- [X] Updates Movement packets
- [X] Adds OSI fastwalk packets. These aren't used on OSi anymore.
- [X] Adds new movement handling, but looks like the client doesn't use it. (Also leaving the 0x4000 Character List Flag off)
- [X] Adds time sync request handler, but also looks like the client doesn't use it.
- [X] Adds time sync response for time sync, just in case, but it isn't used, so not sure about the arguments.
- [X] Reimplements RunUO's fastwalk to use a circular array on the netstate instead of every mobile
- [X] Removes ClearFastwalkStack from RunUO implementation. This shouldn't be needed anymore
Changed fastwalk settings:
```cs
public static int WalkFootDelay { get; set; } = 440;
public static int RunFootDelay { get; set; } = 220;
public static int WalkMountDelay { get; set; } = 220;
public static int RunMountDelay { get; set; } = 110;
public static bool EnableFastwalkPrevention { get; set; } = true;
public static AccessLevel FastwalkExemptionLevel { get; set; } = AccessLevel.Counselor;
// If this is changed during runtime, then the steps array needs resizing.
public static int MaxSteps { get; private set; } = 4;
```
modernuo.json
```json
{
"settings": {
"movement.delay.runFoot": "220",
"movement.delay.runMount": "110",
"movement.delay.walkFoot": "440",
"movement.delay.walkMount": "220",
"movement.enableFastWalkPrevention": "True",
"movement.fastwalkExemptionLevel": "Counselor",
"movement.maxSteps": "4"
}
}
```
Notes about OSI fastwalk:
While it does work, I can't find a benefit in using it because of the variable speeds. If players moved at a single speed then we could refill the stack every X milliseconds with 6 keys and use a naive token bucket implementation.
Unfortunately variable speeds mount/run/walk/etc means we would have to use a leaky bucket algorithm.
If we are using a leaky bucket algorithm with a variable leak, then we don't need to send tokens because we are already tracking it on the server side.
ModernUO vs OSI Fastwalk:
When the fastwalk was implemented on OSI, it used up to 6 tokens. These tokens were probably distributed every 600-750 milliseconds. To get the same effect, the new fastwalk settings might need to be adjusted. I would tweak them and feel free to let me know what worked for you!
Bumps release version
124 lines
4.1 KiB
C#
124 lines
4.1 KiB
C#
using Server.Targeting;
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namespace Server.Items
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{
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public interface IScissorable
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{
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bool Scissor(Mobile from, Scissors scissors);
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}
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[Flippable(0xf9f, 0xf9e)]
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public class Scissors : Item
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{
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[Constructible]
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public Scissors() : base(0xF9F) => Weight = 1.0;
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public Scissors(Serial serial) : base(serial)
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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); // version
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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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}
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public override void OnDoubleClick(Mobile from)
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{
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from.SendLocalizedMessage(502434); // What should I use these scissors on?
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from.Target = new InternalTarget(this);
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}
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public static bool CanScissor(Mobile from, IScissorable obj)
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{
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if (obj is Item item && item.Nontransferable)
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{
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from.SendLocalizedMessage(502440); // Scissors can not be used on that to produce anything.
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return false;
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}
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// TODO: Move other general checks from the different implementations here
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return true;
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}
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private class InternalTarget : Target
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{
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private readonly Scissors m_Item;
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public InternalTarget(Scissors item) : base(2, false, TargetFlags.None) => m_Item = item;
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protected override void OnTarget(Mobile from, object targeted)
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{
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if (m_Item.Deleted)
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{
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return;
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}
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/*if (targeted is Item && !((Item)targeted).IsStandardLoot())
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{
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from.SendLocalizedMessage( 502440 ); // Scissors can not be used on that to produce anything.
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}
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else */
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if (Core.AOS && targeted == from)
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{
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from.SendLocalizedMessage(
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1062845 + Utility
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.Random(3)
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); // "That doesn't seem like the smartest thing to do." / "That was an encounter you don't wish to repeat." / "Ha! You missed!"
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}
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else if (Core.SE && Utility.RandomDouble() > .20 && (from.Direction & Direction.Running) != 0 &&
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Core.TickCount - from.LastMoveTime < from.ComputeMovementSpeed(from.Direction))
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{
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// Didn't your parents ever tell you not to run with scissors in your hand?!
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from.SendLocalizedMessage(1063305);
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}
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else if (targeted is Item item && !item.Movable)
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{
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if (item is IScissorable obj && (obj is PlagueBeastInnard || obj is PlagueBeastMutationCore))
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{
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if (CanScissor(from, obj) && obj.Scissor(from, m_Item))
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{
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from.PlaySound(0x248);
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}
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}
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}
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else if (targeted is IScissorable obj)
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{
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if (CanScissor(from, obj) && obj.Scissor(from, m_Item))
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{
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from.PlaySound(0x248);
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}
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}
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else
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{
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from.SendLocalizedMessage(502440); // Scissors can not be used on that to produce anything.
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}
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}
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protected override void OnNonlocalTarget(Mobile from, object targeted)
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{
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if (targeted is IScissorable obj && (obj is PlagueBeastInnard || obj is PlagueBeastMutationCore))
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{
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if (CanScissor(from, obj) && obj.Scissor(from, m_Item))
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{
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from.PlaySound(0x248);
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}
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}
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else
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{
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base.OnNonlocalTarget(from, targeted);
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}
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}
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}
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}
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}
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