("{0} needs a lesser heal", toHelp.Name);
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new HealSpell(m_Mobile).Cast();
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}
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}
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else
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{
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if (AcquireFocusMob(m_Mobile.RangePerception, FightMode.Weakest, false, true, false))
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WalkMobileRange(m_Mobile.FocusMob, 1, false, 4, 7);
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else
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WalkRandomInHome(3, 2, 1);
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}
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}
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return true;
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}
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private void ProcessTarget(Target targ, NeedDelegate[] func)
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{
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Mobile toHelp = Find(func);
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if (toHelp != null)
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{
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if (targ.Range != -1 && !m_Mobile.InRange(toHelp, targ.Range))
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DoMove(m_Mobile.GetDirectionTo(toHelp) | Direction.Running);
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else
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targ.Invoke(m_Mobile, toHelp);
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}
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else
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{
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targ.Cancel(m_Mobile, TargetCancelType.Canceled);
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}
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}
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private Mobile Find(params NeedDelegate[] funcs)
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{
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if (m_Mobile.Deleted)
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return null;
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Map map = m_Mobile.Map;
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if (map != null)
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{
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double prio = 0.0;
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Mobile found = null;
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foreach (Mobile m in m_Mobile.GetMobilesInRange(m_Mobile.RangePerception))
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{
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if (!m_Mobile.CanSee(m) || !(m is BaseCreature) || ((BaseCreature)m).Team != m_Mobile.Team)
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continue;
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if (funcs.Any(t => t(m)))
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{
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double val = -m_Mobile.GetDistanceToSqrt(m);
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if (found == null || val > prio)
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{
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prio = val;
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found = m;
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}
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}
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}
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return found;
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}
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return null;
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}
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private static bool NeedCure(Mobile m) => m.Poisoned;
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private static bool NeedGHeal(Mobile m) => m.Hits < m.HitsMax - 40;
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private static bool NeedLHeal(Mobile m) => m.Hits < m.HitsMax - 10;
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private delegate bool NeedDelegate(Mobile m);
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}
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}
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