* 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
126 lines
4.1 KiB
C#
126 lines
4.1 KiB
C#
using System;
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using System.Collections.Generic;
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namespace Server.Spells.Mysticism
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{
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public class NetherCycloneSpell : MysticSpell, ISpellTargetingPoint3D
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Nether Cyclone", "Grav Hur",
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-1,
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9002,
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Reagent.MandrakeRoot,
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Reagent.Nightshade,
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Reagent.SulfurousAsh,
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Reagent.Bloodmoss
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);
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public NetherCycloneSpell(Mobile caster, Item scroll = null)
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: base(caster, scroll, m_Info)
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{
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}
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public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(2.5);
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public override double RequiredSkill => 83.0;
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public override int RequiredMana => 50;
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public override void OnCast()
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{
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Caster.Target = new SpellTargetPoint3D(this);
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}
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public void Target(IPoint3D p)
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{
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if (SpellHelper.CheckTown(p, Caster) && CheckSequence())
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{
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/* Summons a gale of lethal winds that strikes all Targets within a radius around
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* the Target's Location, dealing chaos damage. In addition to inflicting damage,
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* each Target of the Nether Cyclone temporarily loses a percentage of mana and
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* stamina. The effectiveness of the Nether Cyclone is determined by a comparison
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* between the Caster's Mysticism and either Focus or Imbuing (whichever is greater)
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* skills and the Resisting Spells skill of the Target.
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*/
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SpellHelper.Turn(Caster, p);
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if (p is Item item)
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p = item.GetWorldLocation();
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List<Mobile> targets = new List<Mobile>();
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Map map = Caster.Map;
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bool pvp = false;
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if (map != null)
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{
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PlayEffect(p, Caster.Map);
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foreach (Mobile m in map.GetMobilesInRange(new Point3D(p), 2))
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{
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if (m == Caster)
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continue;
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if (SpellHelper.ValidIndirectTarget(Caster, m) && Caster.CanBeHarmful(m, false) && Caster.CanSee(m))
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{
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if (!Caster.InLOS(m))
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continue;
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targets.Add(m);
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pvp |= m.Player;
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}
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}
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}
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int damage = GetNewAosDamage(51, 1, 5, pvp);
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double reduction = (GetBaseSkill(Caster) + GetBoostSkill(Caster)) / 1200.0;
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foreach (Mobile m in targets)
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{
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Caster.DoHarmful(m);
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SpellHelper.Damage(this, m, damage, 0, 0, 0, 0, 0, 100);
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double resistedReduction = reduction - m.Skills.MagicResist.Value / 800.0;
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m.Stam -= (int)(m.StamMax * resistedReduction);
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m.Mana -= (int)(m.ManaMax * resistedReduction);
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}
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}
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FinishSequence();
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}
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private static void PlayEffect(IPoint3D p, Map map)
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{
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Effects.PlaySound(p, map, 0x64F);
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PlaySingleEffect(p, map, -1, 1, -1, 1);
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PlaySingleEffect(p, map, -2, 0, -3, -1);
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PlaySingleEffect(p, map, -3, -1, -1, 1);
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PlaySingleEffect(p, map, 1, 3, -1, 1);
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PlaySingleEffect(p, map, -1, 1, 1, 3);
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}
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private static void PlaySingleEffect(IPoint3D p, Map map, int a, int b, int c, int d)
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{
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int x = p.X, y = p.Y, z = p.Z + 18;
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SendEffectPacket(p, map, new Point3D(x + a, y + c, z), new Point3D(x + a, y + c, z));
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SendEffectPacket(p, map, new Point3D(x + b, y + c, z), new Point3D(x + b, y + c, z));
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SendEffectPacket(p, map, new Point3D(x + b, y + d, z), new Point3D(x + b, y + d, z));
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SendEffectPacket(p, map, new Point3D(x + a, y + d, z), new Point3D(x + a, y + d, z));
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SendEffectPacket(p, map, new Point3D(x + b, y + c, z), new Point3D(x + a, y + c, z));
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SendEffectPacket(p, map, new Point3D(x + b, y + d, z), new Point3D(x + b, y + c, z));
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SendEffectPacket(p, map, new Point3D(x + a, y + d, z), new Point3D(x + b, y + d, z));
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SendEffectPacket(p, map, new Point3D(x + a, y + c, z), new Point3D(x + a, y + d, z));
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}
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private static void SendEffectPacket(IPoint3D p, Map map, Point3D orig, Point3D dest)
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{
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Effects.SendMovingEffect(p, orig, dest, map, 0x375A, 0, 0, false, false, 0x49A, 4);
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}
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}
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}
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