* 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
163 lines
4.9 KiB
C#
163 lines
4.9 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Gumps;
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using Server.Mobiles;
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using Server.Spells.Necromancy;
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namespace Server.Spells.Chivalry
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{
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public class NobleSacrificeSpell : PaladinSpell
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Noble Sacrifice", "Dium Prostra",
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-1,
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9002
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);
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public NobleSacrificeSpell(Mobile caster, Item scroll = null) : base(caster, scroll, m_Info)
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{
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}
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public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(1.5);
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public override double RequiredSkill => 65.0;
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public override int RequiredMana => 20;
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public override int RequiredTithing => 30;
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public override int MantraNumber => 1060725; // Dium Prostra
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public override bool BlocksMovement => false;
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public override void OnCast()
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{
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if (CheckSequence())
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{
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List<Mobile> targets = new List<Mobile>();
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foreach (Mobile m in Caster.GetMobilesInRange(3)) // TODO: Validate range
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{
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if (m is BaseCreature creature && creature.IsAnimatedDead)
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continue;
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if (Caster != m && m.InLOS(Caster) && Caster.CanBeBeneficial(m, false, true) && !(m is Golem))
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targets.Add(m);
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}
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Caster.PlaySound(0x244);
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Caster.FixedParticles(0x3709, 1, 30, 9965, 5, 7, EffectLayer.Waist);
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Caster.FixedParticles(0x376A, 1, 30, 9502, 5, 3, EffectLayer.Waist);
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/* Attempts to Resurrect, Cure and Heal all targets in a radius around the caster.
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* If any target is successfully assisted, the Paladin's current
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* Hit Points, Mana and Stamina are set to 1.
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* Amount of damage healed is affected by the Caster's Karma, from 8 to 24 hit points.
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*/
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bool sacrifice = false;
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// TODO: Is there really a resurrection chance?
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double resChance = 0.1 + 0.9 * Caster.Karma / 10000.0d;
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for (int i = 0; i < targets.Count; ++i)
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{
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Mobile m = targets[i];
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if (!m.Alive)
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{
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if (m.Region?.IsPartOf("Khaldun") == true)
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{
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Caster.SendLocalizedMessage(
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1010395); // The veil of death in this area is too strong and resists thy efforts to restore life.
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}
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else if (resChance > Utility.RandomDouble())
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{
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m.FixedParticles(0x375A, 1, 15, 5005, 5, 3, EffectLayer.Head);
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m.CloseGump<ResurrectGump>();
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m.SendGump(new ResurrectGump(m, Caster));
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sacrifice = true;
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}
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}
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else
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{
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bool sendEffect = false;
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if (m.Poisoned && m.CurePoison(Caster))
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{
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Caster.DoBeneficial(m);
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if (Caster != m)
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Caster.SendLocalizedMessage(1010058); // You have cured the target of all poisons!
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m.SendLocalizedMessage(1010059); // You have been cured of all poisons.
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sendEffect = true;
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sacrifice = true;
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}
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if (m.Hits < m.HitsMax)
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{
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int toHeal = ComputePowerValue(10) + Utility.RandomMinMax(0, 2);
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// TODO: Should caps be applied?
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if (toHeal < 8)
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toHeal = 8;
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else if (toHeal > 24)
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toHeal = 24;
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Caster.DoBeneficial(m);
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m.Heal(toHeal, Caster);
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sendEffect = true;
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}
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StatMod mod;
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mod = m.GetStatMod("[Magic] Str Offset");
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if (mod?.Offset < 0)
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{
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m.RemoveStatMod("[Magic] Str Offset");
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sendEffect = true;
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}
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mod = m.GetStatMod("[Magic] Dex Offset");
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if (mod?.Offset < 0)
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{
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m.RemoveStatMod("[Magic] Dex Offset");
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sendEffect = true;
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}
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mod = m.GetStatMod("[Magic] Int Offset");
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if (mod?.Offset < 0)
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{
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m.RemoveStatMod("[Magic] Int Offset");
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sendEffect = true;
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}
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if (m.Paralyzed)
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{
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m.Paralyzed = false;
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sendEffect = true;
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}
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// TODO: Should this remove blood oath? Pain spike?
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sendEffect |= EvilOmenSpell.TryEndEffect(m);
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sendEffect |= StrangleSpell.RemoveCurse(m);
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sendEffect |= CorpseSkinSpell.RemoveCurse(m);
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if (sendEffect)
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{
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m.FixedParticles(0x375A, 1, 15, 5005, 5, 3, EffectLayer.Head);
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sacrifice = true;
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}
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}
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}
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if (sacrifice)
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{
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Caster.PlaySound(Caster.Body.IsFemale ? 0x150 : 0x423);
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Caster.Hits = 1;
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Caster.Stam = 1;
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Caster.Mana = 1;
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}
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}
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FinishSequence();
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}
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}
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}
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