* 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
147 lines
4.9 KiB
C#
147 lines
4.9 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Mobiles;
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using Server.Targeting;
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namespace Server.Spells.Necromancy
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{
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public class BloodOathSpell : NecromancerSpell, ISpellTargetingMobile
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Blood Oath", "In Jux Mani Xen",
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203,
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9031,
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Reagent.DaemonBlood
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);
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private static Dictionary<Mobile, Mobile> m_OathTable = new Dictionary<Mobile, Mobile>();
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private static Dictionary<Mobile, ExpireTimer> m_Table = new Dictionary<Mobile, ExpireTimer>();
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public BloodOathSpell(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 => 20.0;
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public override int RequiredMana => 13;
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public override void OnCast()
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{
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Caster.Target = new SpellTargetMobile(this, TargetFlags.Harmful, Core.ML ? 10 : 12);
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}
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public void Target(Mobile m)
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{
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if (m == null)
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Caster.SendLocalizedMessage(1060508); // You can't curse that.
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// only PlayerMobile and BaseCreature implement blood oath checking
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else if (Caster == m || !(m is PlayerMobile || m is BaseCreature))
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Caster.SendLocalizedMessage(1060508); // You can't curse that.
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else if (m_OathTable.ContainsKey(Caster))
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Caster.SendLocalizedMessage(1061607); // You are already bonded in a Blood Oath.
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else if (m_OathTable.ContainsKey(m))
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{
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if (m.Player)
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Caster.SendLocalizedMessage(1061608); // That player is already bonded in a Blood Oath.
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else
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Caster.SendLocalizedMessage(1061609); // That creature is already bonded in a Blood Oath.
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}
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else if (CheckHSequence(m))
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{
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SpellHelper.Turn(Caster, m);
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/* Temporarily creates a dark pact between the caster and the target.
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* Any damage dealt by the target to the caster is increased, but the target receives the same amount of damage.
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* The effect lasts for ((Spirit Speak skill level - target's Resist Magic skill level) / 80 ) + 8 seconds.
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*
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* NOTE: The above algorithm must be fixed point, it should be:
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* ((ss-rm)/8)+8
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*/
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m_Table.TryGetValue(m, out ExpireTimer timer);
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timer?.DoExpire();
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m_OathTable[Caster] = Caster;
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m_OathTable[m] = Caster;
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m.Spell?.OnCasterHurt();
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Caster.PlaySound(0x175);
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Caster.FixedParticles(0x375A, 1, 17, 9919, 33, 7, EffectLayer.Waist);
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Caster.FixedParticles(0x3728, 1, 13, 9502, 33, 7, (EffectLayer)255);
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m.FixedParticles(0x375A, 1, 17, 9919, 33, 7, EffectLayer.Waist);
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m.FixedParticles(0x3728, 1, 13, 9502, 33, 7, (EffectLayer)255);
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TimeSpan duration = TimeSpan.FromSeconds((GetDamageSkill(Caster) - GetResistSkill(m)) / 8 + 8);
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m.CheckSkill(SkillName.MagicResist, 0.0, 120.0); //Skill check for gain
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timer = new ExpireTimer(Caster, m, duration);
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timer.Start();
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BuffInfo.AddBuff(Caster, new BuffInfo(BuffIcon.BloodOathCaster, 1075659, m.Name, duration, Caster));
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BuffInfo.AddBuff(m, new BuffInfo(BuffIcon.BloodOathCurse, 1075661, Caster.Name, duration, m));
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m_Table[m] = timer;
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HarmfulSpell(m);
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}
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FinishSequence();
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}
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public static void RemoveCurse(Mobile m)
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{
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m_Table.TryGetValue(m, out ExpireTimer t);
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t?.DoExpire();
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}
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public static Mobile GetBloodOath(Mobile m) => m == null || m_OathTable.TryGetValue(m, out Mobile oath) && oath == m ? null : oath;
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private class ExpireTimer : Timer
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{
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private Mobile m_Caster;
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private DateTime m_End;
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private Mobile m_Target;
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public ExpireTimer(Mobile caster, Mobile target, TimeSpan delay) : base(TimeSpan.FromSeconds(1.0),
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TimeSpan.FromSeconds(1.0))
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{
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m_Caster = caster;
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m_Target = target;
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m_End = DateTime.UtcNow + delay;
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Priority = TimerPriority.TwoFiftyMS;
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}
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protected override void OnTick()
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{
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if (m_Caster.Deleted || m_Target.Deleted || !m_Caster.Alive || !m_Target.Alive ||
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DateTime.UtcNow >= m_End) DoExpire();
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}
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public void DoExpire()
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{
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if (m_OathTable.ContainsKey(m_Caster))
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{
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m_Caster.SendLocalizedMessage(1061620); // Your Blood Oath has been broken.
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m_OathTable.Remove(m_Caster);
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}
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if (m_OathTable.ContainsKey(m_Target))
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{
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m_Target.SendLocalizedMessage(1061620); // Your Blood Oath has been broken.
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m_OathTable.Remove(m_Target);
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}
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Stop();
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BuffInfo.RemoveBuff(m_Caster, BuffIcon.BloodOathCaster);
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BuffInfo.RemoveBuff(m_Target, BuffIcon.BloodOathCurse);
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m_Table.Remove(m_Caster);
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}
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}
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}
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}
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