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