ModernUO/Projects/Server/Interfaces.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

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C#

/***************************************************************************
* Interfaces.cs
* -------------------
* begin : May 1, 2002
* copyright : (C) The RunUO Software Team
* email : info@runuo.com
*
* $Id$
*
***************************************************************************/
/***************************************************************************
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
***************************************************************************/
using System;
using System.Collections.Generic;
namespace Server
{
public interface IMount
{
Mobile Rider{ get; set; }
void OnRiderDamaged(int amount, Mobile from, bool willKill);
}
public interface IMountItem
{
IMount Mount{ get; }
}
public interface IVendor
{
DateTime LastRestock{ get; set; }
TimeSpan RestockDelay{ get; }
bool OnBuyItems(Mobile from, List<BuyItemResponse> list);
bool OnSellItems(Mobile from, List<SellItemResponse> list);
void Restock();
}
public interface IPoint2D
{
int X{ get; }
int Y{ get; }
}
public interface IPoint3D : IPoint2D
{
int Z{ get; }
}
public interface ICarvable
{
void Carve(Mobile from, Item item);
}
public interface IWeapon
{
int MaxRange{ get; }
void OnBeforeSwing(Mobile attacker, Mobile defender);
TimeSpan OnSwing(Mobile attacker, Mobile defender);
void GetStatusDamage(Mobile from, out int min, out int max);
}
public interface IHued
{
int HuedItemID{ get; }
}
public interface ISpell
{
bool IsCasting{ get; }
void OnCasterHurt();
void OnCasterKilled();
void OnConnectionChanged();
bool OnCasterMoving(Direction d);
bool OnCasterEquipping(Item item);
bool OnCasterUsingObject(IEntity entity);
bool OnCastInTown(Region r);
void FinishSequence();
}
public interface IParty
{
void OnStamChanged(Mobile m);
void OnManaChanged(Mobile m);
void OnStatsQuery(Mobile beholder, Mobile beheld);
}
public interface ISpawner
{
bool UnlinkOnTaming{ get; }
Point3D HomeLocation{ get; }
int HomeRange{ get; }
Region Region{ get; }
void Remove(ISpawnable spawn);
}
public interface ISpawnable : IEntity
{
ISpawner Spawner{ get; set; }
void OnBeforeSpawn(Point3D location, Map map);
void OnAfterSpawn();
}
}