* 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
120 lines
3.5 KiB
C#
120 lines
3.5 KiB
C#
using System;
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using Server.Mobiles;
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using Server.Network;
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namespace Server.Spells.Bushido
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{
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public abstract class SamuraiSpell : Spell
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{
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public SamuraiSpell(Mobile caster, Item scroll, SpellInfo info) : base(caster, scroll, info)
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{
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}
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public abstract double RequiredSkill{ get; }
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public abstract int RequiredMana{ get; }
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public override SkillName CastSkill => SkillName.Bushido;
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public override SkillName DamageSkill => SkillName.Bushido;
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public override bool ClearHandsOnCast => false;
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public override bool BlocksMovement => false;
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public override bool ShowHandMovement => false;
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//public override int CastDelayBase => 1;
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public override double CastDelayFastScalar => 0;
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public override int CastRecoveryBase => 7;
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public static bool CheckExpansion(Mobile from) => (from as PlayerMobile)?.NetState?.SupportsExpansion(Expansion.SE) == true;
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public override bool CheckCast()
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{
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int mana = ScaleMana(RequiredMana);
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if (!base.CheckCast())
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return false;
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if (!CheckExpansion(Caster))
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{
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Caster.SendLocalizedMessage(1063456); // You must upgrade to Samurai Empire in order to use that ability.
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return false;
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}
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if (Caster.Skills[CastSkill].Value < RequiredSkill)
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{
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string args = $"{RequiredSkill.ToString("F1")}\t{CastSkill.ToString()}\t ";
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Caster.SendLocalizedMessage(1063013,
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args); // You need at least ~1_SKILL_REQUIREMENT~ ~2_SKILL_NAME~ skill to use that ability.
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return false;
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}
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if (Caster.Mana < mana)
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{
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Caster.SendLocalizedMessage(1060174,
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mana.ToString()); // You must have at least ~1_MANA_REQUIREMENT~ Mana to use this ability.
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return false;
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}
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return true;
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}
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public override bool CheckFizzle()
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{
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int mana = ScaleMana(RequiredMana);
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if (Caster.Skills[CastSkill].Value < RequiredSkill)
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{
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Caster.SendLocalizedMessage(1070768,
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RequiredSkill.ToString("F1")); // You need ~1_SKILL_REQUIREMENT~ Bushido skill to perform that attack!
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return false;
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}
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if (Caster.Mana < mana)
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{
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Caster.SendLocalizedMessage(1060174,
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mana.ToString()); // You must have at least ~1_MANA_REQUIREMENT~ Mana to use this ability.
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return false;
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}
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if (!base.CheckFizzle())
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return false;
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Caster.Mana -= mana;
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return true;
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}
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public override void GetCastSkills(out double min, out double max)
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{
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min = RequiredSkill - 12.5; //per 5 on friday, 2/16/07
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max = RequiredSkill + 37.5;
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}
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public override int GetMana() => 0;
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public virtual void OnCastSuccessful(Mobile caster)
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{
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if (Evasion.IsEvading(caster))
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Evasion.EndEvasion(caster);
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if (Confidence.IsConfident(caster))
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Confidence.EndConfidence(caster);
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if (CounterAttack.IsCountering(caster))
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CounterAttack.StopCountering(caster);
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int spellID = SpellRegistry.GetRegistryNumber(this);
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if (spellID > 0)
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Packets.SendToggleSpecialAbility(caster.NetState, (short)(spellID + 1), true);
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}
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public static void OnEffectEnd(Mobile caster, Type type)
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{
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int spellID = SpellRegistry.GetRegistryNumber(type);
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if (spellID > 0)
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Packets.SendToggleSpecialAbility(caster.NetState, (short)(spellID + 1), false);
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}
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}
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}
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