SpanWriter now has an argument that allows it to be resizable.
```cs
public SpanWriter(Span<byte> initialBuffer, bool resize = false)
public SpanWriter(int initialCapacity, bool resize = false)
```
If a SpanWriter is set to be resizable, or given an initial capacity instead of a buffer, it must be disposed:
```cs
public static void SomeMethod()
{
using var writer = new SpanWriter(stackalloc byte[512], true);
// stuff
// Automatic Dispose of writer
}
```
This is because the SpanWriter uses `ArrayPool<byte>.Shared` _rented buffers_ to resize. If the writer is not disposed, those buffers will never be reused resulting in a _memory leak_.
It is possible that the SpanWriter will outright ditch the initial buffer if resize is set to true and growing is needed. To check/account for that we can do the following:
```cs
public static void SomeMethod()
{
Span<byte> span = stackalloc byte[512];
using var writer = new SpanWriter(span, true);
// write some stuff that causes the span to grow
span = writer.RawBuffer;
// Do stuff with the span
}
```
Make sure you don't accidentally `Dispose()` the writer or use the `RawBuffer` outside of the `using` block. If you do, bad things will happen! (NullPointerException, or a fresh SpanWriter with no buffer, depending on the situation).
SpanWriter can also now be used with a fixed statement since it has a `PinnableReference()` function.
160 lines
4.7 KiB
C#
160 lines
4.7 KiB
C#
using System;
|
|
using Server.Engines.Plants;
|
|
|
|
namespace Server.Mobiles
|
|
{
|
|
public class MLDryad : BaseCreature
|
|
{
|
|
private DateTime m_NextPeace;
|
|
|
|
private DateTime m_NextUndress;
|
|
|
|
[Constructible]
|
|
public MLDryad() : base(AIType.AI_Mage, FightMode.Evil, 10, 1, 0.2, 0.4)
|
|
{
|
|
Body = 266;
|
|
BaseSoundID = 0x57B;
|
|
|
|
SetStr(132, 149);
|
|
SetDex(152, 168);
|
|
SetInt(251, 280);
|
|
|
|
SetHits(304, 321);
|
|
|
|
SetDamage(11, 20);
|
|
|
|
SetDamageType(ResistanceType.Physical, 100);
|
|
|
|
SetResistance(ResistanceType.Physical, 40, 50);
|
|
SetResistance(ResistanceType.Fire, 15, 25);
|
|
SetResistance(ResistanceType.Cold, 40, 45);
|
|
SetResistance(ResistanceType.Poison, 30, 40);
|
|
SetResistance(ResistanceType.Energy, 25, 35);
|
|
|
|
SetSkill(SkillName.Meditation, 80.0, 90.0);
|
|
SetSkill(SkillName.EvalInt, 70.0, 80.0);
|
|
SetSkill(SkillName.Magery, 70.0, 80.0);
|
|
SetSkill(SkillName.Anatomy, 0);
|
|
SetSkill(SkillName.MagicResist, 100.0, 120.0);
|
|
SetSkill(SkillName.Tactics, 70.0, 80.0);
|
|
SetSkill(SkillName.Wrestling, 70.0, 80.0);
|
|
|
|
Fame = 5000;
|
|
Karma = 5000;
|
|
|
|
VirtualArmor = 28; // Don't know what it should be
|
|
|
|
if (Core.ML && Utility.RandomDouble() < .60)
|
|
{
|
|
PackItem(Seed.RandomPeculiarSeed(1));
|
|
}
|
|
|
|
PackArcanceScroll(0.05);
|
|
}
|
|
|
|
public MLDryad(Serial serial) : base(serial)
|
|
{
|
|
}
|
|
|
|
public override string CorpseName => "a dryad's corpse";
|
|
public override bool InitialInnocent => true;
|
|
|
|
public override OppositionGroup OppositionGroup => OppositionGroup.FeyAndUndead;
|
|
|
|
public override string DefaultName => "a dryad";
|
|
|
|
public override int Meat => 1;
|
|
|
|
public override void GenerateLoot()
|
|
{
|
|
AddLoot(LootPack.MlRich);
|
|
}
|
|
|
|
public override void OnThink()
|
|
{
|
|
base.OnThink();
|
|
|
|
AreaPeace();
|
|
AreaUndress();
|
|
}
|
|
|
|
public override void Serialize(IGenericWriter writer)
|
|
{
|
|
base.Serialize(writer);
|
|
|
|
writer.Write(0); // version
|
|
}
|
|
|
|
public override void Deserialize(IGenericReader reader)
|
|
{
|
|
base.Deserialize(reader);
|
|
|
|
var version = reader.ReadInt();
|
|
}
|
|
|
|
public void AreaPeace()
|
|
{
|
|
if (Combatant == null || Deleted || !Alive || m_NextPeace > DateTime.UtcNow || Utility.RandomDouble() > 0.1)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var duration = TimeSpan.FromSeconds(Utility.RandomMinMax(20, 80));
|
|
|
|
foreach (var m in GetMobilesInRange(RangePerception))
|
|
{
|
|
if (m is PlayerMobile pm && IsValidTarget(pm))
|
|
{
|
|
pm.PeacedUntil = DateTime.UtcNow + duration;
|
|
m.SendLocalizedMessage(1072065); // You gaze upon the dryad's beauty, and forget to continue battling!
|
|
m.FixedParticles(0x376A, 1, 20, 0x7F5, EffectLayer.Waist);
|
|
m.Combatant = null;
|
|
}
|
|
}
|
|
|
|
m_NextPeace = DateTime.UtcNow + TimeSpan.FromSeconds(10);
|
|
PlaySound(0x1D3);
|
|
}
|
|
|
|
public bool IsValidTarget(PlayerMobile m) =>
|
|
m?.PeacedUntil < DateTime.UtcNow && !m.Hidden && m.AccessLevel == AccessLevel.Player &&
|
|
CanBeHarmful(m);
|
|
|
|
public void AreaUndress()
|
|
{
|
|
if (Combatant == null || Deleted || !Alive || m_NextUndress > DateTime.UtcNow || Utility.RandomDouble() > 0.005)
|
|
{
|
|
return;
|
|
}
|
|
|
|
foreach (var m in GetMobilesInRange(RangePerception))
|
|
{
|
|
if (m?.Player == true && !m.Female && !m.Hidden && m.AccessLevel == AccessLevel.Player &&
|
|
CanBeHarmful(m))
|
|
{
|
|
UndressItem(m, Layer.OuterTorso);
|
|
UndressItem(m, Layer.InnerTorso);
|
|
UndressItem(m, Layer.MiddleTorso);
|
|
UndressItem(m, Layer.Pants);
|
|
UndressItem(m, Layer.Shirt);
|
|
|
|
m.SendLocalizedMessage(
|
|
1072197
|
|
); // The dryad's beauty makes your blood race. Your clothing is too confining.
|
|
}
|
|
}
|
|
|
|
m_NextUndress = DateTime.UtcNow + TimeSpan.FromMinutes(1);
|
|
}
|
|
|
|
public void UndressItem(Mobile m, Layer layer)
|
|
{
|
|
var item = m.FindItemOnLayer(layer);
|
|
|
|
if (item?.Movable == true)
|
|
{
|
|
m.PlaceInBackpack(item);
|
|
}
|
|
}
|
|
}
|
|
}
|