ModernUO/Projects/Scripts/Spells/Seventh/GateTravel.cs
Kamron Batman 179cb50557 Updates Packets & Randomizer (#43)
* 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
2019-11-11 12:40:16 +01:00

162 lines
5.1 KiB
C#

using System;
using System.Linq;
using Server.Factions;
using Server.Items;
using Server.Misc;
using Server.Mobiles;
namespace Server.Spells.Seventh
{
public class GateTravelSpell : MagerySpell, IRecallSpell
{
private static SpellInfo m_Info = new SpellInfo(
"Gate Travel", "Vas Rel Por",
263,
9032,
Reagent.BlackPearl,
Reagent.MandrakeRoot,
Reagent.SulfurousAsh
);
private RunebookEntry m_Entry;
public GateTravelSpell(Mobile caster, RunebookEntry entry = null, Item scroll = null) : base(caster, scroll, m_Info) => m_Entry = entry;
public override SpellCircle Circle => SpellCircle.Seventh;
public override void OnCast()
{
if (m_Entry == null)
Caster.Target = new RecallSpellTarget(this, false);
else
Effect(m_Entry.Location, m_Entry.Map, true);
}
public override bool CheckCast()
{
if (Sigil.ExistsOn(Caster))
{
Caster.SendLocalizedMessage(1061632); // You can't do that while carrying the sigil.
return false;
}
if (Caster.Criminal)
{
Caster.SendLocalizedMessage(1005561, "", 0x22); // Thou'rt a criminal and cannot escape so easily.
return false;
}
if (SpellHelper.CheckCombat(Caster))
{
Caster.SendLocalizedMessage(1005564, "", 0x22); // Wouldst thou flee during the heat of battle??
return false;
}
return SpellHelper.CheckTravel(Caster, TravelCheckType.GateFrom);
}
private bool GateExistsAt(Map map, Point3D loc)
{
IPooledEnumerable<Item> eable = map.GetItemsInRange(loc, 0);
bool gateFound = eable.Any(item => item is Moongate || item is PublicMoongate);
eable.Free();
return gateFound;
}
public void Effect(Point3D loc, Map map, bool checkMulti)
{
if (Sigil.ExistsOn(Caster))
Caster.SendLocalizedMessage(1061632); // You can't do that while carrying the sigil.
else if (map == null || !Core.AOS && Caster.Map != map)
Caster.SendLocalizedMessage(1005570); // You can not gate to another facet.
else if (!SpellHelper.CheckTravel(Caster, TravelCheckType.GateFrom))
{
}
else if (!SpellHelper.CheckTravel(Caster, map, loc, TravelCheckType.GateTo))
{
}
else if (map == Map.Felucca && Caster is PlayerMobile mobile && mobile.Young)
mobile.SendLocalizedMessage(1049543); // You decide against traveling to Felucca while you are still young.
else if (Caster.Kills >= 5 && map != Map.Felucca)
Caster.SendLocalizedMessage(1019004); // You are not allowed to travel there.
else if (Caster.Criminal)
Caster.SendLocalizedMessage(1005561, "", 0x22); // Thou'rt a criminal and cannot escape so easily.
else if (SpellHelper.CheckCombat(Caster))
Caster.SendLocalizedMessage(1005564, "", 0x22); // Wouldst thou flee during the heat of battle??
else if (!map.CanSpawnMobile(loc.X, loc.Y, loc.Z))
Caster.SendLocalizedMessage(501942); // That location is blocked.
else if (checkMulti && SpellHelper.CheckMulti(loc, map))
Caster.SendLocalizedMessage(501942); // That location is blocked.
else if (Core.SE && (GateExistsAt(map, loc) || GateExistsAt(Caster.Map, Caster.Location))) // SE restricted stacking gates
Caster.SendLocalizedMessage(1071242); // There is already a gate there.
else if (CheckSequence())
{
Caster.SendLocalizedMessage(501024); // You open a magical gate to another location
Effects.PlaySound(Caster.Location, Caster.Map, 0x20E);
InternalItem firstGate = new InternalItem(loc, map);
firstGate.MoveToWorld(Caster.Location, Caster.Map);
Effects.PlaySound(loc, map, 0x20E);
InternalItem secondGate = new InternalItem(Caster.Location, Caster.Map);
secondGate.MoveToWorld(loc, map);
}
FinishSequence();
}
[DispellableField]
private class InternalItem : Moongate
{
public InternalItem(Point3D target, Map map) : base(target, map)
{
Map = map;
if (ShowFeluccaWarning && map == Map.Felucca)
ItemID = 0xDDA;
Dispellable = true;
InternalTimer t = new InternalTimer(this);
t.Start();
}
public InternalItem(Serial serial) : base(serial)
{
}
public override bool ShowFeluccaWarning => Core.AOS;
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
Delete();
}
private class InternalTimer : Timer
{
private Item m_Item;
public InternalTimer(Item item) : base(TimeSpan.FromSeconds(30.0))
{
Priority = TimerPriority.OneSecond;
m_Item = item;
}
protected override void OnTick()
{
m_Item.Delete();
}
}
}
}
}