ModernUO/Projects/Scripts/Multis/Houses/Deeds.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

809 lines
20 KiB
C#

using System.Collections.Generic;
using Server.Regions;
using Server.Targeting;
namespace Server.Multis.Deeds
{
public class HousePlacementTarget : MultiTarget
{
private HouseDeed m_Deed;
public HousePlacementTarget(HouseDeed deed) : base(deed.MultiID, deed.Offset) => m_Deed = deed;
protected override void OnTarget(Mobile from, object o)
{
if (o is IPoint3D ip)
{
if (ip is Item item)
ip = item.GetWorldTop();
Point3D p = new Point3D(ip);
Region reg = Region.Find(new Point3D(p), from.Map);
if (from.AccessLevel >= AccessLevel.GameMaster || reg.AllowHousing(from, p))
m_Deed.OnPlacement(from, p);
else if (reg.IsPartOf<TempNoHousingRegion>())
from.SendLocalizedMessage(
501270); // Lord British has decreed a 'no build' period, thus you cannot build this house at this time.
else if (reg.IsPartOf<TreasureRegion>() || reg.IsPartOf<HouseRegion>())
from.SendLocalizedMessage(
1043287); // The house could not be created here. Either something is blocking the house, or the house would not be on valid terrain.
else if (reg.IsPartOf<HouseRaffleRegion>())
from.SendLocalizedMessage(1150493); // You must have a deed for this plot of land in order to build here.
else
from.SendLocalizedMessage(501265); // Housing can not be created in this area.
}
}
}
public abstract class HouseDeed : Item
{
public HouseDeed(int id, Point3D offset) : base(0x14F0)
{
Weight = 1.0;
LootType = LootType.Newbied;
MultiID = id;
Offset = offset;
}
public HouseDeed(Serial serial) : base(serial)
{
}
[CommandProperty(AccessLevel.GameMaster)]
public int MultiID{ get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public Point3D Offset{ get; set; }
public abstract Rectangle2D[] Area{ get; }
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(1); // version
writer.Write(Offset);
writer.Write(MultiID);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 1:
{
Offset = reader.ReadPoint3D();
goto case 0;
}
case 0:
{
MultiID = reader.ReadInt();
break;
}
}
if (Weight == 0.0)
Weight = 1.0;
}
public override void OnDoubleClick(Mobile from)
{
if (!IsChildOf(from.Backpack))
from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
else if (from.AccessLevel < AccessLevel.GameMaster && BaseHouse.HasAccountHouse(from))
from.SendLocalizedMessage(501271); // You already own a house, you may not place another!
else
{
from.SendLocalizedMessage(1010433);
/* House placement cancellation could result in a
* 60 second delay in the return of your deed.
*/
from.Target = new HousePlacementTarget(this);
}
}
public abstract BaseHouse GetHouse(Mobile owner);
public void OnPlacement(Mobile from, Point3D p)
{
if (Deleted)
return;
if (!IsChildOf(from.Backpack))
from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
else if (from.AccessLevel < AccessLevel.GameMaster && BaseHouse.HasAccountHouse(from))
from.SendLocalizedMessage(501271); // You already own a house, you may not place another!
else
{
Point3D center = new Point3D(p.X - Offset.X, p.Y - Offset.Y, p.Z - Offset.Z);
HousePlacementResult res = HousePlacement.Check(from, MultiID, center, out List<IEntity> toMove);
switch (res)
{
case HousePlacementResult.Valid:
{
BaseHouse house = GetHouse(from);
house.MoveToWorld(center, from.Map);
Delete();
for (int i = 0; i < toMove.Count; ++i)
{
object o = toMove[i];
if (o is Mobile mobile)
mobile.Location = house.BanLocation;
else if (o is Item item)
item.Location = house.BanLocation;
}
break;
}
case HousePlacementResult.BadItem:
case HousePlacementResult.BadLand:
case HousePlacementResult.BadStatic:
case HousePlacementResult.BadRegionHidden:
{
from.SendLocalizedMessage(
1043287); // The house could not be created here. Either something is blocking the house, or the house would not be on valid terrain.
break;
}
case HousePlacementResult.NoSurface:
{
from.SendMessage(
"The house could not be created here. Part of the foundation would not be on any surface.");
break;
}
case HousePlacementResult.BadRegion:
{
from.SendLocalizedMessage(501265); // Housing cannot be created in this area.
break;
}
case HousePlacementResult.BadRegionTemp:
{
from.SendLocalizedMessage(
501270); //Lord British has decreed a 'no build' period, thus you cannot build this house at this time.
break;
}
case HousePlacementResult.BadRegionRaffle:
{
from.SendLocalizedMessage(
1150493); // You must have a deed for this plot of land in order to build here.
break;
}
}
}
}
}
public class StonePlasterHouseDeed : HouseDeed
{
[Constructible]
public StonePlasterHouseDeed() : base(0x64, new Point3D(0, 4, 0))
{
}
public StonePlasterHouseDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1041211;
public override Rectangle2D[] Area => SmallOldHouse.AreaArray;
public override BaseHouse GetHouse(Mobile owner) => new SmallOldHouse(owner, 0x64);
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
public class FieldStoneHouseDeed : HouseDeed
{
[Constructible]
public FieldStoneHouseDeed() : base(0x66, new Point3D(0, 4, 0))
{
}
public FieldStoneHouseDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1041212;
public override Rectangle2D[] Area => SmallOldHouse.AreaArray;
public override BaseHouse GetHouse(Mobile owner) => new SmallOldHouse(owner, 0x66);
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
public class SmallBrickHouseDeed : HouseDeed
{
[Constructible]
public SmallBrickHouseDeed() : base(0x68, new Point3D(0, 4, 0))
{
}
public SmallBrickHouseDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1041213;
public override Rectangle2D[] Area => SmallOldHouse.AreaArray;
public override BaseHouse GetHouse(Mobile owner) => new SmallOldHouse(owner, 0x68);
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
public class WoodHouseDeed : HouseDeed
{
[Constructible]
public WoodHouseDeed() : base(0x6A, new Point3D(0, 4, 0))
{
}
public WoodHouseDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1041214;
public override Rectangle2D[] Area => SmallOldHouse.AreaArray;
public override BaseHouse GetHouse(Mobile owner) => new SmallOldHouse(owner, 0x6A);
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
public class WoodPlasterHouseDeed : HouseDeed
{
[Constructible]
public WoodPlasterHouseDeed() : base(0x6C, new Point3D(0, 4, 0))
{
}
public WoodPlasterHouseDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1041215;
public override Rectangle2D[] Area => SmallOldHouse.AreaArray;
public override BaseHouse GetHouse(Mobile owner) => new SmallOldHouse(owner, 0x6C);
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
public class ThatchedRoofCottageDeed : HouseDeed
{
[Constructible]
public ThatchedRoofCottageDeed() : base(0x6E, new Point3D(0, 4, 0))
{
}
public ThatchedRoofCottageDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1041216;
public override Rectangle2D[] Area => SmallOldHouse.AreaArray;
public override BaseHouse GetHouse(Mobile owner) => new SmallOldHouse(owner, 0x6E);
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
public class BrickHouseDeed : HouseDeed
{
[Constructible]
public BrickHouseDeed() : base(0x74, new Point3D(-1, 7, 0))
{
}
public BrickHouseDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1041219;
public override Rectangle2D[] Area => GuildHouse.AreaArray;
public override BaseHouse GetHouse(Mobile owner) => new GuildHouse(owner);
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
public class TwoStoryWoodPlasterHouseDeed : HouseDeed
{
[Constructible]
public TwoStoryWoodPlasterHouseDeed() : base(0x76, new Point3D(-3, 7, 0))
{
}
public TwoStoryWoodPlasterHouseDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1041220;
public override Rectangle2D[] Area => TwoStoryHouse.AreaArray;
public override BaseHouse GetHouse(Mobile owner) => new TwoStoryHouse(owner, 0x76);
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
public class TwoStoryStonePlasterHouseDeed : HouseDeed
{
[Constructible]
public TwoStoryStonePlasterHouseDeed() : base(0x78, new Point3D(-3, 7, 0))
{
}
public TwoStoryStonePlasterHouseDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1041221;
public override Rectangle2D[] Area => TwoStoryHouse.AreaArray;
public override BaseHouse GetHouse(Mobile owner) => new TwoStoryHouse(owner, 0x78);
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
public class TowerDeed : HouseDeed
{
[Constructible]
public TowerDeed() : base(0x7A, new Point3D(0, 7, 0))
{
}
public TowerDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1041222;
public override Rectangle2D[] Area => Tower.AreaArray;
public override BaseHouse GetHouse(Mobile owner) => new Tower(owner);
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
public class KeepDeed : HouseDeed
{
[Constructible]
public KeepDeed() : base(0x7C, new Point3D(0, 11, 0))
{
}
public KeepDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1041223;
public override Rectangle2D[] Area => Keep.AreaArray;
public override BaseHouse GetHouse(Mobile owner) => new Keep(owner);
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
public class CastleDeed : HouseDeed
{
[Constructible]
public CastleDeed() : base(0x7E, new Point3D(0, 16, 0))
{
}
public CastleDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1041224;
public override Rectangle2D[] Area => Castle.AreaArray;
public override BaseHouse GetHouse(Mobile owner) => new Castle(owner);
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
public class LargePatioDeed : HouseDeed
{
[Constructible]
public LargePatioDeed() : base(0x8C, new Point3D(-4, 7, 0))
{
}
public LargePatioDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1041231;
public override Rectangle2D[] Area => LargePatioHouse.AreaArray;
public override BaseHouse GetHouse(Mobile owner) => new LargePatioHouse(owner);
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
public class LargeMarbleDeed : HouseDeed
{
[Constructible]
public LargeMarbleDeed() : base(0x96, new Point3D(-4, 7, 0))
{
}
public LargeMarbleDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1041236;
public override Rectangle2D[] Area => LargeMarbleHouse.AreaArray;
public override BaseHouse GetHouse(Mobile owner) => new LargeMarbleHouse(owner);
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
public class SmallTowerDeed : HouseDeed
{
[Constructible]
public SmallTowerDeed() : base(0x98, new Point3D(3, 4, 0))
{
}
public SmallTowerDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1041237;
public override Rectangle2D[] Area => SmallTower.AreaArray;
public override BaseHouse GetHouse(Mobile owner) => new SmallTower(owner);
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
public class LogCabinDeed : HouseDeed
{
[Constructible]
public LogCabinDeed() : base(0x9A, new Point3D(1, 6, 0))
{
}
public LogCabinDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1041238;
public override Rectangle2D[] Area => LogCabin.AreaArray;
public override BaseHouse GetHouse(Mobile owner) => new LogCabin(owner);
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
public class SandstonePatioDeed : HouseDeed
{
[Constructible]
public SandstonePatioDeed() : base(0x9C, new Point3D(-1, 4, 0))
{
}
public SandstonePatioDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1041239;
public override Rectangle2D[] Area => SandStonePatio.AreaArray;
public override BaseHouse GetHouse(Mobile owner) => new SandStonePatio(owner);
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
public class VillaDeed : HouseDeed
{
[Constructible]
public VillaDeed() : base(0x9E, new Point3D(3, 6, 0))
{
}
public VillaDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1041240;
public override Rectangle2D[] Area => TwoStoryVilla.AreaArray;
public override BaseHouse GetHouse(Mobile owner) => new TwoStoryVilla(owner);
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
public class StoneWorkshopDeed : HouseDeed
{
[Constructible]
public StoneWorkshopDeed() : base(0xA0, new Point3D(-1, 4, 0))
{
}
public StoneWorkshopDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1041241;
public override Rectangle2D[] Area => SmallShop.AreaArray2;
public override BaseHouse GetHouse(Mobile owner) => new SmallShop(owner, 0xA0);
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
public class MarbleWorkshopDeed : HouseDeed
{
[Constructible]
public MarbleWorkshopDeed() : base(0xA2, new Point3D(-1, 4, 0))
{
}
public MarbleWorkshopDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1041242;
public override Rectangle2D[] Area => SmallShop.AreaArray1;
public override BaseHouse GetHouse(Mobile owner) => new SmallShop(owner, 0xA2);
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
}