ModernUO/Projects/Scripts/Multis/Houses/HouseTeleporter.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

172 lines
4.3 KiB
C#

using System;
using System.Collections.Generic;
using Server.ContextMenus;
using Server.Gumps;
using Server.Mobiles;
using Server.Multis;
namespace Server.Items
{
public class HouseTeleporter : Item, ISecurable
{
public HouseTeleporter(int itemID, Item target = null) : base(itemID)
{
Movable = false;
Level = SecureLevel.Anyone;
Target = target;
}
public HouseTeleporter(Serial serial) : base(serial)
{
}
[CommandProperty(AccessLevel.GameMaster)]
public Item Target{ get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public SecureLevel Level{ get; set; }
public bool CheckAccess(Mobile m)
{
BaseHouse house = BaseHouse.FindHouseAt(this);
return (house == null || house.Public && !house.IsBanned(m) || house.HasAccess(m)) &&
house?.HasSecureAccess(m, Level) == true;
}
public override bool OnMoveOver(Mobile m)
{
if (Target?.Deleted == false)
{
if (CheckAccess(m))
{
if (!m.Hidden || m.AccessLevel == AccessLevel.Player)
new EffectTimer(Location, Map, 2023, 0x1F0, TimeSpan.FromSeconds(0.4)).Start();
new DelayTimer(this, m).Start();
}
else
{
m.SendLocalizedMessage(1061637); // You are not allowed to access this.
}
}
return true;
}
public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
{
base.GetContextMenuEntries(from, list);
SetSecureLevelEntry.AddTo(from, this, list);
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(1); // version
writer.Write((int)Level);
writer.Write(Target);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 1:
{
Level = (SecureLevel)reader.ReadInt();
goto case 0;
}
case 0:
{
Target = reader.ReadItem();
if (version < 0)
Level = SecureLevel.Anyone;
break;
}
}
}
private class EffectTimer : Timer
{
private int m_EffectID;
private Point3D m_Location;
private Map m_Map;
private int m_SoundID;
public EffectTimer(Point3D p, Map map, int effectID, int soundID, TimeSpan delay) : base(delay)
{
m_Location = p;
m_Map = map;
m_EffectID = effectID;
m_SoundID = soundID;
}
protected override void OnTick()
{
Effects.SendLocationParticles(EffectItem.Create(m_Location, m_Map, EffectItem.DefaultDuration), 0x3728, 10,
10, m_EffectID, 0);
if (m_SoundID != -1)
Effects.PlaySound(m_Location, m_Map, m_SoundID);
}
}
private class DelayTimer : Timer
{
private Mobile m_Mobile;
private HouseTeleporter m_Teleporter;
public DelayTimer(HouseTeleporter tp, Mobile m) : base(TimeSpan.FromSeconds(1.0))
{
m_Teleporter = tp;
m_Mobile = m;
}
protected override void OnTick()
{
Item target = m_Teleporter.Target;
if (target?.Deleted != false)
return;
Mobile m = m_Mobile;
if (m.Location != m_Teleporter.Location || m.Map != m_Teleporter.Map)
return;
Point3D p = target.GetWorldTop();
Map map = target.Map;
BaseCreature.TeleportPets(m, p, map);
m.MoveToWorld(p, map);
if (m.Hidden && m.AccessLevel != AccessLevel.Player)
return;
Effects.PlaySound(target.Location, target.Map, 0x1FE);
Effects.SendLocationParticles(
EffectItem.Create(m_Teleporter.Location, m_Teleporter.Map, EffectItem.DefaultDuration),
0x3728, 10, 10, 2023, 0);
Effects.SendLocationParticles(
EffectItem.Create(target.Location, target.Map, EffectItem.DefaultDuration), 0x3728, 10, 10,
5023, 0);
new EffectTimer(target.Location, target.Map, 2023, -1, TimeSpan.FromSeconds(0.4)).Start();
}
}
}
}