* 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
111 lines
2.8 KiB
C#
111 lines
2.8 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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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 MeteorSwarmSpell : MagerySpell, ISpellTargetingPoint3D
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Meteor Swarm", "Flam Kal Des Ylem",
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233,
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9042,
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false,
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Reagent.Bloodmoss,
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Reagent.MandrakeRoot,
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Reagent.SulfurousAsh,
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Reagent.SpidersSilk
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);
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public MeteorSwarmSpell(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 bool DelayedDamage => true;
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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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if (p is Item item)
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p = item.GetWorldLocation();
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List<Mobile> targets;
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Map map = Caster.Map;
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bool playerVsPlayer = false;
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if (map != null)
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{
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IPooledEnumerable<Mobile> eable = map.GetMobilesInRange(new Point3D(p), 2);
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targets = eable.Where(m =>
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{
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if (Caster == m || !SpellHelper.ValidIndirectTarget(Caster, m) || !Caster.CanBeHarmful(m, false) ||
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Core.AOS && !Caster.InLOS(m))
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return false;
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playerVsPlayer |= m.Player;
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return true;
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}).ToList();
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eable.Free();
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}
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else
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{
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targets = new List<Mobile>();
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}
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double damage = Core.AOS ? GetNewAosDamage(51, 1, 5, playerVsPlayer)
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: Utility.Random(27, 22);
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if (targets.Count > 0)
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{
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Effects.PlaySound(p, Caster.Map, 0x160);
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if (Core.AOS && targets.Count > 2)
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damage = damage * 2 / targets.Count;
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else if (!Core.AOS)
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damage /= targets.Count;
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for (int i = 0; i < targets.Count; ++i)
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{
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Mobile m = targets[i];
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double toDeal = damage;
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if (!Core.AOS && CheckResisted(m))
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{
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damage *= 0.5;
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m.SendLocalizedMessage(501783); // You feel yourself resisting magical energy.
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}
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toDeal *= GetDamageScalar(m);
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Caster.DoHarmful(m);
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SpellHelper.Damage(this, m, toDeal, 0, 100, 0, 0, 0);
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Caster.MovingParticles(m, 0x36D4, 7, 0, false, true, 9501, 1, 0, 0x100);
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}
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}
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}
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FinishSequence();
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}
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}
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}
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