* 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
184 lines
4.9 KiB
C#
184 lines
4.9 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.Engines.CannedEvil;
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using Server.Engines.PartySystem;
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using Server.Factions;
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using Server.Guilds;
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using Server.Items;
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using Server.Regions;
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namespace Server.Spells.Necromancy
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{
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public class ExorcismSpell : NecromancerSpell
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Exorcism", "Ort Corp Grav",
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203,
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9031,
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Reagent.NoxCrystal,
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Reagent.GraveDust
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);
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private static readonly int Range = Core.ML ? 48 : 18;
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private static readonly Point3D[] m_BritanniaLocs =
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{
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new Point3D(1470, 843, 0),
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new Point3D(1857, 865, -1),
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new Point3D(4220, 563, 36),
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new Point3D(1732, 3528, 0),
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new Point3D(1300, 644, 8),
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new Point3D(3355, 302, 9),
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new Point3D(1606, 2490, 5),
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new Point3D(2500, 3931, 3),
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new Point3D(4264, 3707, 0)
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};
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private static readonly Point3D[] m_IllshLocs =
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{
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new Point3D(1222, 474, -17),
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new Point3D(718, 1360, -60),
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new Point3D(297, 1014, -19),
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new Point3D(986, 1006, -36),
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new Point3D(1180, 1288, -30),
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new Point3D(1538, 1341, -3),
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new Point3D(528, 223, -38)
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};
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private static readonly Point3D[] m_MalasLocs =
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{
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new Point3D(976, 517, -30)
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};
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private static readonly Point3D[] m_TokunoLocs =
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{
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new Point3D(710, 1162, 25),
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new Point3D(1034, 515, 18),
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new Point3D(295, 712, 55)
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};
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public ExorcismSpell(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(2.0);
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public override double RequiredSkill => 80.0;
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public override int RequiredMana => 40;
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public override bool DelayedDamage => false;
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public override bool CheckCast()
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{
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if (Caster.Skills.SpiritSpeak.Value < 100.0)
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{
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Caster.SendLocalizedMessage(1072112); // You must have GM Spirit Speak to use this spell
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return false;
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}
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return base.CheckCast();
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}
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public override int ComputeKarmaAward() => 0;
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public override void OnCast()
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{
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ChampionSpawnRegion r = Caster.Region.GetRegion<ChampionSpawnRegion>();
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if (r == null || !Caster.InRange(r.ChampionSpawn, Range))
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Caster.SendLocalizedMessage(1072111); // You are not in a valid exorcism region.
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else if (CheckSequence())
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{
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Map map = Caster.Map;
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if (map != null)
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{
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IEnumerable<Mobile> targets = r.ChampionSpawn.GetMobilesInRange(Range).Where(IsValidTarget);
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//Surprisingly, no sparkle type effects
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foreach (Mobile m in targets)
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//Surprisingly, no sparkle type effects
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m.Location = GetNearestShrine(m);
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}
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}
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FinishSequence();
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}
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private bool IsValidTarget(Mobile m)
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{
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if (!m.Player || m.Alive)
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return false;
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Corpse c = m.Corpse as Corpse;
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Map map = m.Map;
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if (c?.Deleted == false && map != null && c.Map == map)
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{
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if (SpellHelper.IsAnyT2A(map, c.Location) && SpellHelper.IsAnyT2A(map, m.Location))
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return false; //Same Map, both in T2A, ie, same 'sub server'.
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if (m.Region.IsPartOf<DungeonRegion>() == Region.Find(c.Location, map).IsPartOf<DungeonRegion>())
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return false; //Same Map, both in Dungeon region OR They're both NOT in a dungeon region.
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//Just an approximation cause RunUO doesn't divide up the world the same way OSI does ;p
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}
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if (Party.Get(m)?.Contains(Caster) == true)
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return false;
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if (m.Guild != null && Caster.Guild != null)
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{
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Guild mGuild = m.Guild as Guild;
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Guild cGuild = Caster.Guild as Guild;
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if (mGuild?.IsAlly(cGuild) == true)
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return false;
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if (mGuild == cGuild)
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return false;
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}
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Faction f = Faction.Find(m);
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return Faction.Facet != m.Map || f == null || f != Faction.Find(Caster);
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}
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private static Point3D GetNearestShrine(Mobile m)
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{
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Map map = m.Map;
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Point3D[] locList;
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if (map == Map.Felucca || map == Map.Trammel)
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locList = m_BritanniaLocs;
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else if (map == Map.Ilshenar)
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locList = m_IllshLocs;
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else if (map == Map.Tokuno)
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locList = m_TokunoLocs;
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else if (map == Map.Malas)
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locList = m_MalasLocs;
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else
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locList = new Point3D[0];
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Point3D closest = Point3D.Zero;
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double minDist = double.MaxValue;
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for (int i = 0; i < locList.Length; i++)
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{
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Point3D p = locList[i];
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double dist = m.GetDistanceToSqrt(p);
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if (minDist > dist)
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{
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closest = p;
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minDist = dist;
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}
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}
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return closest;
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}
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}
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}
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