* 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
135 lines
4 KiB
C#
135 lines
4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Server.Mobiles;
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using Server.Targeting;
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namespace Server.Spells.Fourth
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{
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public class ArchCureSpell : MagerySpell, ISpellTargetingPoint3D
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Arch Cure", "Vas An Nox",
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215,
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9061,
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Reagent.Garlic,
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Reagent.Ginseng,
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Reagent.MandrakeRoot
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);
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public ArchCureSpell(Mobile caster, Item scroll = null) : base(caster, scroll, m_Info)
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{
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}
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public override SpellCircle Circle => SpellCircle.Fourth;
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// Arch cure is now 1/4th of a second faster
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public override TimeSpan CastDelayBase => base.CastDelayBase - TimeSpan.FromSeconds(0.25);
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public override void OnCast()
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{
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Caster.Target = new SpellTargetPoint3D(this, TargetFlags.None, Core.ML ? 10 : 12);
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}
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public void Target(IPoint3D p)
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{
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if (!Caster.CanSee(p))
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{
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Caster.SendLocalizedMessage(500237); // Target can not be seen.
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}
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else if (CheckSequence())
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{
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SpellHelper.Turn(Caster, p);
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SpellHelper.GetSurfaceTop(ref p);
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List<Mobile> targets = new List<Mobile>();
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Map map = Caster.Map;
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Mobile directTarget = p as Mobile;
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if (map != null)
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{
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bool feluccaRules = map.Rules == MapRules.FeluccaRules;
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// You can target any living mobile directly, beneficial checks apply
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if (directTarget != null && Caster.CanBeBeneficial(directTarget, false))
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targets.Add(directTarget);
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IPooledEnumerable<Mobile> eable = map.GetMobilesInRange(new Point3D(p), 2);
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targets.AddRange(eable.Where(m => m != directTarget).Where(m => AreaCanTarget(m, feluccaRules)));
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eable.Free();
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}
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Effects.PlaySound(p, Caster.Map, 0x299);
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if (targets.Count > 0)
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{
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int cured = 0;
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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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Caster.DoBeneficial(m);
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Poison poison = m.Poison;
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if (poison != null)
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{
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int chanceToCure = 10000 + (int)(Caster.Skills.Magery.Value * 75) -
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(poison.Level + 1) * 1750;
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chanceToCure /= 100;
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chanceToCure -= 1;
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if (chanceToCure > Utility.Random(100) && m.CurePoison(Caster))
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++cured;
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}
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m.FixedParticles(0x373A, 10, 15, 5012, EffectLayer.Waist);
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m.PlaySound(0x1E0);
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}
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if (cured > 0)
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Caster.SendLocalizedMessage(1010058); // You have cured the target of all poisons!
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}
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}
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FinishSequence();
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}
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private bool AreaCanTarget(Mobile target, bool feluccaRules)
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{
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/* Arch cure area effect won't cure aggressors, victims, murderers, criminals or monsters.
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* In Felucca, it will also not cure summons and pets.
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* For red players it will only cure themselves and guild members.
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*/
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if (!Caster.CanBeBeneficial(target, false))
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return false;
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if (Core.AOS && target != Caster)
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{
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if (IsAggressor(target) || IsAggressed(target))
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return false;
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if ((!IsInnocentTo(Caster, target) || !IsInnocentTo(target, Caster)) && !IsAllyTo(Caster, target))
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return false;
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if (feluccaRules && !(target is PlayerMobile))
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return false;
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}
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return true;
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}
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private bool IsAggressor(Mobile m) => Caster.Aggressors.Any(info => m == info.Attacker && !info.Expired);
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private bool IsAggressed(Mobile m) => Caster.Aggressed.Any(info => m == info.Defender && !info.Expired);
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private static bool IsInnocentTo(Mobile from, Mobile to) => Notoriety.Compute(from, to) == Notoriety.Innocent;
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private static bool IsAllyTo(Mobile from, Mobile to) => Notoriety.Compute(from, to) == Notoriety.Ally;
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}
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}
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