* 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
159 lines
4 KiB
C#
159 lines
4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Server.Items;
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namespace Server.Mobiles
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{
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public class KhaldunRevenant : BaseCreature
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{
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private static HashSet<Mobile> m_Set = new HashSet<Mobile>();
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private DateTime m_ExpireTime;
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private Mobile m_Target;
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public KhaldunRevenant(Mobile target) : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.18, 0.36)
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{
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Body = 0x3CA;
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Hue = 0x41CE;
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m_Target = target;
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m_ExpireTime = DateTime.UtcNow + TimeSpan.FromMinutes(10.0);
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SetStr(401, 500);
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SetDex(296, 315);
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SetInt(101, 200);
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SetHits(241, 300);
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SetStam(242, 280);
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SetDamage(20, 30);
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SetDamageType(ResistanceType.Physical, 50);
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SetDamageType(ResistanceType.Cold, 50);
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SetSkill(SkillName.MagicResist, 100.1, 150.0);
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SetSkill(SkillName.Tactics, 90.1, 100.0);
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SetSkill(SkillName.Swords, 140.1, 150.0);
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SetSkill(SkillName.Wrestling, 90.1, 100.0);
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SetResistance(ResistanceType.Physical, 55, 65);
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SetResistance(ResistanceType.Fire, 30, 40);
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SetResistance(ResistanceType.Cold, 60, 70);
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SetResistance(ResistanceType.Poison, 20, 30);
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SetResistance(ResistanceType.Energy, 20, 30);
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Fame = 0;
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Karma = 0;
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VirtualArmor = 60;
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Halberd weapon = new Halberd { Hue = 0x41CE, Movable = false };
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AddItem(weapon);
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}
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public KhaldunRevenant(Serial serial) : base(serial)
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{
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}
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public override bool DeleteCorpseOnDeath => true;
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public override Mobile ConstantFocus => m_Target;
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public override bool AlwaysAttackable => true;
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public override string DefaultName => "a revenant";
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public override bool BardImmune => true;
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public override Poison PoisonImmune => Poison.Lethal;
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public static void Initialize()
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{
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EventSink.PlayerDeath += EventSink_PlayerDeath;
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}
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public static void EventSink_PlayerDeath(PlayerDeathEventArgs e)
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{
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Mobile m = e.Mobile;
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Mobile lastKiller = m.LastKiller;
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if (lastKiller is BaseCreature creature)
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lastKiller = creature.GetMaster();
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if (IsInsideKhaldun(m) && IsInsideKhaldun(lastKiller) && lastKiller.Player &&
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!m_Set.Contains(lastKiller) && m.Aggressors.Any(ai => ai.Attacker == lastKiller && ai.CanReportMurder))
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SummonRevenant(m, lastKiller);
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}
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public static void SummonRevenant(Mobile victim, Mobile killer)
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{
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KhaldunRevenant revenant = new KhaldunRevenant(killer);
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revenant.MoveToWorld(victim.Location, victim.Map);
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revenant.Combatant = killer;
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revenant.FixedParticles(0, 0, 0, 0x13A7, EffectLayer.Waist);
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Effects.PlaySound(revenant.Location, revenant.Map, 0x29);
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m_Set.Add(killer);
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}
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public static bool IsInsideKhaldun(Mobile from) => from?.Region?.IsPartOf("Khaldun") == true;
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public override void DisplayPaperdollTo(Mobile to)
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{
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}
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public override int GetIdleSound() => 0x1BF;
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public override int GetAngerSound() => 0x107;
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public override int GetDeathSound() => 0xFD;
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public override void OnThink()
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{
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if (!m_Target.Alive || DateTime.UtcNow > m_ExpireTime)
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{
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Delete();
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return;
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}
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//Combatant = m_Target;
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//FocusMob = m_Target;
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if (AIObject != null)
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AIObject.Action = ActionType.Combat;
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base.OnThink();
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}
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public override bool OnBeforeDeath()
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{
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Effects.SendLocationEffect(Location, Map, 0x376A, 10, 1);
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return true;
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}
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public override void OnDelete()
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{
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if (m_Target != null)
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m_Set.Remove(m_Target);
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base.OnDelete();
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0);
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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Delete();
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}
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}
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}
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