- [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
154 lines
4 KiB
C#
154 lines
4 KiB
C#
using Server.Targeting;
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namespace Server.Items
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{
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[Flippable(0x1f14, 0x1f15, 0x1f16, 0x1f17)]
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public class WayPoint : Item
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{
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private WayPoint m_Next;
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[Constructible]
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public WayPoint(WayPoint prev = null) : base(0x1f14)
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{
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Hue = 0x498;
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Visible = false;
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// this.Movable = false;
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if (prev != null)
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{
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prev.NextPoint = this;
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}
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}
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public WayPoint(Serial serial) : base(serial)
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{
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}
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public override string DefaultName => "AI Way Point";
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[CommandProperty(AccessLevel.GameMaster)]
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public WayPoint NextPoint
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{
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get => m_Next;
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set
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{
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if (m_Next != this)
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{
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m_Next = value;
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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("WayPointSeq", AccessLevel.GameMaster, WayPointSeq_OnCommand);
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}
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public static void WayPointSeq_OnCommand(CommandEventArgs arg)
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{
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arg.Mobile.SendMessage("Target the position of the first way point.");
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arg.Mobile.Target = new WayPointSeqTarget(null);
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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.SendMessage("Target the next way point in the sequence.");
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from.Target = new NextPointTarget(this);
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}
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}
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public override void OnSingleClick(Mobile from)
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{
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base.OnSingleClick(from);
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if (m_Next == null)
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{
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LabelTo(from, "(Unlinked)");
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}
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else
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{
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LabelTo(from, "(Linked: {0})", m_Next.Location);
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}
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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 0:
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{
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m_Next = reader.ReadEntity<WayPoint>();
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break;
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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(0);
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writer.Write(m_Next);
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}
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}
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public class NextPointTarget : Target
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{
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private readonly WayPoint m_Point;
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public NextPointTarget(WayPoint pt) : base(-1, false, TargetFlags.None) => m_Point = pt;
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protected override void OnTarget(Mobile from, object target)
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{
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if (target is WayPoint point && m_Point != null)
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{
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m_Point.NextPoint = point;
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}
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else
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{
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from.SendMessage("Target a way point.");
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}
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}
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}
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public class WayPointSeqTarget : Target
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{
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private readonly WayPoint m_Last;
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public WayPointSeqTarget(WayPoint last) : base(-1, true, TargetFlags.None) => m_Last = last;
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protected override void OnTarget(Mobile from, object targeted)
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{
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if (targeted is WayPoint wayPoint)
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{
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if (m_Last != null)
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{
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m_Last.NextPoint = wayPoint;
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}
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}
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else if (targeted is IPoint3D d)
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{
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var p = new Point3D(d);
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var point = new WayPoint(m_Last);
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point.MoveToWorld(p, from.Map);
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from.Target = new WayPointSeqTarget(point);
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from.SendMessage(
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"Target the position of the next way point in the sequence, or target a way point link the newest way point to."
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);
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}
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else
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{
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from.SendMessage("Target a position, or another way point.");
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}
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}
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}
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}
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