* 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
127 lines
3.5 KiB
C#
127 lines
3.5 KiB
C#
using System;
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using System.Collections.Generic;
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namespace Server.Spells.Spellweaving
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{
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public class AttuneWeaponSpell : ArcanistSpell
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{
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private static SpellInfo m_Info = new SpellInfo(
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"Attune Weapon", "Haeldril",
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-1
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);
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private static Dictionary<Mobile, ExpireTimer> m_Table = new Dictionary<Mobile, ExpireTimer>();
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public AttuneWeaponSpell(Mobile caster, Item scroll = null)
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: base(caster, scroll, m_Info)
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{
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}
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public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(1.0);
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public override double RequiredSkill => 0.0;
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public override int RequiredMana => 24;
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public override bool CheckCast()
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{
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if (m_Table.ContainsKey(Caster))
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{
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Caster.SendLocalizedMessage(501775); // This spell is already in effect.
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return false;
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}
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if (Caster.CanBeginAction<AttuneWeaponSpell>())
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return base.CheckCast();
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Caster.SendLocalizedMessage(1075124); // You must wait before casting that spell again.
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return false;
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}
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public override void OnCast()
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{
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if (CheckSequence())
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{
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Caster.PlaySound(0x5C3);
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Caster.FixedParticles(0x3728, 1, 13, 0x26B8, 0x455, 7, EffectLayer.Waist);
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Caster.FixedParticles(0x3779, 1, 15, 0x251E, 0x3F, 7, EffectLayer.Waist);
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double skill = Caster.Skills.Spellweaving.Value;
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int damageAbsorb = (int)(18 + (skill - 10) / 10 * 3 + FocusLevel * 6);
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Caster.MeleeDamageAbsorb = damageAbsorb;
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TimeSpan duration = TimeSpan.FromSeconds(60 + FocusLevel * 12);
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ExpireTimer t = new ExpireTimer(Caster, duration);
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t.Start();
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m_Table[Caster] = t;
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Caster.BeginAction<AttuneWeaponSpell>();
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BuffInfo.AddBuff(Caster,
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new BuffInfo(BuffIcon.AttuneWeapon, 1075798, damageAbsorb.ToString(), duration, Caster));
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}
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FinishSequence();
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}
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public static void TryAbsorb(Mobile defender, ref int damage)
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{
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if (damage == 0 || !IsAbsorbing(defender) || defender.MeleeDamageAbsorb <= 0)
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return;
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int absorbed = Math.Min(damage, defender.MeleeDamageAbsorb);
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damage -= absorbed;
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defender.MeleeDamageAbsorb -= absorbed;
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defender.SendLocalizedMessage(1075127,
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$"{absorbed}\t{defender.MeleeDamageAbsorb}"); // ~1_damage~ point(s) of damage have been absorbed. A total of ~2_remaining~ point(s) of shielding remain.
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if (defender.MeleeDamageAbsorb <= 0)
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StopAbsorbing(defender, true);
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}
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public static bool IsAbsorbing(Mobile m) => m_Table.ContainsKey(m);
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public static void StopAbsorbing(Mobile m, bool message)
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{
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if (m_Table.TryGetValue(m, out ExpireTimer t))
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t.DoExpire(message);
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}
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private class ExpireTimer : Timer
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{
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private Mobile m_Mobile;
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public ExpireTimer(Mobile m, TimeSpan delay)
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: base(delay) =>
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m_Mobile = m;
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protected override void OnTick()
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{
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DoExpire(true);
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}
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public void DoExpire(bool message)
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{
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Stop();
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m_Mobile.MeleeDamageAbsorb = 0;
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if (message)
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{
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m_Mobile.SendLocalizedMessage(1075126); // Your attunement fades.
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m_Mobile.PlaySound(0x1F8);
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}
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m_Table.Remove(m_Mobile);
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DelayCall(TimeSpan.FromSeconds(120), delegate { m_Mobile.EndAction<AttuneWeaponSpell>(); });
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BuffInfo.RemoveBuff(m_Mobile, BuffIcon.AttuneWeapon);
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}
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}
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}
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}
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