* 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
86 lines
2.5 KiB
C#
86 lines
2.5 KiB
C#
using System;
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using System.Linq;
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using Server.Multis;
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using Server.Network;
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using Server.Targeting;
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namespace Server.SkillHandlers
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{
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public class Hiding
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{
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public static bool CombatOverride{ get; set; }
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public static void Initialize()
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{
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SkillInfo.Table[21].Callback = OnUse;
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}
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public static TimeSpan OnUse(Mobile m)
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{
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if (m.Spell != null)
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{
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m.SendLocalizedMessage(501238); // You are busy doing something else and cannot hide.
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return TimeSpan.FromSeconds(1.0);
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}
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if (Core.ML && m.Target != null) Target.Cancel(m);
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double bonus = 0.0;
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BaseHouse house = BaseHouse.FindHouseAt(m);
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if (house?.IsFriend(m) == true)
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bonus = 100.0;
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else if (!Core.AOS)
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{
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house ??= BaseHouse.FindHouseAt(new Point3D(m.X - 1, m.Y, 127), m.Map, 16) ??
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BaseHouse.FindHouseAt(new Point3D(m.X + 1, m.Y, 127), m.Map, 16) ??
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BaseHouse.FindHouseAt(new Point3D(m.X, m.Y - 1, 127), m.Map, 16) ??
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BaseHouse.FindHouseAt(new Point3D(m.X, m.Y + 1, 127), m.Map, 16);
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if (house != null)
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bonus = 50.0;
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}
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//int range = 18 - (int)(m.Skills.Hiding.Value / 10);
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int range = Math.Min((int)((100 - m.Skills.Hiding.Value) / 2) + 8,
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18); //Cap of 18 not OSI-exact, intentional difference
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bool badCombat = !CombatOverride && m.Combatant != null && m.InRange(m.Combatant.Location, range) &&
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m.Combatant.InLOS(m);
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bool ok = !badCombat;
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if (ok)
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{
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if (!CombatOverride)
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if (m.GetMobilesInRange(range).Any(check => check.InLOS(m) && check.Combatant == m))
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badCombat = true;
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ok = !badCombat && m.CheckSkill(SkillName.Hiding, 0.0 - bonus, 100.0 - bonus);
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}
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if (badCombat)
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{
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m.RevealingAction();
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m.LocalOverheadMessage(MessageType.Regular, 0x22, 501237); // You can't seem to hide right now.
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return TimeSpan.FromSeconds(1.0);
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}
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if (ok)
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{
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m.Hidden = true;
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m.Warmode = false;
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m.LocalOverheadMessage(MessageType.Regular, 0x1F4, 501240); // You have hidden yourself well.
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}
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else
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{
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m.RevealingAction();
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m.LocalOverheadMessage(MessageType.Regular, 0x22, 501241); // You can't seem to hide here.
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}
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return TimeSpan.FromSeconds(10.0);
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}
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}
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}
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