ModernUO/Projects/Server/Targeting/Target.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

288 lines
7.6 KiB
C#

/***************************************************************************
* Target.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 Server.Network;
namespace Server.Targeting
{
public abstract class Target
{
private static int _nextTargetId;
private Timer m_TimeoutTimer;
protected Target(int range, bool allowGround, TargetFlags flags)
{
TargetID = ++_nextTargetId;
Range = range;
AllowGround = allowGround;
Flags = flags;
CheckLOS = true;
}
public DateTime TimeoutTime{ get; private set; }
public bool CheckLOS{ get; set; }
public bool DisallowMultis{ get; set; }
public bool AllowNonlocal{ get; set; }
public int TargetID{ get; }
public int Range{ get; set; }
public bool AllowGround{ get; set; }
public TargetFlags Flags{ get; set; }
public static void Cancel(Mobile m)
{
Packets.SendCancelTarget(m.NetState);
m.Target?.OnTargetCancel(m, TargetCancelType.Canceled);
}
public void BeginTimeout(Mobile from, TimeSpan delay)
{
TimeoutTime = DateTime.UtcNow + delay;
m_TimeoutTimer?.Stop();
m_TimeoutTimer = new TimeoutTimer(this, from, delay);
m_TimeoutTimer.Start();
}
public void CancelTimeout()
{
m_TimeoutTimer?.Stop();
m_TimeoutTimer = null;
}
public void Timeout(Mobile from)
{
CancelTimeout();
from.ClearTarget();
Cancel(from);
OnTargetCancel(from, TargetCancelType.Timeout);
OnTargetFinish(from);
}
public virtual Packet GetPacketFor(NetState ns) => new TargetReq(this);
public void Cancel(Mobile from, TargetCancelType type)
{
CancelTimeout();
from.ClearTarget();
OnTargetCancel(from, type);
OnTargetFinish(from);
}
public void Invoke(Mobile from, object targeted)
{
CancelTimeout();
from.ClearTarget();
if (from.Deleted)
{
OnTargetCancel(from, TargetCancelType.Canceled);
OnTargetFinish(from);
return;
}
Point3D loc;
Map map;
Item item = targeted as Item;
Mobile mobile = targeted as Mobile;
if (targeted is LandTarget target)
{
loc = target.Location;
map = from.Map;
}
else if (targeted is StaticTarget staticTarget)
{
loc = staticTarget.Location;
map = from.Map;
}
else if (mobile != null)
{
if (mobile.Deleted)
{
OnTargetDeleted(from, mobile);
OnTargetFinish(from);
return;
}
if (!mobile.CanTarget)
{
OnTargetUntargetable(from, mobile);
OnTargetFinish(from);
return;
}
loc = mobile.Location;
map = mobile.Map;
}
else if (item != null)
{
if (item.Deleted)
{
OnTargetDeleted(from, item);
OnTargetFinish(from);
return;
}
if (!item.CanTarget)
{
OnTargetUntargetable(from, item);
OnTargetFinish(from);
return;
}
if (!AllowNonlocal && item.RootParent is Mobile && item.RootParent != from && from.AccessLevel == AccessLevel.Player)
{
OnNonlocalTarget(from, item);
OnTargetFinish(from);
return;
}
loc = item.GetWorldLocation();
map = item.Map;
}
else
{
OnTargetCancel(from, TargetCancelType.Canceled);
OnTargetFinish(from);
return;
}
if (map == null || map != from.Map || Range != -1 && !from.InRange(loc, Range))
{
OnTargetOutOfRange(from, targeted);
}
else
{
if (!from.CanSee(targeted))
OnCantSeeTarget(from, targeted);
else if (CheckLOS && !from.InLOS(targeted))
OnTargetOutOfLOS(from, targeted);
else if (item?.InSecureTrade == true)
OnTargetInSecureTrade(from, targeted);
else if (item?.IsAccessibleTo(from) == false)
OnTargetNotAccessible(from, targeted);
else if (item?.CheckTarget(from, this, targeted) == false)
OnTargetUntargetable(from, targeted);
else if (mobile?.CheckTarget(from, this, mobile) == false)
OnTargetUntargetable(from, mobile);
else if (from.Region.OnTarget(from, this, targeted))
OnTarget(from, targeted);
}
OnTargetFinish(from);
}
protected virtual void OnTarget(Mobile from, object targeted)
{
}
protected virtual void OnTargetNotAccessible(Mobile from, object targeted)
{
from.SendLocalizedMessage(500447); // That is not accessible.
}
protected virtual void OnTargetInSecureTrade(Mobile from, object targeted)
{
from.SendLocalizedMessage(500447); // That is not accessible.
}
protected virtual void OnNonlocalTarget(Mobile from, object targeted)
{
from.SendLocalizedMessage(500447); // That is not accessible.
}
protected virtual void OnCantSeeTarget(Mobile from, object targeted)
{
from.SendLocalizedMessage(500237); // Target can not be seen.
}
protected virtual void OnTargetOutOfLOS(Mobile from, object targeted)
{
from.SendLocalizedMessage(500237); // Target can not be seen.
}
protected virtual void OnTargetOutOfRange(Mobile from, object targeted)
{
from.SendLocalizedMessage(500446); // That is too far away.
}
protected virtual void OnTargetDeleted(Mobile from, object targeted)
{
}
protected virtual void OnTargetUntargetable(Mobile from, object targeted)
{
from.SendLocalizedMessage(500447); // That is not accessible.
}
protected virtual void OnTargetCancel(Mobile from, TargetCancelType cancelType)
{
}
protected virtual void OnTargetFinish(Mobile from)
{
}
private class TimeoutTimer : Timer
{
private static TimeSpan ThirtySeconds = TimeSpan.FromSeconds(30.0);
private static TimeSpan TenSeconds = TimeSpan.FromSeconds(10.0);
private static TimeSpan OneSecond = TimeSpan.FromSeconds(1.0);
private Mobile m_Mobile;
private Target m_Target;
public TimeoutTimer(Target target, Mobile m, TimeSpan delay) : base(delay)
{
m_Target = target;
m_Mobile = m;
if (delay >= ThirtySeconds)
Priority = TimerPriority.FiveSeconds;
else if (delay >= TenSeconds)
Priority = TimerPriority.OneSecond;
else if (delay >= OneSecond)
Priority = TimerPriority.TwoFiftyMS;
else
Priority = TimerPriority.TwentyFiveMS;
}
protected override void OnTick()
{
if (m_Mobile.Target == m_Target)
m_Target.Timeout(m_Mobile);
}
}
}
}