ModernUO/Projects/UOContent/Items/Skill Items/Tailor Items/Misc/Scissors.cs
Kamron Batman 351611a23a
Updates movement packets & Fastwalk (#324)
- [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
2020-11-26 23:53:47 -08:00

124 lines
4.1 KiB
C#

using Server.Targeting;
namespace Server.Items
{
public interface IScissorable
{
bool Scissor(Mobile from, Scissors scissors);
}
[Flippable(0xf9f, 0xf9e)]
public class Scissors : Item
{
[Constructible]
public Scissors() : base(0xF9F) => Weight = 1.0;
public Scissors(Serial serial) : base(serial)
{
}
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 override void OnDoubleClick(Mobile from)
{
from.SendLocalizedMessage(502434); // What should I use these scissors on?
from.Target = new InternalTarget(this);
}
public static bool CanScissor(Mobile from, IScissorable obj)
{
if (obj is Item item && item.Nontransferable)
{
from.SendLocalizedMessage(502440); // Scissors can not be used on that to produce anything.
return false;
}
// TODO: Move other general checks from the different implementations here
return true;
}
private class InternalTarget : Target
{
private readonly Scissors m_Item;
public InternalTarget(Scissors item) : base(2, false, TargetFlags.None) => m_Item = item;
protected override void OnTarget(Mobile from, object targeted)
{
if (m_Item.Deleted)
{
return;
}
/*if (targeted is Item && !((Item)targeted).IsStandardLoot())
{
from.SendLocalizedMessage( 502440 ); // Scissors can not be used on that to produce anything.
}
else */
if (Core.AOS && targeted == from)
{
from.SendLocalizedMessage(
1062845 + Utility
.Random(3)
); // "That doesn't seem like the smartest thing to do." / "That was an encounter you don't wish to repeat." / "Ha! You missed!"
}
else if (Core.SE && Utility.RandomDouble() > .20 && (from.Direction & Direction.Running) != 0 &&
Core.TickCount - from.LastMoveTime < from.ComputeMovementSpeed(from.Direction))
{
// Didn't your parents ever tell you not to run with scissors in your hand?!
from.SendLocalizedMessage(1063305);
}
else if (targeted is Item item && !item.Movable)
{
if (item is IScissorable obj && (obj is PlagueBeastInnard || obj is PlagueBeastMutationCore))
{
if (CanScissor(from, obj) && obj.Scissor(from, m_Item))
{
from.PlaySound(0x248);
}
}
}
else if (targeted is IScissorable obj)
{
if (CanScissor(from, obj) && obj.Scissor(from, m_Item))
{
from.PlaySound(0x248);
}
}
else
{
from.SendLocalizedMessage(502440); // Scissors can not be used on that to produce anything.
}
}
protected override void OnNonlocalTarget(Mobile from, object targeted)
{
if (targeted is IScissorable obj && (obj is PlagueBeastInnard || obj is PlagueBeastMutationCore))
{
if (CanScissor(from, obj) && obj.Scissor(from, m_Item))
{
from.PlaySound(0x248);
}
}
else
{
base.OnNonlocalTarget(from, targeted);
}
}
}
}
}