* 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
166 lines
4.2 KiB
C#
166 lines
4.2 KiB
C#
using System;
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using Server.Items;
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using Server.Misc;
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using Server.Mobiles;
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using Server.Targeting;
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namespace Server.Spells.Seventh
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{
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public class EnergyFieldSpell : MagerySpell, ISpellTargetingPoint3D
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Energy Field", "In Sanct Grav",
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221,
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9022,
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false,
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Reagent.BlackPearl,
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Reagent.MandrakeRoot,
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Reagent.SpidersSilk,
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Reagent.SulfurousAsh
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);
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public EnergyFieldSpell(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.Seventh;
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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 (SpellHelper.CheckTown(p, Caster) && 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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int dx = Caster.Location.X - p.X;
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int dy = Caster.Location.Y - p.Y;
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int rx = (dx - dy) * 44;
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int ry = (dx + dy) * 44;
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bool eastToWest = (rx < 0 || ry < 0) && (rx >= 0 || ry >= 0);
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Effects.PlaySound(p, Caster.Map, 0x20B);
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TimeSpan duration;
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if (Core.AOS)
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duration = TimeSpan.FromSeconds((15 + Caster.Skills.Magery.Fixed / 5) / 7.0);
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else
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duration = TimeSpan.FromSeconds(Caster.Skills.Magery.Value * 0.28 +
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2.0); // (28% of magery) + 2.0 seconds
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int itemID = eastToWest ? 0x3946 : 0x3956;
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for (int i = -2; i <= 2; ++i)
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{
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Point3D loc = new Point3D(eastToWest ? p.X + i : p.X, eastToWest ? p.Y : p.Y + i, p.Z);
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bool canFit = SpellHelper.AdjustField(ref loc, Caster.Map, 12, false);
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if (!canFit)
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continue;
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Item item = new InternalItem(loc, Caster.Map, duration, itemID, Caster);
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item.ProcessDelta();
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Effects.SendLocationParticles(EffectItem.Create(loc, Caster.Map, EffectItem.DefaultDuration), 0x376A, 9,
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10, 5051);
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}
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}
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FinishSequence();
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}
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[DispellableField]
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private class InternalItem : Item
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{
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private Mobile m_Caster;
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private Timer m_Timer;
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public InternalItem(Point3D loc, Map map, TimeSpan duration, int itemID, Mobile caster) : base(itemID)
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{
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Visible = false;
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Movable = false;
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Light = LightType.Circle300;
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MoveToWorld(loc, map);
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m_Caster = caster;
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if (caster.InLOS(this))
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Visible = true;
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else
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Delete();
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if (Deleted)
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return;
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m_Timer = new InternalTimer(this, duration);
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m_Timer.Start();
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}
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public InternalItem(Serial serial) : base(serial)
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{
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m_Timer = new InternalTimer(this, TimeSpan.FromSeconds(5.0));
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m_Timer.Start();
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}
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public override bool BlocksFit => true;
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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}
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public override bool OnMoveOver(Mobile m)
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{
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if (!(m is PlayerMobile))
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return base.OnMoveOver(m);
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int noto = Notoriety.Compute(m_Caster, m);
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return noto != Notoriety.Enemy && noto != Notoriety.Ally && base.OnMoveOver(m);
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}
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public override void OnAfterDelete()
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{
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base.OnAfterDelete();
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m_Timer?.Stop();
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}
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private class InternalTimer : Timer
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{
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private InternalItem m_Item;
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public InternalTimer(InternalItem item, TimeSpan duration) : base(duration)
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{
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Priority = TimerPriority.OneSecond;
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m_Item = item;
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}
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protected override void OnTick()
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{
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m_Item.Delete();
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}
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}
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}
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}
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}
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