ModernUO/Projects/UOContent/Engines/Harvest/Fishing.cs
Kamron Batman 9b554f69b0
feat(timers): Adds timer pooling, fixes timer related bugs, and changes timer api (#667)
### 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);`.
2021-08-07 14:33:35 -07:00

582 lines
20 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Server.Engines.Quests;
using Server.Engines.Quests.Collector;
using Server.Items;
using Server.Mobiles;
using Server.Spells;
namespace Server.Engines.Harvest
{
public class Fishing : HarvestSystem
{
private static Fishing m_System;
private static readonly MutateEntry[] m_MutateTable =
{
new(80.0, 80.0, 4080.0, true, typeof(SpecialFishingNet)),
new(80.0, 80.0, 4080.0, true, typeof(BigFish)),
new(90.0, 80.0, 4080.0, true, typeof(TreasureMap)),
new(100.0, 80.0, 4080.0, true, typeof(MessageInABottle)),
new(
0.0,
125.0,
-2375.0,
false,
typeof(PrizedFish),
typeof(WondrousFish),
typeof(TrulyRareFish),
typeof(PeculiarFish)
),
new(0.0, 105.0, -420.0, false, typeof(Boots), typeof(Shoes), typeof(Sandals), typeof(ThighBoots)),
new(0.0, 200.0, -200.0, false, new Type[] { null })
};
private static readonly int[] m_WaterTiles =
{
0x00A8, 0x00AB,
0x0136, 0x0137,
0x5797, 0x579C,
0x746E, 0x7485,
0x7490, 0x74AB,
0x74B5, 0x75D5
};
private Fishing()
{
var fish = new HarvestDefinition
{
BankWidth = 8,
BankHeight = 8,
MinTotal = 5,
MaxTotal = 15,
MinRespawn = TimeSpan.FromMinutes(10.0),
MaxRespawn = TimeSpan.FromMinutes(20.0),
Skill = SkillName.Fishing,
Tiles = m_WaterTiles,
RangedTiles = true,
MaxRange = 4,
ConsumedPerHarvest = 1,
ConsumedPerFeluccaHarvest = 1,
EffectActions = new[] { 12 },
EffectSounds = Array.Empty<int>(),
EffectCounts = new[] { 1 },
EffectDelay = TimeSpan.Zero,
EffectSoundDelay = TimeSpan.FromSeconds(8.0),
NoResourcesMessage = 503172, // The fish don't seem to be biting here.
FailMessage = 503171, // You fish a while, but fail to catch anything.
TimedOutOfRangeMessage = 500976, // You need to be closer to the water to fish!
OutOfRangeMessage = 500976, // You need to be closer to the water to fish!
PackFullMessage = 503176, // You do not have room in your backpack for a fish.
ToolBrokeMessage = 503174 // You broke your fishing pole.
};
HarvestResource[] res =
{
new(00.0, 00.0, 100.0, 1043297, typeof(Fish))
};
HarvestVein[] veins =
{
new(1000, 0.0, res[0], null)
};
fish.Resources = res;
fish.Veins = veins;
if (Core.ML)
{
fish.BonusResources = new[]
{
new BonusHarvestResource(0, 99.4, null, null), // set to same chance as mining ml gems
new BonusHarvestResource(80.0, .6, 1072597, typeof(WhitePearl))
};
}
Definitions = new[] { fish };
}
public static Fishing System => m_System ?? (m_System = new Fishing());
public override void OnConcurrentHarvest(Mobile from, Item tool, HarvestDefinition def, object toHarvest)
{
from.SendLocalizedMessage(500972); // You are already fishing.
}
public override bool SpecialHarvest(Mobile from, Item tool, HarvestDefinition def, Map map, Point3D loc)
{
if (from is PlayerMobile player)
{
var qs = player.Quest;
if (qs is CollectorQuest)
{
QuestObjective obj = qs.FindObjective<FishPearlsObjective>();
if (obj?.Completed == false)
{
if (Utility.RandomDouble() < 0.5)
{
// You pull a shellfish out of the water, and find a rainbow pearl inside of it.
player.SendLocalizedMessage(1055086, "", 0x59);
obj.CurProgress++;
}
else
{
// You pull a shellfish out of the water, but it doesn't have a rainbow pearl.
player.SendLocalizedMessage(1055087, "", 0x2C);
}
return true;
}
}
}
return false;
}
public override Type MutateType(
Type type, Mobile from, Item tool, HarvestDefinition def, Map map, Point3D loc,
HarvestResource resource
)
{
var deepWater = SpecialFishingNet.FullValidation(map, loc.X, loc.Y);
var skillBase = from.Skills.Fishing.Base;
var skillValue = from.Skills.Fishing.Value;
for (var i = 0; i < m_MutateTable.Length; ++i)
{
var entry = m_MutateTable[i];
if (!deepWater && entry.m_DeepWater)
{
continue;
}
if (skillBase >= entry.m_ReqSkill)
{
var chance = (skillValue - entry.m_MinSkill) / (entry.m_MaxSkill - entry.m_MinSkill);
if (chance > Utility.RandomDouble())
{
return entry.m_Types.RandomElement();
}
}
}
return type;
}
public override bool CheckResources(Mobile from, Item tool, HarvestDefinition def, Map map, Point3D loc, bool timed)
{
Container pack = from.Backpack;
if (pack != null)
{
List<SOS> messages = pack.FindItemsByType<SOS>();
for (int i = 0; i < messages.Count; ++i)
{
SOS sos = messages[i];
if ((from.Map == Map.Felucca || from.Map == Map.Trammel) && from.InRange(sos.TargetLocation, 60))
{
return true;
}
}
}
return base.CheckResources(from, tool, def, map, loc, timed);
}
public override Item Construct(Type type, Mobile from)
{
if (type == typeof(TreasureMap))
{
int level;
if (from is PlayerMobile mobile && mobile.Young && mobile.Map == Map.Trammel &&
TreasureMap.IsInHavenIsland(from))
{
level = 0;
}
else
{
level = 1;
}
return new TreasureMap(level, from.Map == Map.Felucca ? Map.Felucca : Map.Trammel);
}
if (type == typeof(MessageInABottle))
{
return new MessageInABottle(from.Map == Map.Felucca ? Map.Felucca : Map.Trammel);
}
var pack = from.Backpack;
if (pack != null)
{
var messages = pack.FindItemsByType<SOS>();
for (var i = 0; i < messages.Count; ++i)
{
var sos = messages[i];
if ((from.Map == Map.Felucca || from.Map == Map.Trammel) && from.InRange(sos.TargetLocation, 60))
{
Item preLoot = null;
switch (Utility.Random(8))
{
case 0: // Body parts
{
int[] list =
{
0x1CDD, 0x1CE5, // arm
0x1CE0, 0x1CE8, // torso
0x1CE1, 0x1CE9, // head
0x1CE2, 0x1CEC // leg
};
preLoot = new ShipwreckedItem(list.RandomElement());
break;
}
case 1: // Bone parts
{
int[] list =
{
0x1AE0, 0x1AE1, 0x1AE2, 0x1AE3, 0x1AE4, // skulls
0x1B09, 0x1B0A, 0x1B0B, 0x1B0C, 0x1B0D, 0x1B0E, 0x1B0F, 0x1B10, // bone piles
0x1B15, 0x1B16 // pelvis bones
};
preLoot = new ShipwreckedItem(list.RandomElement());
break;
}
case 2: // Paintings and portraits
{
preLoot = new ShipwreckedItem(Utility.Random(0xE9F, 10));
break;
}
case 3: // Pillows
{
preLoot = new ShipwreckedItem(Utility.Random(0x13A4, 11));
break;
}
case 4: // Shells
{
preLoot = new ShipwreckedItem(Utility.Random(0xFC4, 9));
break;
}
case 5: // Hats
{
if (Utility.RandomBool())
{
preLoot = new SkullCap();
}
else
{
preLoot = new TricorneHat();
}
break;
}
case 6: // Misc
{
int[] list =
{
0x1EB5, // unfinished barrel
0xA2A, // stool
0xC1F, // broken clock
0x1047, 0x1048, // globe
0x1EB1, 0x1EB2, 0x1EB3, 0x1EB4 // barrel staves
};
if (Utility.Random(list.Length + 1) == 0)
{
preLoot = new Candelabra();
}
else
{
preLoot = new ShipwreckedItem(list.RandomElement());
}
break;
}
}
if (preLoot != null)
{
((IShipwreckedItem)preLoot).IsShipwreckedItem = true;
return preLoot;
}
LockableContainer chest;
if (Utility.RandomBool())
{
chest = new MetalGoldenChest();
}
else
{
chest = new WoodenChest();
}
if (sos.IsAncient)
{
chest.Hue = 0x481;
}
TreasureMapChest.Fill(chest, Math.Max(1, Math.Min(4, sos.Level)));
chest.DropItem(sos.IsAncient ? new FabledFishingNet() : new SpecialFishingNet());
chest.Movable = true;
chest.Locked = false;
chest.TrapType = TrapType.None;
chest.TrapPower = 0;
chest.TrapLevel = 0;
sos.Delete();
return chest;
}
}
}
return base.Construct(type, from);
}
public override bool Give(Mobile m, Item item, bool placeAtFeet)
{
if (item is TreasureMap || item is MessageInABottle || item is SpecialFishingNet)
{
BaseCreature serp;
if (Utility.RandomDouble() < 0.25)
{
serp = new DeepSeaSerpent();
}
else
{
serp = new SeaSerpent();
}
int x = m.X, y = m.Y;
var map = m.Map;
for (var i = 0; map != null && i < 20; ++i)
{
var tx = m.X - 10 + Utility.Random(21);
var ty = m.Y - 10 + Utility.Random(21);
var t = map.Tiles.GetLandTile(tx, ty);
if (t.Z == -5 && (t.ID >= 0xA8 && t.ID <= 0xAB || t.ID >= 0x136 && t.ID <= 0x137) &&
!SpellHelper.CheckMulti(new Point3D(tx, ty, -5), map))
{
x = tx;
y = ty;
break;
}
}
serp.MoveToWorld(new Point3D(x, y, -5), map);
serp.Home = serp.Location;
serp.RangeHome = 10;
serp.PackItem(item);
m.SendLocalizedMessage(503170); // Uh oh! That doesn't look like a fish!
return true; // we don't want to give the item to the player, it's on the serpent
}
return base.Give(m, item, placeAtFeet || item is BigFish || item is WoodenChest || item is MetalGoldenChest);
}
public override void SendSuccessTo(Mobile from, Item item, HarvestResource resource)
{
if (item is BigFish fish)
{
from.SendLocalizedMessage(1042635); // Your fishing pole bends as you pull a big fish from the depths!
fish.Fisher = from;
}
else if (item is WoodenChest || item is MetalGoldenChest)
{
from.SendLocalizedMessage(503175); // You pull up a heavy chest from the depths of the ocean!
}
else
{
int number;
string name;
if (item is BaseMagicFish)
{
number = 1008124;
name = "a mess of small fish";
}
else if (item is Fish)
{
number = 1008124;
name = item.ItemData.Name;
}
else if (item is BaseShoes)
{
number = 1008124;
name = item.ItemData.Name;
}
else if (item is TreasureMap)
{
number = 1008125;
name = "a sodden piece of parchment";
}
else if (item is MessageInABottle)
{
number = 1008125;
name = "a bottle, with a message in it";
}
else if (item is SpecialFishingNet)
{
number = 1008125;
name = "a special fishing net"; // TODO: this is just a guess--what should it really be named?
}
else
{
number = 1043297;
if ((item.ItemData.Flags & TileFlag.ArticleA) != 0)
{
name = $"a {item.ItemData.Name}";
}
else if ((item.ItemData.Flags & TileFlag.ArticleAn) != 0)
{
name = $"an {item.ItemData.Name}";
}
else
{
name = item.ItemData.Name;
}
}
var ns = from.NetState;
if (ns == null)
{
return;
}
if (number == 1043297 || ns.HighSeas)
{
from.SendLocalizedMessage(number, name);
}
else
{
from.SendLocalizedMessage(number, true, name);
}
}
}
public override void OnHarvestStarted(Mobile from, Item tool, HarvestDefinition def, object toHarvest)
{
base.OnHarvestStarted(from, tool, def, toHarvest);
if (GetHarvestDetails(from, tool, toHarvest, out _, out var map, out var loc))
{
Timer.StartTimer(
TimeSpan.FromSeconds(1.5),
() =>
{
if (Core.ML)
{
from.RevealingAction();
}
Effects.SendLocationEffect(loc, map, 0x352D, 16, 4);
Effects.PlaySound(loc, map, 0x364);
}
);
}
}
public override void OnHarvestFinished(
Mobile from, Item tool, HarvestDefinition def, HarvestVein vein,
HarvestBank bank, HarvestResource resource, object harvested
)
{
base.OnHarvestFinished(from, tool, def, vein, bank, resource, harvested);
if (Core.ML)
{
from.RevealingAction();
}
}
public override object GetLock(Mobile from, Item tool, HarvestDefinition def, object toHarvest) => this;
public override bool BeginHarvesting(Mobile from, Item tool)
{
if (!base.BeginHarvesting(from, tool))
{
return false;
}
from.SendLocalizedMessage(500974); // What water do you want to fish in?
return true;
}
public override bool CheckHarvest(Mobile from, Item tool)
{
if (!base.CheckHarvest(from, tool))
{
return false;
}
if (from.Mounted)
{
from.SendLocalizedMessage(500971); // You can't fish while riding!
return false;
}
return true;
}
public override bool CheckHarvest(Mobile from, Item tool, HarvestDefinition def, object toHarvest)
{
if (!base.CheckHarvest(from, tool, def, toHarvest))
{
return false;
}
if (from.Mounted)
{
from.SendLocalizedMessage(500971); // You can't fish while riding!
return false;
}
return true;
}
private class MutateEntry
{
public readonly bool m_DeepWater;
public readonly double m_MaxSkill;
public readonly double m_MinSkill;
public readonly double m_ReqSkill;
public readonly Type[] m_Types;
public MutateEntry(double reqSkill, double minSkill, double maxSkill, bool deepWater, params Type[] types)
{
m_ReqSkill = reqSkill;
m_MinSkill = minSkill;
m_MaxSkill = maxSkill;
m_DeepWater = deepWater;
m_Types = types;
}
}
}
}