ModernUO/Projects/Scripts/Mobiles/Familiars/HordeMinion.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

183 lines
4.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Server.ContextMenus;
using Server.Gumps;
using Server.Items;
using Server.Network;
namespace Server.Mobiles
{
public class HordeMinionFamiliar : BaseFamiliar
{
private DateTime m_NextPickup;
public HordeMinionFamiliar()
{
Body = 776;
BaseSoundID = 0x39D;
SetStr(100);
SetDex(110);
SetInt(100);
SetHits(70);
SetStam(110);
SetMana(0);
SetDamage(5, 10);
SetDamageType(ResistanceType.Physical, 100);
SetResistance(ResistanceType.Physical, 50, 60);
SetResistance(ResistanceType.Fire, 50, 55);
SetResistance(ResistanceType.Poison, 25, 30);
SetResistance(ResistanceType.Energy, 25, 30);
SetSkill(SkillName.Wrestling, 70.1, 75.0);
SetSkill(SkillName.Tactics, 50.0);
ControlSlots = 1;
Container pack = Backpack;
pack?.Delete();
pack = new Backpack();
pack.Movable = false;
pack.Weight = 13.0;
AddItem(pack);
}
public HordeMinionFamiliar(Serial serial) : base(serial)
{
}
public override string CorpseName => "a horde minion corpse";
public override bool DisplayWeight => true;
public override string DefaultName => "a horde minion";
public override void OnThink()
{
base.OnThink();
if (DateTime.UtcNow < m_NextPickup)
return;
m_NextPickup = DateTime.UtcNow + TimeSpan.FromSeconds(Utility.RandomMinMax(5, 10));
Container pack = Backpack;
if (pack == null)
return;
IPooledEnumerable<Item> eable = GetItemsInRange(2);
int pickedUp = 0;
foreach (Item item in eable.Where(item => item.Movable && item.Stackable))
{
if (!pack.CheckHold(this, item, false, true))
return;
NextActionTime = Core.TickCount;
Lift(item, item.Amount, out bool rejected, out LRReason _);
if (rejected)
continue;
Drop(this, Point3D.Zero);
if (++pickedUp == 3)
break;
}
eable.Free();
}
private void ConfirmRelease_Callback(Mobile from, bool okay)
{
if (okay)
EndRelease(from);
}
public override void BeginRelease(Mobile from)
{
if (Backpack?.Items.Count > 0)
from.SendGump(new WarningGump(1060635, 30720, 1061672, 32512, 420, 280, okay => ConfirmRelease_Callback(from, okay)));
else
EndRelease(from);
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
#region Pack Animal Methods
public override bool OnBeforeDeath()
{
if (!base.OnBeforeDeath())
return false;
PackAnimal.CombineBackpacks(this);
return true;
}
public override DeathMoveResult GetInventoryMoveResultFor(Item item) => DeathMoveResult.MoveToCorpse;
public override bool IsSnoop(Mobile from)
{
if (PackAnimal.CheckAccess(this, from))
return false;
return base.IsSnoop(from);
}
public override bool OnDragDrop(Mobile from, Item item)
{
if (CheckFeed(from, item))
return true;
if (PackAnimal.CheckAccess(this, from))
{
AddToBackpack(item);
return true;
}
return base.OnDragDrop(from, item);
}
public override bool CheckNonlocalDrop(Mobile from, Item item, Item target) => PackAnimal.CheckAccess(this, from);
public override bool CheckNonlocalLift(Mobile from, Item item) => PackAnimal.CheckAccess(this, from);
public override void OnDoubleClick(Mobile from)
{
PackAnimal.TryPackOpen(this, from);
}
public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
{
base.GetContextMenuEntries(from, list);
PackAnimal.GetContextMenuEntries(this, from, list);
}
#endregion
}
}