- [X] Fixes an issue where a buffer smaller than 8 bytes would not double with enough space in some cases. - [X] Fixes an issue with dupe copying the savebuffer reference (ugh). - [X] Streamlines the IGenericWriter API to use better generics. - [X] Streamlines the IGenericReader API to use better generics. - [X] Forces `tidying` of a List/HashSet to be done externally since Writers/Readers should not have side effects. - [X] Fixes an issue where Tidying a list didn't TrimExcess, causing memory leaks. - [X] Reverted the meaning of `World.Running` to specifically refer to any world state post world loading. - NOTE: Do not use this if you want to block on world saves. Instead use checks against `WorldState.Saving` states. - [X] Fixes an issue with serializing negative DateTime deltas. - [X] Fixes a potential issue with serializing non-UTC DateTime. Bumps release version
698 lines
19 KiB
C#
698 lines
19 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Items;
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using Server.Mobiles;
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using Server.Regions;
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using Server.Utilities;
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namespace Server.Engines.Doom
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{
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public enum GauntletSpawnerState
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{
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InSequence,
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InProgress,
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Completed
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}
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public class GauntletSpawner : Item
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{
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public const int PlayersPerSpawn = 5;
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public const int InSequenceItemHue = 0x000;
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public const int InProgressItemHue = 0x676;
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public const int CompletedItemHue = 0x455;
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private GauntletSpawnerState m_State;
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private Timer m_Timer;
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[Constructible]
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public GauntletSpawner(string typeName = null) : base(0x36FE)
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{
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Visible = false;
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Movable = false;
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TypeName = typeName;
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Creatures = new List<Mobile>();
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Traps = new List<BaseTrap>();
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}
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public GauntletSpawner(Serial serial) : base(serial)
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{
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public string TypeName { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public BaseDoor Door { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public BaseAddon Addon { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public GauntletSpawner Sequence { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public bool HasCompleted
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{
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get
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{
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if (Creatures.Count == 0)
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{
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return false;
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}
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for (var i = 0; i < Creatures.Count; ++i)
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{
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var mob = Creatures[i];
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if (!mob.Deleted)
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{
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return false;
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}
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}
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return true;
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Rectangle2D RegionBounds { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public GauntletSpawnerState State
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{
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get => m_State;
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set
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{
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if (m_State == value)
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{
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return;
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}
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m_State = value;
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var hue = 0;
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var lockDoors = m_State == GauntletSpawnerState.InProgress;
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hue = m_State switch
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{
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GauntletSpawnerState.InSequence => InSequenceItemHue,
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GauntletSpawnerState.InProgress => InProgressItemHue,
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GauntletSpawnerState.Completed => CompletedItemHue,
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_ => hue
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};
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if (Door != null)
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{
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Door.Hue = hue;
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Door.Locked = lockDoors;
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if (lockDoors)
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{
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Door.KeyValue = Key.RandomValue();
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Door.Open = false;
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}
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if (Door.Link != null)
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{
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Door.Link.Hue = hue;
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Door.Link.Locked = lockDoors;
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if (lockDoors)
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{
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Door.Link.KeyValue = Key.RandomValue();
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Door.Open = false;
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}
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}
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}
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if (Addon != null)
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{
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Addon.Hue = hue;
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}
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if (m_State == GauntletSpawnerState.InProgress)
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{
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CreateRegion();
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FullSpawn();
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m_Timer = Timer.DelayCall(TimeSpan.FromSeconds(1.0), TimeSpan.FromSeconds(1.0), Slice);
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}
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else
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{
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ClearCreatures();
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ClearTraps();
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DestroyRegion();
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m_Timer?.Stop();
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m_Timer = null;
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}
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}
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}
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public List<Mobile> Creatures { get; set; }
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public List<BaseTrap> Traps { get; set; }
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public Region Region { get; set; }
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public override string DefaultName => "doom spawner";
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public virtual void CreateRegion()
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{
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if (Region != null)
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{
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return;
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}
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var map = Map;
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if (map == null || map == Map.Internal)
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{
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return;
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}
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Region = new GauntletRegion(this, map);
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}
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public virtual void DestroyRegion()
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{
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Region?.Unregister();
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Region = null;
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}
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public virtual int ComputeTrapCount()
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{
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var area = RegionBounds.Width * RegionBounds.Height;
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return area / 100;
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}
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public virtual void ClearTraps()
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{
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for (var i = 0; i < Traps.Count; ++i)
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{
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Traps[i].Delete();
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}
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Traps.Clear();
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}
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public virtual void SpawnTrap()
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{
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var map = Map;
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if (map == null)
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{
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return;
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}
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BaseTrap trap;
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var random = Utility.Random(100);
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if (random < 22)
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{
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trap = new SawTrap(Utility.RandomBool() ? SawTrapType.WestFloor : SawTrapType.NorthFloor);
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}
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else if (random < 44)
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{
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trap = new SpikeTrap(Utility.RandomBool() ? SpikeTrapType.WestFloor : SpikeTrapType.NorthFloor);
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}
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else if (random < 66)
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{
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trap = new GasTrap(Utility.RandomBool() ? GasTrapType.NorthWall : GasTrapType.WestWall);
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}
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else if (random < 88)
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{
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trap = new FireColumnTrap();
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}
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else
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{
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trap = new MushroomTrap();
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}
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if (trap is FireColumnTrap || trap is MushroomTrap)
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{
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trap.Hue = 0x451;
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}
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// try 10 times to find a valid location
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for (var i = 0; i < 10; ++i)
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{
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var x = Utility.Random(RegionBounds.X, RegionBounds.Width);
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var y = Utility.Random(RegionBounds.Y, RegionBounds.Height);
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var z = Z;
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if (!map.CanFit(x, y, z, 16, false, false))
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{
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z = map.GetAverageZ(x, y);
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}
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if (!map.CanFit(x, y, z, 16, false, false))
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{
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continue;
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}
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trap.MoveToWorld(new Point3D(x, y, z), map);
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Traps.Add(trap);
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return;
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}
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trap.Delete();
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}
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public virtual int ComputeSpawnCount()
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{
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var playerCount = 0;
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var map = Map;
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if (map != null)
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{
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var loc = GetWorldLocation();
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var reg = Region.Find(loc, map).GetRegion("Doom Gauntlet");
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if (reg != null)
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{
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playerCount = reg.GetPlayerCount();
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}
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}
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if (playerCount == 0 && Region != null)
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{
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playerCount = Region.GetPlayerCount();
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}
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return Math.Max((playerCount + PlayersPerSpawn - 1) / PlayersPerSpawn, 1);
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}
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public virtual void ClearCreatures()
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{
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for (var i = 0; i < Creatures.Count; ++i)
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{
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Creatures[i].Delete();
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}
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Creatures.Clear();
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}
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public virtual void FullSpawn()
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{
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ClearCreatures();
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var count = ComputeSpawnCount();
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for (var i = 0; i < count; ++i)
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{
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Spawn();
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}
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ClearTraps();
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count = ComputeTrapCount();
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for (var i = 0; i < count; ++i)
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{
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SpawnTrap();
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}
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}
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public virtual void Spawn()
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{
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try
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{
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if (TypeName == null)
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{
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return;
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}
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var type = AssemblyHandler.FindFirstTypeForName(TypeName, true);
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if (type == null)
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{
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return;
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}
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var mob = type.CreateEntityInstance<Mobile>();
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if (mob != null)
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{
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mob.MoveToWorld(GetWorldLocation(), Map);
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Creatures.Add(mob);
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}
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}
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catch
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{
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// ignored
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}
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}
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public virtual void RecurseReset()
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{
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if (m_State != GauntletSpawnerState.InSequence)
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{
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State = GauntletSpawnerState.InSequence;
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if (Sequence?.Deleted == false)
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{
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Sequence.RecurseReset();
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}
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}
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}
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public virtual void Slice()
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{
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if (m_State != GauntletSpawnerState.InProgress)
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{
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return;
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}
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var count = ComputeSpawnCount();
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for (var i = Creatures.Count; i < count; ++i)
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{
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Spawn();
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}
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if (HasCompleted)
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{
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State = GauntletSpawnerState.Completed;
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if (Sequence?.Deleted == false)
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{
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if (Sequence.State == GauntletSpawnerState.Completed)
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{
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RecurseReset();
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}
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Sequence.State = GauntletSpawnerState.InProgress;
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}
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}
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}
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(1); // version
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writer.Write(RegionBounds);
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writer.Write(Traps);
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writer.Write(Creatures);
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writer.Write(TypeName);
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writer.Write(Door);
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writer.Write(Addon);
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writer.Write(Sequence);
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writer.Write((int)m_State);
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = reader.ReadInt();
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switch (version)
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{
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case 1:
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{
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RegionBounds = reader.ReadRect2D();
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Traps = reader.ReadEntityList<BaseTrap>();
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goto case 0;
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}
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case 0:
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{
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if (version < 1)
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{
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Traps = new List<BaseTrap>();
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RegionBounds = new Rectangle2D(X - 40, Y - 40, 80, 80);
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}
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Creatures = reader.ReadEntityList<Mobile>();
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TypeName = reader.ReadString();
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Door = reader.ReadEntity<BaseDoor>();
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Addon = reader.ReadEntity<BaseAddon>();
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Sequence = reader.ReadEntity<GauntletSpawner>();
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State = (GauntletSpawnerState)reader.ReadInt();
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break;
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}
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}
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}
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public static void Initialize()
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{
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CommandSystem.Register("GenGauntlet", AccessLevel.Administrator, GenGauntlet_OnCommand);
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}
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public static void CreateTeleporter(int xFrom, int yFrom, int xTo, int yTo)
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{
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var telePad = new Static(0x1822);
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var teleItem = new Teleporter(new Point3D(xTo, yTo, -1), Map.Malas);
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telePad.Hue = 0x482;
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telePad.MoveToWorld(new Point3D(xFrom, yFrom, -1), Map.Malas);
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teleItem.MoveToWorld(new Point3D(xFrom, yFrom, -1), Map.Malas);
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teleItem.SourceEffect = true;
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teleItem.DestEffect = true;
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teleItem.SoundID = 0x1FE;
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}
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public static BaseDoor CreateDoorSet(int xDoor, int yDoor, bool doorEastToWest, int hue)
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{
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BaseDoor hiDoor = new MetalDoor(doorEastToWest ? DoorFacing.NorthCCW : DoorFacing.WestCW);
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BaseDoor loDoor = new MetalDoor(doorEastToWest ? DoorFacing.SouthCW : DoorFacing.EastCCW);
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hiDoor.MoveToWorld(new Point3D(xDoor, yDoor, -1), Map.Malas);
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loDoor.MoveToWorld(
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new Point3D(xDoor + (doorEastToWest ? 0 : 1), yDoor + (doorEastToWest ? 1 : 0), -1),
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Map.Malas
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);
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hiDoor.Link = loDoor;
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loDoor.Link = hiDoor;
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hiDoor.Hue = hue;
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loDoor.Hue = hue;
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return hiDoor;
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}
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public static GauntletSpawner CreateSpawner(
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string typeName, int xSpawner, int ySpawner, int xDoor, int yDoor,
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int xPentagram, int yPentagram, bool doorEastToWest, int xStart, int yStart, int xWidth, int yHeight
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)
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{
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var spawner = new GauntletSpawner(typeName);
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spawner.MoveToWorld(new Point3D(xSpawner, ySpawner, -1), Map.Malas);
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if (xDoor > 0 && yDoor > 0)
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{
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spawner.Door = CreateDoorSet(xDoor, yDoor, doorEastToWest, 0);
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}
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spawner.RegionBounds = new Rectangle2D(xStart, yStart, xWidth, yHeight);
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if (xPentagram > 0 && yPentagram > 0)
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{
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var pentagram = new PentagramAddon();
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pentagram.MoveToWorld(new Point3D(xPentagram, yPentagram, -1), Map.Malas);
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spawner.Addon = pentagram;
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}
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return spawner;
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}
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public static void CreatePricedHealer(int price, int x, int y)
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{
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var healer = new PricedHealer(price);
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healer.MoveToWorld(new Point3D(x, y, -1), Map.Malas);
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healer.Home = healer.Location;
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healer.RangeHome = 5;
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}
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public static void CreateMorphItem(int x, int y, int inactiveItemID, int activeItemID, int range, int hue)
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{
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var item = new MorphItem(inactiveItemID, activeItemID, range);
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item.Hue = hue;
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item.MoveToWorld(new Point3D(x, y, -1), Map.Malas);
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}
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public static void CreateVarietyDealer(int x, int y)
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{
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var dealer = new VarietyDealer();
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/* Begin outfit */
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dealer.Name = "Nix";
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dealer.Title = "the Variety Dealer";
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dealer.Body = 400;
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dealer.Female = false;
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dealer.Hue = 0x8835;
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var items = new List<Item>(dealer.Items);
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for (var i = 0; i < items.Count; ++i)
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{
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var item = items[i];
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if (item.Layer != Layer.ShopBuy && item.Layer != Layer.ShopResale && item.Layer != Layer.ShopSell)
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{
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item.Delete();
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}
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}
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dealer.HairItemID = 0x2049; // Pig Tails
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dealer.HairHue = 0x482;
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dealer.FacialHairItemID = 0x203E;
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dealer.FacialHairHue = 0x482;
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dealer.AddItem(new FloppyHat(1));
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dealer.AddItem(new Robe(1));
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dealer.AddItem(new LanternOfSouls());
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dealer.AddItem(new Sandals(0x482));
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/* End outfit */
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dealer.MoveToWorld(new Point3D(x, y, -1), Map.Malas);
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dealer.Home = dealer.Location;
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dealer.RangeHome = 2;
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}
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public static void GenGauntlet_OnCommand(CommandEventArgs e)
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{
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/* Begin healer room */
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CreatePricedHealer(5000, 387, 400);
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CreateTeleporter(390, 407, 394, 405);
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var healerDoor = CreateDoorSet(393, 404, true, 0x44E);
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healerDoor.Locked = true;
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healerDoor.KeyValue = Key.RandomValue();
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if (healerDoor.Link != null)
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{
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healerDoor.Link.Locked = true;
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healerDoor.Link.KeyValue = Key.RandomValue();
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}
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/* End healer room */
|
|
|
|
/* Begin supply room */
|
|
CreateMorphItem(433, 371, 0x29F, 0x116, 3, 0x44E);
|
|
CreateMorphItem(433, 372, 0x29F, 0x115, 3, 0x44E);
|
|
|
|
CreateVarietyDealer(492, 369);
|
|
|
|
for (var x = 434; x <= 478; ++x)
|
|
{
|
|
for (var y = 371; y <= 372; ++y)
|
|
{
|
|
var item = new Static(0x524);
|
|
|
|
item.Hue = 1;
|
|
item.MoveToWorld(new Point3D(x, y, -1), Map.Malas);
|
|
}
|
|
}
|
|
/* End supply room */
|
|
|
|
/* Begin gauntlet cycle */
|
|
CreateTeleporter(471, 428, 474, 428);
|
|
CreateTeleporter(462, 494, 462, 498);
|
|
CreateTeleporter(403, 502, 399, 506);
|
|
CreateTeleporter(357, 476, 356, 480);
|
|
CreateTeleporter(361, 433, 357, 434);
|
|
|
|
var sp1 = CreateSpawner("DarknightCreeper", 491, 456, 473, 432, 417, 426, true, 473, 412, 39, 60);
|
|
var sp2 = CreateSpawner("FleshRenderer", 482, 520, 468, 496, 426, 422, false, 448, 496, 56, 48);
|
|
var sp3 = CreateSpawner("Impaler", 406, 538, 408, 504, 432, 430, false, 376, 504, 64, 48);
|
|
var sp4 = CreateSpawner("ShadowKnight", 335, 512, 360, 478, 424, 439, false, 300, 478, 72, 64);
|
|
var sp5 = CreateSpawner("AbysmalHorror", 326, 433, 360, 429, 416, 435, true, 300, 408, 60, 56);
|
|
var sp6 = CreateSpawner("DemonKnight", 423, 430, 0, 0, 423, 430, true, 392, 392, 72, 96);
|
|
|
|
sp1.Sequence = sp2;
|
|
sp2.Sequence = sp3;
|
|
sp3.Sequence = sp4;
|
|
sp4.Sequence = sp5;
|
|
sp5.Sequence = sp6;
|
|
sp6.Sequence = sp1;
|
|
|
|
sp1.State = GauntletSpawnerState.InProgress;
|
|
/* End gauntlet cycle */
|
|
|
|
/* Begin exit gate */
|
|
var gate = new ConfirmationMoongate();
|
|
|
|
gate.Dispellable = false;
|
|
|
|
gate.Target = new Point3D(2350, 1270, -85);
|
|
gate.TargetMap = Map.Malas;
|
|
|
|
gate.GumpWidth = 420;
|
|
gate.GumpHeight = 280;
|
|
|
|
gate.MessageColor = 0x7F00;
|
|
gate.MessageNumber = 1062109; // You are about to exit Dungeon Doom. Do you wish to continue?
|
|
|
|
gate.TitleColor = 0x7800;
|
|
gate.TitleNumber = 1062108; // Please verify...
|
|
|
|
gate.Hue = 0x44E;
|
|
|
|
gate.MoveToWorld(new Point3D(433, 326, 4), Map.Malas);
|
|
/* End exit gate */
|
|
}
|
|
}
|
|
|
|
public class GauntletRegion : BaseRegion
|
|
{
|
|
private GauntletSpawner m_Spawner;
|
|
|
|
public GauntletRegion(GauntletSpawner spawner, Map map)
|
|
: base(null, map, Find(spawner.Location, spawner.Map), spawner.RegionBounds)
|
|
{
|
|
m_Spawner = spawner;
|
|
|
|
GoLocation = spawner.Location;
|
|
|
|
Register();
|
|
}
|
|
|
|
public override void AlterLightLevel(Mobile m, ref int global, ref int personal)
|
|
{
|
|
global = 12;
|
|
}
|
|
|
|
public override void OnEnter(Mobile m)
|
|
{
|
|
}
|
|
|
|
public override void OnExit(Mobile m)
|
|
{
|
|
}
|
|
}
|
|
}
|