* 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
181 lines
5.8 KiB
C#
181 lines
5.8 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Engines.Plants;
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using Server.Items;
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namespace Server.Mobiles
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{
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public class FanDancer : BaseCreature
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{
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private static HashSet<Mobile> m_Table = new HashSet<Mobile>();
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[Constructible]
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public FanDancer() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
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{
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Body = 247;
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BaseSoundID = 0x372;
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SetStr(301, 375);
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SetDex(201, 255);
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SetInt(21, 25);
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SetHits(351, 430);
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SetDamage(12, 17);
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SetDamageType(ResistanceType.Physical, 70);
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SetDamageType(ResistanceType.Fire, 10);
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SetDamageType(ResistanceType.Cold, 10);
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SetDamageType(ResistanceType.Poison, 10);
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SetResistance(ResistanceType.Physical, 40, 60);
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SetResistance(ResistanceType.Fire, 50, 70);
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SetResistance(ResistanceType.Cold, 50, 70);
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SetResistance(ResistanceType.Poison, 50, 70);
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SetResistance(ResistanceType.Energy, 40, 60);
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SetSkill(SkillName.MagicResist, 100.1, 110.0);
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SetSkill(SkillName.Tactics, 85.1, 95.0);
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SetSkill(SkillName.Wrestling, 85.1, 95.0);
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SetSkill(SkillName.Anatomy, 85.1, 95.0);
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Fame = 9000;
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Karma = -9000;
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if (Utility.RandomDouble() < .33)
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PackItem(Seed.RandomBonsaiSeed());
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AddItem(new Tessen());
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if (0.02 >= Utility.RandomDouble())
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PackItem(new OrigamiPaper());
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}
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public FanDancer(Serial serial) : base(serial)
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{
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}
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public override string CorpseName => "a fan dancer corpse";
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public override string DefaultName => "a fan dancer";
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public override bool Uncalmable => true;
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public override void GenerateLoot()
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{
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AddLoot(LootPack.FilthyRich);
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AddLoot(LootPack.Rich);
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AddLoot(LootPack.Gems, 2);
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}
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/* TODO: Repel Magic
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* 10% chance of repelling a melee attack (why did they call it repel magic anyway?)
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* Cliloc: 1070844
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* Effect: damage is dealt to the attacker, no damage is taken by the fan dancer
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*/
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public override void OnDamagedBySpell(Mobile attacker)
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{
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base.OnDamagedBySpell(attacker);
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if (0.8 > Utility.RandomDouble() && !attacker.InRange(this, 1))
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{
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/* Fan Throw
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* Effect: - To: "0x57D4F5B" - ItemId: "0x27A3" - ItemIdName: "Tessen" - FromLocation: "(992 299, 24)" - ToLocation: "(992 308, 22)" - Speed: "10" - Duration: "0" - FixedDirection: "False" - Explode: "False" - Hue: "0x0" - Render: "0x0"
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* Damage: 50-65
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*/
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Effects.SendMovingEffect(Location, attacker.Location, attacker.Map, 0x27A3, 10);
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AOS.Damage(attacker, this, Utility.RandomMinMax(50, 65), 100, 0, 0, 0, 0);
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}
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}
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public override void OnGotMeleeAttack(Mobile attacker)
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{
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base.OnGotMeleeAttack(attacker);
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if (0.8 > Utility.RandomDouble() && !attacker.InRange(this, 1))
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{
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/* Fan Throw
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* Effect: - To: "0x57D4F5B" - ItemId: "0x27A3" - ItemIdName: "Tessen" - FromLocation: "(992 299, 24)" - ToLocation: "(992 308, 22)" - Speed: "10" - Duration: "0" - FixedDirection: "False" - Explode: "False" - Hue: "0x0" - Render: "0x0"
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* Damage: 50-65
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*/
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Effects.SendMovingEffect(Location, attacker.Location, attacker.Map, 0x27A3, 10);
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AOS.Damage(attacker, this, Utility.RandomMinMax(50, 65), 100, 0, 0, 0, 0);
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}
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}
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public override void OnGaveMeleeAttack(Mobile defender)
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{
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base.OnGaveMeleeAttack(defender);
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if (!IsFanned(defender) && 0.05 > Utility.RandomDouble())
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{
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/* Fanning Fire
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* Graphic: Type: "3" From: "0x57D4F5B" To: "0x0" ItemId: "0x3709" ItemIdName: "fire column" FromLocation: "(994 325, 16)" ToLocation: "(994 325, 16)" Speed: "10" Duration: "30" FixedDirection: "True" Explode: "False" Hue: "0x0" RenderMode: "0x0" Effect: "0x34" ExplodeEffect: "0x1" ExplodeSound: "0x0" Serial: "0x57D4F5B" Layer: "5" Unknown: "0x0"
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* Sound: 0x208
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* Start cliloc: 1070833
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* Effect: Fire res -10% for 10 seconds
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* Damage: 35-45, 100% fire
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* End cliloc: 1070834
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* Effect does not stack
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*/
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defender.SendLocalizedMessage(
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1070833); // The creature fans you with fire, reducing your resistance to fire attacks.
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int effect = -(defender.FireResistance / 10);
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ResistanceMod mod = new ResistanceMod(ResistanceType.Fire, effect);
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defender.FixedParticles(0x37B9, 10, 30, 0x34, EffectLayer.RightFoot);
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defender.PlaySound(0x208);
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// This should be done in place of the normal attack damage.
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//AOS.Damage( defender, this, Utility.RandomMinMax( 35, 45 ), 0, 100, 0, 0, 0 );
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defender.AddResistanceMod(mod);
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ExpireTimer timer = new ExpireTimer(defender, mod, TimeSpan.FromSeconds(10.0));
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timer.Start();
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m_Table.Add(defender);
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}
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}
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public bool IsFanned(Mobile m) => m_Table.Contains(m);
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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); // version
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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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}
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private class ExpireTimer : Timer
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{
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private Mobile m_Mobile;
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private ResistanceMod m_Mod;
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public ExpireTimer(Mobile m, ResistanceMod mod, TimeSpan delay) : base(delay)
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{
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m_Mobile = m;
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m_Mod = mod;
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Priority = TimerPriority.TwoFiftyMS;
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}
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protected override void OnTick()
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{
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m_Mobile.SendLocalizedMessage(1070834); // Your resistance to fire attacks has returned.
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m_Mobile.RemoveResistanceMod(m_Mod);
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Stop();
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m_Table.Remove(m_Mobile);
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}
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}
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}
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}
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