ModernUO/Projects/Scripts/Multis/Houses/HouseSign.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

256 lines
7 KiB
C#

using System;
using System.Collections.Generic;
using Server.ContextMenus;
using Server.Gumps;
namespace Server.Multis
{
public class HouseSign : Item
{
public HouseSign(BaseHouse owner) : base(0xBD2)
{
Owner = owner;
OriginalOwner = Owner.Owner;
Movable = false;
}
public HouseSign(Serial serial) : base(serial)
{
}
public BaseHouse Owner{ get; private set; }
[CommandProperty(AccessLevel.GameMaster)]
public bool RestrictDecay
{
get => Owner?.RestrictDecay == true;
set
{
if (Owner != null)
Owner.RestrictDecay = value;
}
}
[CommandProperty(AccessLevel.GameMaster)]
public Mobile OriginalOwner{ get; private set; }
public override bool ForceShowProperties => ObjectPropertyList.Enabled;
public bool GettingProperties{ get; private set; }
public string GetName() => Name ?? "An Unnamed House";
public override void OnAfterDelete()
{
base.OnAfterDelete();
if (Owner?.Deleted == false)
Owner.Delete();
}
public override void AddNameProperty(ObjectPropertyList list)
{
list.Add(1061638); // A House Sign
}
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
list.Add(1061639, Utility.FixHtml(GetName())); // Name: ~1_NAME~
list.Add(1061640, Owner?.Owner == null ? "nobody" : Owner.Owner.Name); // Owner: ~1_OWNER~
if (Owner != null)
{
list.Add(Owner.Public ? 1061641 : 1061642); // This House is Open to the Public : This is a Private Home
GettingProperties = true;
DecayLevel level = Owner.DecayLevel;
GettingProperties = false;
if (level == DecayLevel.DemolitionPending)
{
list.Add(1062497); // Demolition Pending
}
else if (level != DecayLevel.Ageless)
{
if (level == DecayLevel.Collapsed)
level = DecayLevel.IDOC;
list.Add(1062028, $"#{1043009 + (int)level}"); // Condition: This structure is ...
}
}
}
public override void OnSingleClick(Mobile from)
{
if (Owner != null && BaseHouse.DecayEnabled && Owner.DecayPeriod != TimeSpan.Zero)
{
var message = Owner.DecayLevel switch
{
DecayLevel.Ageless => "ageless",
DecayLevel.Fairly => "fairly worn",
DecayLevel.Greatly => "greatly worn",
DecayLevel.LikeNew => "like new",
DecayLevel.Slightly => "slightly worn",
DecayLevel.Somewhat => "somewhat worn",
_ => "in danger of collapsing"
};
LabelTo(from, "This house is {0}.", message);
}
base.OnSingleClick(from);
}
public void ShowSign(Mobile m)
{
if (Owner != null)
{
if (Owner.IsFriend(m) && m.AccessLevel < AccessLevel.GameMaster)
{
#region Mondain's Legacy
if (Core.ML && Owner.IsOwner(m) || !Core.ML)
Owner.RefreshDecay();
#endregion
if (!Core.AOS)
m.SendLocalizedMessage(501293); // Welcome back to the house, friend!
}
if (Owner.IsAosRules)
m.SendGump(new HouseGumpAOS(HouseGumpPageAOS.Information, m, Owner));
else
m.SendGump(new HouseGump(m, Owner));
}
}
public void ClaimGump_Callback(Mobile from, bool okay)
{
if (okay && Owner != null && Owner.Owner == null && Owner.DecayLevel != DecayLevel.DemolitionPending)
{
bool canClaim = Owner.CoOwners?.Count > 0 && Owner.IsCoOwner(from) || Owner.IsFriend(from);
if (canClaim && !BaseHouse.HasAccountHouse(from))
{
Owner.Owner = from;
Owner.LastTraded = DateTime.UtcNow;
}
}
ShowSign(from);
}
public override void OnDoubleClick(Mobile m)
{
if (Owner == null)
return;
if (m.AccessLevel < AccessLevel.GameMaster && Owner.Owner == null &&
Owner.DecayLevel != DecayLevel.DemolitionPending)
{
bool canClaim = Owner?.CoOwners.Count > 0 && Owner.IsCoOwner(m) || Owner.IsFriend(m);
if (canClaim && !BaseHouse.HasAccountHouse(m))
m.SendGump(new WarningGump(501036, 32512, 1049719, 32512, 420, 280, okay => ClaimGump_Callback(m, okay)));
}
ShowSign(m);
}
public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
{
base.GetContextMenuEntries(from, list);
if (!BaseHouse.NewVendorSystem || !from.Alive || Owner?.IsAosRules != true)
return;
if (Owner.AreThereAvailableVendorsFor(from))
list.Add(new VendorsEntry(this));
if (Owner.VendorInventories.Count > 0)
list.Add(new ReclaimVendorInventoryEntry(this));
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
writer.Write(Owner);
writer.Write(OriginalOwner);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 0:
{
Owner = reader.ReadItem() as BaseHouse;
OriginalOwner = reader.ReadMobile();
break;
}
}
if (Name == "a house sign")
Name = null;
}
private class VendorsEntry : ContextMenuEntry
{
private HouseSign m_Sign;
public VendorsEntry(HouseSign sign) : base(6211) => m_Sign = sign;
public override void OnClick()
{
Mobile from = Owner.From;
if (!from.CheckAlive() || m_Sign.Deleted || m_Sign.Owner?.AreThereAvailableVendorsFor(from) != true)
return;
if (from.Map != m_Sign.Map || !from.InRange(m_Sign, 5))
from.SendLocalizedMessage(
1062429); // You must be within five paces of the house sign to use this option.
else
from.SendGump(new HouseGumpAOS(HouseGumpPageAOS.Vendors, from, m_Sign.Owner));
}
}
private class ReclaimVendorInventoryEntry : ContextMenuEntry
{
private HouseSign m_Sign;
public ReclaimVendorInventoryEntry(HouseSign sign) : base(6213) => m_Sign = sign;
public override void OnClick()
{
Mobile from = Owner.From;
if (m_Sign.Deleted || m_Sign.Owner == null || m_Sign.Owner.VendorInventories.Count == 0 ||
!from.CheckAlive())
return;
if (from.Map != m_Sign.Map || !from.InRange(m_Sign, 5))
{
from.SendLocalizedMessage(
1062429); // You must be within five paces of the house sign to use this option.
}
else
{
from.CloseGump<VendorInventoryGump>();
from.SendGump(new VendorInventoryGump(m_Sign.Owner, from));
}
}
}
}
}