### Changes/Fixes:
* Adds timer pooling.
* Allows pool to be configurable in ModernUO.json
* Pool replenishes itself asynchronously if depleted.
* Fixes an issue with barkeeps and town criers
* Fixes an issue with incognito buff icons not being removed
* Fixes an issue with polymorph name mod not being removed
* Fixes several places where timers go on forever even after an object is deleted, keeping a reference (memory leak)
* Eliminates the timer for MiningCart altogether.
* Deletes `AcidSlime` since it is a duplicate of `PoolOfAcid`
* Fixes HonorableExecution and standardizes the code for other Bushido moves.
## Changes to the Timer API:
```cs
public class Timer
{
// Creates a timer that will be returned to the pool once execution stops.
public static void StartTimer(Action callback);
public static void StartTimer(TimeSpan delay, Action callback);
public static void StartTimer(TimeSpan delay, TimeSpan interval, Action callback);
public static void StartTimer(TimeSpan interval, int count, Action callback);
public static void StartTimer(TimeSpan delay, TimeSpan interval, int count, Action callback);
// Creates a timer and returns a token for more control. Requires manual cancellation in order for the timer to be returned to the pool.
// If the token is dereferenced, the timer will be dereferenced too. While not returning a timer to the pool is not considered hazardous, it does defeat the purpose of pooled timers.
public static void StartTimer(Action callback, out TimerExecutionToken token);
public static void StartTimer(TimeSpan delay, Action callback, out TimerExecutionToken token);
public static void StartTimer(TimeSpan delay, TimeSpan interval, Action callback, out TimerExecutionToken token);
public static void StartTimer(TimeSpan interval, int count, Action callback, out TimerExecutionToken token);
public static void StartTimer(TimeSpan delay, TimeSpan interval, int count, Action callback, out TimerExecutionToken token);
// If you aren't sure how to use the API above, or you don't care about performance, then you can use the old RunUO Timer.DelayCall
public static DelayCallTimer DelayCall(Action callback);
public static DelayCallTimer DelayCall(TimeSpan delay, Action callback);
public static DelayCallTimer DelayCall(TimeSpan delay, TimeSpan interval, Action callback);
public static DelayCallTimer DelayCall(TimeSpan interval, int count, Action callback);
public static DelayCallTimer DelayCall(TimeSpan delay, TimeSpan interval, int count, Action callback);
}
public struct TimerExecutionToken
{
public bool Running { get; }
public int Index { get; }
public int RemainingCount { get; }
public DateTime Next { get; }
}
```
## When to use `TimerExecutionToken`?
Use tokens when you want to gain the performance benefit of using a pooled timer, but you need one of the following:
* Access to the next time the timer will tick:`token.Next`
* Access to which interval, how many intervals there are, or how many are remaining: `token.Index`, `token.Count`, and `token.RemainingCount`
* Stop a timer manually.
* Determine if the timer is running: `timer.Running`
* See notes below about requirements for using tokens!
## Notes about using the TimerExecutionToken:
When you opt-in to receive a token, you must call `Cancel()` to return the timer. This can be done inside of the callback, or outside of the callback at any time.
If this is not called and your timer is an infinite interval, then you will create a potential memory leak, or null pointer exception in your callback.
If the timer ends and is stopped, but cancel is not called, then the timer will never return to the pool and stay referenced until the token is deleted or cancel is called. (Memory leak)
## Is this thread safe?
No. The ModernUO timer system is not thread safe at all. If you require a thread safe timer system, contact me and I'll help adapt this system. Keep in mind that there is a massive performance hit to make this thread safe when there are literally no use cases for it.
If you need to synchronize execution, meaning you want to execute code from another thread on the core thread. Let's say you have a discord bot that is pushing commands to the game server. Then use `EventLoopContext.Post(SendOrPostCallback callback, object state);`.
833 lines
22 KiB
C#
833 lines
22 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Gumps;
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using Server.Mobiles;
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using Server.Multis;
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namespace Server.Engines.ConPVP
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{
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public class ArenaController : Item
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{
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[Constructible]
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public ArenaController() : base(0x1B7A)
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{
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Visible = false;
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Movable = false;
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Arena = new Arena();
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Instances.Add(this);
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}
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public ArenaController(Serial serial) : base(serial)
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{
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}
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[CommandProperty(AccessLevel.GameMaster, canModify: true)]
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public Arena Arena { get; private set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public bool IsPrivate { get; set; }
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public override string DefaultName => "arena controller";
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public static List<ArenaController> Instances { get; set; } = new();
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public override void OnDelete()
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{
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base.OnDelete();
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Instances.Remove(this);
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Arena.Delete();
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (from.AccessLevel >= AccessLevel.GameMaster)
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{
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from.SendGump(new PropertiesGump(from, Arena));
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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);
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writer.Write(IsPrivate);
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Arena.Serialize(writer);
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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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IsPrivate = reader.ReadBool();
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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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Arena = new Arena(reader);
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break;
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}
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}
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Instances.Add(this);
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}
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}
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[PropertyObject]
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public class ArenaStartPoints
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{
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public ArenaStartPoints(Point3D[] points = null) => Points = points ?? new Point3D[8];
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public ArenaStartPoints(IGenericReader reader)
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{
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Points = new Point3D[reader.ReadEncodedInt()];
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for (var i = 0; i < Points.Length; ++i)
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{
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Points[i] = reader.ReadPoint3D();
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}
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}
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public Point3D[] Points { get; }
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[CommandProperty(AccessLevel.GameMaster)]
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public Point3D EdgeWest
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{
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get => Points[0];
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set => Points[0] = value;
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Point3D EdgeEast
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{
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get => Points[1];
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set => Points[1] = value;
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Point3D EdgeNorth
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{
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get => Points[2];
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set => Points[2] = value;
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Point3D EdgeSouth
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{
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get => Points[3];
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set => Points[3] = value;
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Point3D CornerNW
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{
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get => Points[4];
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set => Points[4] = value;
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Point3D CornerSE
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{
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get => Points[5];
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set => Points[5] = value;
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Point3D CornerSW
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{
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get => Points[6];
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set => Points[6] = value;
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Point3D CornerNE
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{
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get => Points[7];
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set => Points[7] = value;
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}
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public override string ToString() => "...";
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public void Serialize(IGenericWriter writer)
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{
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writer.WriteEncodedInt(Points.Length);
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for (var i = 0; i < Points.Length; ++i)
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{
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writer.Write(Points[i]);
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}
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}
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}
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[PropertyObject]
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public class Arena : IComparable<Arena>
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{
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private static readonly Point2D[] m_EdgeOffsets =
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{
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/*
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* /\
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* /\/\
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* /\/\/\
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* \/\/\/
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* \/\/\
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* \/\/
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*/
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new(0, 0),
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new(0, -1),
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new(0, +1),
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new(1, 0),
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new(1, -1),
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new(1, +1),
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new(2, 0),
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new(2, -1),
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new(2, +1),
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new(3, 0)
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};
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// nw corner
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private static readonly Point2D[] m_CornerOffsets =
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{
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/*
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* /\
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* /\/\
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* /\/\/\
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* /\/\/\/\
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* \/\/\/\/
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*/
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new(0, 0),
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new(0, 1),
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new(1, 0),
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new(1, 1),
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new(0, 2),
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new(2, 0),
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new(2, 1),
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new(1, 2),
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new(0, 3),
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new(3, 0)
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};
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private static readonly int[][,] m_Rotate =
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{
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new[,] { { +1, 0 }, { 0, +1 } }, // west
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new[,] { { -1, 0 }, { 0, -1 } }, // east
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new[,] { { 0, +1 }, { +1, 0 } }, // north
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new[,] { { 0, -1 }, { -1, 0 } }, // south
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new[,] { { +1, 0 }, { 0, +1 } }, // nw
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new[,] { { -1, 0 }, { 0, -1 } }, // se
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new[,] { { 0, +1 }, { +1, 0 } }, // sw
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new[,] { { 0, -1 }, { -1, 0 } } // ne
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};
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private bool m_Active;
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private Rectangle2D m_Bounds;
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private Map m_Facet;
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private Point3D m_GateOut;
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private bool m_IsGuarded;
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private string m_Name;
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private SafeZone m_Region;
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private TournamentController m_Tournament;
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private Rectangle2D m_Zone;
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public Arena()
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{
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Points = new ArenaStartPoints();
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Players = new List<Mobile>();
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}
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public Arena(IGenericReader reader)
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{
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var version = reader.ReadEncodedInt();
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switch (version)
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{
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case 7:
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{
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m_IsGuarded = reader.ReadBool();
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goto case 6;
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}
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case 6:
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{
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Ladder = reader.ReadEntity<LadderController>();
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goto case 5;
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}
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case 5:
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{
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m_Tournament = reader.ReadEntity<TournamentController>();
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Announcer = reader.ReadEntity<Mobile>();
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goto case 4;
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}
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case 4:
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{
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m_Name = reader.ReadString();
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goto case 3;
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}
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case 3:
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{
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m_Zone = reader.ReadRect2D();
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goto case 2;
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}
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case 2:
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{
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GateIn = reader.ReadPoint3D();
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m_GateOut = reader.ReadPoint3D();
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Teleporter = reader.ReadEntity<Item>();
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goto case 1;
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}
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case 1:
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{
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Players = reader.ReadEntityList<Mobile>();
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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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m_Facet = reader.ReadMap();
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m_Bounds = reader.ReadRect2D();
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Outside = reader.ReadPoint3D();
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Wall = reader.ReadPoint3D();
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if (version == 0)
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{
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reader.ReadBool();
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Players = new List<Mobile>();
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}
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m_Active = reader.ReadBool();
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Points = new ArenaStartPoints(reader);
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if (m_Active)
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{
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Arenas.Add(this);
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Arenas.Sort();
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}
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break;
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}
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}
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if (m_Zone.Start != Point2D.Zero && m_Zone.End != Point2D.Zero && m_Facet != null)
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{
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m_Region = new SafeZone(m_Zone, Outside, m_Facet, m_IsGuarded);
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}
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if (IsOccupied)
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{
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Timer.StartTimer(TimeSpan.FromSeconds(2.0), Evict);
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}
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if (m_Tournament != null)
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{
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Timer.StartTimer(AttachToTournament_Sandbox);
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public LadderController Ladder { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public bool IsGuarded
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{
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get => m_IsGuarded;
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set
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{
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m_IsGuarded = value;
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if (m_Region != null)
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{
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m_Region.Disabled = !m_IsGuarded;
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}
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public TournamentController Tournament
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{
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get => m_Tournament;
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set
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{
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m_Tournament?.Tournament.Arenas.Remove(this);
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m_Tournament = value;
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m_Tournament?.Tournament.Arenas.Add(this);
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Mobile Announcer { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public string Name
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{
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get => m_Name;
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set
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{
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m_Name = value;
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if (m_Active)
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{
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Arenas.Sort();
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}
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Map Facet
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{
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get => m_Facet;
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set
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{
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m_Facet = value;
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if (Teleporter != null)
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{
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Teleporter.Map = value;
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}
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m_Region?.Unregister();
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if (m_Zone.Start != Point2D.Zero && m_Zone.End != Point2D.Zero && m_Facet != null)
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{
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m_Region = new SafeZone(m_Zone, Outside, m_Facet, m_IsGuarded);
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}
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else
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{
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m_Region = null;
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}
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Rectangle2D Bounds
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{
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get => m_Bounds;
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set => m_Bounds = value;
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}
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public int Spectators => m_Region == null ? 0 : Math.Max(m_Region.GetPlayerCount() - Players.Count, 0);
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[CommandProperty(AccessLevel.GameMaster)]
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public Rectangle2D Zone
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{
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get => m_Zone;
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set
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{
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m_Zone = value;
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if (m_Zone.Start != Point2D.Zero && m_Zone.End != Point2D.Zero && m_Facet != null)
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{
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m_Region?.Unregister();
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m_Region = new SafeZone(m_Zone, Outside, m_Facet, m_IsGuarded);
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}
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else
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{
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m_Region?.Unregister();
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m_Region = null;
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}
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Point3D Outside { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public Point3D GateIn { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public Point3D GateOut
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{
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get => m_GateOut;
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set
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{
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m_GateOut = value;
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if (Teleporter != null)
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{
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Teleporter.Location = m_GateOut;
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}
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}
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Point3D Wall { get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public bool IsOccupied => Players.Count > 0;
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[CommandProperty(AccessLevel.GameMaster, canModify: true)]
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public ArenaStartPoints Points { get; }
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public Item Teleporter { get; set; }
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public List<Mobile> Players { get; }
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[CommandProperty(AccessLevel.GameMaster)]
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public bool Active
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{
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get => m_Active;
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set
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{
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if (m_Active == value)
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{
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return;
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}
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m_Active = value;
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if (m_Active)
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{
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Arenas.Add(this);
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Arenas.Sort();
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}
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else
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{
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Arenas.Remove(this);
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}
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}
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}
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[CommandProperty(AccessLevel.Administrator, AccessLevel.Administrator)]
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public bool ForceEvict
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{
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get => false;
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set
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{
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if (value)
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{
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Evict();
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}
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}
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}
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public static List<Arena> Arenas { get; } = new();
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public int CompareTo(Arena c) => string.CompareOrdinal(m_Name, c?.m_Name);
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public Ladder AcquireLadder() => Ladder?.Ladder ?? ConPVP.Ladder.Instance;
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public void Delete()
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{
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Active = false;
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m_Region?.Unregister();
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m_Region = null;
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}
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public override string ToString() => "...";
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public Point3D GetBaseStartPoint(int index) => Points.Points[Math.Max(index, 0) % Points.Points.Length];
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public void MoveInside(DuelPlayer[] players, int index)
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{
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index = Math.Min(index, 0) % Points.Points.Length;
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var start = Points.Points[index];
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var offset = 0;
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var offsets = index < 4 ? m_EdgeOffsets : m_CornerOffsets;
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var matrix = m_Rotate[index];
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for (var i = 0; i < players.Length; ++i)
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{
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var pl = players[i];
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if (pl == null)
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{
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continue;
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}
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var mob = pl.Mobile;
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Point2D p;
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if (offset < offsets.Length)
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{
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p = offsets[offset++];
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}
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|
else
|
|
{
|
|
p = offsets[^1];
|
|
}
|
|
|
|
p.X = p.X * matrix[0, 0] + p.Y * matrix[0, 1];
|
|
p.Y = p.X * matrix[1, 0] + p.Y * matrix[1, 1];
|
|
|
|
mob.MoveToWorld(new Point3D(start.X + p.X, start.Y + p.Y, start.Z), m_Facet);
|
|
mob.Direction = mob.GetDirectionTo(Wall);
|
|
|
|
Players.Add(mob);
|
|
}
|
|
}
|
|
|
|
private void AttachToTournament_Sandbox()
|
|
{
|
|
m_Tournament?.Tournament.Arenas.Add(this);
|
|
}
|
|
|
|
public void Evict()
|
|
{
|
|
Point3D loc;
|
|
Map facet;
|
|
|
|
if (m_Facet == null)
|
|
{
|
|
loc = new Point3D(2715, 2165, 0);
|
|
facet = Map.Felucca;
|
|
}
|
|
else
|
|
{
|
|
loc = Outside;
|
|
facet = m_Facet;
|
|
}
|
|
|
|
var hasBounds = m_Bounds.Start != Point2D.Zero && m_Bounds.End != Point2D.Zero;
|
|
|
|
for (var i = 0; i < Players.Count; ++i)
|
|
{
|
|
var mob = Players[i];
|
|
|
|
if (mob == null)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (mob.Map == Map.Internal)
|
|
{
|
|
if ((m_Facet == null || mob.LogoutMap == m_Facet) &&
|
|
(!hasBounds || m_Bounds.Contains(mob.LogoutLocation)))
|
|
{
|
|
mob.LogoutLocation = loc;
|
|
}
|
|
}
|
|
else if ((m_Facet == null || mob.Map == m_Facet) && (!hasBounds || m_Bounds.Contains(mob.Location)))
|
|
{
|
|
mob.MoveToWorld(loc, facet);
|
|
}
|
|
|
|
mob.Combatant = null;
|
|
mob.Frozen = false;
|
|
DuelContext.Debuff(mob);
|
|
DuelContext.CancelSpell(mob);
|
|
}
|
|
|
|
if (hasBounds)
|
|
{
|
|
var pets = new List<Mobile>();
|
|
|
|
foreach (var mob in facet.GetMobilesInBounds(m_Bounds))
|
|
{
|
|
if (mob is BaseCreature pet && pet.Controlled && pet.ControlMaster != null &&
|
|
Players.Contains(pet.ControlMaster))
|
|
{
|
|
pets.Add(pet);
|
|
}
|
|
}
|
|
|
|
foreach (var pet in pets)
|
|
{
|
|
pet.Combatant = null;
|
|
pet.Frozen = false;
|
|
|
|
pet.MoveToWorld(loc, facet);
|
|
}
|
|
}
|
|
|
|
Players.Clear();
|
|
}
|
|
|
|
public void Serialize(IGenericWriter writer)
|
|
{
|
|
writer.WriteEncodedInt(7);
|
|
|
|
writer.Write(m_IsGuarded);
|
|
|
|
writer.Write(Ladder);
|
|
|
|
writer.Write(m_Tournament);
|
|
writer.Write(Announcer);
|
|
|
|
writer.Write(m_Name);
|
|
|
|
writer.Write(m_Zone);
|
|
|
|
writer.Write(GateIn);
|
|
writer.Write(m_GateOut);
|
|
writer.Write(Teleporter);
|
|
|
|
writer.Write(Players);
|
|
|
|
writer.Write(m_Facet);
|
|
writer.Write(m_Bounds);
|
|
writer.Write(Outside);
|
|
writer.Write(Wall);
|
|
writer.Write(m_Active);
|
|
|
|
Points.Serialize(writer);
|
|
}
|
|
|
|
public static Arena FindArena(List<Mobile> players)
|
|
{
|
|
var prefs = Preferences.Instance;
|
|
|
|
if (prefs == null)
|
|
{
|
|
return FindArena();
|
|
}
|
|
|
|
if (Arenas.Count == 0)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
if (players.Count > 0)
|
|
{
|
|
var first = players[0];
|
|
|
|
var allControllers = ArenaController.Instances;
|
|
|
|
for (var i = 0; i < allControllers.Count; ++i)
|
|
{
|
|
var controller = allControllers[i];
|
|
|
|
if (controller?.Deleted == false && controller.Arena != null && controller.IsPrivate &&
|
|
controller.Map == first.Map && first.InRange(controller, 24))
|
|
{
|
|
var house = BaseHouse.FindHouseAt(controller);
|
|
var allNear = true;
|
|
|
|
for (var j = 0; j < players.Count; ++j)
|
|
{
|
|
var check = players[j];
|
|
bool isNear;
|
|
|
|
if (house == null)
|
|
{
|
|
isNear = controller.Map == check.Map && check.InRange(controller, 24);
|
|
}
|
|
else
|
|
{
|
|
isNear = BaseHouse.FindHouseAt(check) == house;
|
|
}
|
|
|
|
if (!isNear)
|
|
{
|
|
allNear = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (allNear)
|
|
{
|
|
return controller.Arena;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
var arenas = new List<ArenaEntry>();
|
|
|
|
for (var i = 0; i < Arenas.Count; ++i)
|
|
{
|
|
var arena = Arenas[i];
|
|
|
|
if (!arena.IsOccupied)
|
|
{
|
|
arenas.Add(new ArenaEntry(arena));
|
|
}
|
|
}
|
|
|
|
if (arenas.Count == 0)
|
|
{
|
|
return Arenas[0];
|
|
}
|
|
|
|
var tc = 0;
|
|
|
|
for (var i = 0; i < arenas.Count; ++i)
|
|
{
|
|
var ae = arenas[i];
|
|
|
|
for (var j = 0; j < players.Count; ++j)
|
|
{
|
|
var pe = prefs.Find(players[j]);
|
|
|
|
if (!pe.Disliked.Contains(ae.m_Arena.Name))
|
|
{
|
|
++ae.m_VotesFor;
|
|
}
|
|
}
|
|
|
|
tc += ae.Value;
|
|
}
|
|
|
|
var rn = Utility.Random(tc);
|
|
|
|
for (var i = 0; i < arenas.Count; ++i)
|
|
{
|
|
var ae = arenas[i];
|
|
|
|
if (rn < ae.Value)
|
|
{
|
|
return ae.m_Arena;
|
|
}
|
|
|
|
rn -= ae.Value;
|
|
}
|
|
|
|
return arenas.RandomElement().m_Arena;
|
|
}
|
|
|
|
public static Arena FindArena()
|
|
{
|
|
if (Arenas.Count == 0)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
var offset = Utility.Random(Arenas.Count);
|
|
|
|
for (var i = 0; i < Arenas.Count; ++i)
|
|
{
|
|
var arena = Arenas[(i + offset) % Arenas.Count];
|
|
|
|
if (!arena.IsOccupied)
|
|
{
|
|
return arena;
|
|
}
|
|
}
|
|
|
|
return Arenas[offset];
|
|
}
|
|
|
|
private class ArenaEntry
|
|
{
|
|
public readonly Arena m_Arena;
|
|
public int m_VotesFor;
|
|
|
|
public ArenaEntry(Arena arena) => m_Arena = arena;
|
|
|
|
public int Value => m_VotesFor;
|
|
}
|
|
}
|
|
}
|