### Summary Adds Advanced Search (XmlFind) using `[AS` command. Notable differences from XmlFind: * No save to file. * No "Display from" option (might add that later). * No advanced XmlSpawner property test syntax. Only basic property operator comparisons. * This version will freeze your shard, but fans out to all processors just like world saves. (So it should be stupid fast, especially if you have lots of cores) * Does not support spawn entry/type/error searching. We have a spawn search command to do that already. * I haven't set up correct "defaults" for the options when you first open it. I'll do that later. ### Screenshots <img width="575" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/2b08e586-0ea6-41c4-b7cd-f70e2ee62b86"> <img width="575" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/da3f16b9-6a9e-4d2c-9d93-6cdfa67b4ddc"> <img width="572" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/ae1d0a3f-a30d-497c-99ea-2cc988147f8f">
39 lines
979 B
C#
39 lines
979 B
C#
using Server.Network;
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namespace Server.Engines.AdvancedSearch;
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public class AdvancedSearchConfirmBringGump : AdvancedSearchWarningGump
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{
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private readonly AdvancedSearchGump _gump;
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public AdvancedSearchConfirmBringGump(AdvancedSearchGump gump, int count) : base(
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"Bring selected objects",
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30720,
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$"Bring {count} objects?",
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0xFFC000,
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480,
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360
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) => _gump = gump;
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protected override void OnClickResponse(NetState sender, bool okay)
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{
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var from = sender.Mobile;
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var loc = from.Location;
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var map = from.Map;
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if (okay && _gump.SearchResults != null)
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{
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for (var i = 0; i < _gump.SearchResults.Length; i++)
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{
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var entry = _gump.SearchResults[i];
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if (entry.Selected)
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{
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entry.Entity?.MoveToWorld(loc, map);
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}
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}
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}
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_gump.Resend(from);
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}
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}
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