## Changes * Improves type hashing by introducing xxHash3 (64bit) * Removes individual `tdb` files in favor of a single `SerializedTypes.db` file. This file is only used to identify a type that is being deserialized, which doesn't exist. * Adds duplicate type alias detection * Adds `AssemblyHandler.FindTypeByHash` View changed files whitespaces: https://github.com/modernuo/ModernUO/pull/1172/files?diff=split&w=1 ## SerializedTypes.db The serialized types file is used to get back the original name of a type in case it no longer exists in code. This can easily be necessary if a class is renamed in code and no `TypeAlias` is provided. ### Format byte[4] - version byte[4] - count --array-- byte[8] - xxHash byte[1] - flag, 0 - null, 1 - not null byte[n] - Full class name in UTF8 ### Example <img width="472" alt="SerializedTypes_Example" src="https://user-images.githubusercontent.com/3953314/195255429-31d24293-6bd1-419e-811b-07874dd0f78d.png"> ## Benchmarks Serialized 500 Type fields. The 8192bytes comes from the _ConcurrentQueue_ that would later be used for SerializedTypes. Note that the queue is never cleared, so it's size grew considerably. ```cs | Method | Mean | Error | StdDev | Allocated | |--------------------- |---------:|---------:|---------:|----------:| | BenchmarkXXHash | 18.44 us | 0.278 us | 0.260 us | 8192 B | | BenchmarkTypeStrings | 25.09 us | 0.292 us | 0.259 us | - | ``` TODO: * Add support in the Serialization Generator for `ReadType()` and `Write(Type)` * Remove `SetTypeRef` from Serialization Generator
178 lines
6.9 KiB
C#
178 lines
6.9 KiB
C#
using System;
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using Server.Collections;
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using Server.Gumps;
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using Server.Items;
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using Server.Mobiles;
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using Server.Spells.Fourth;
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using Server.Spells.Mysticism;
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using Server.Spells.Necromancy;
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namespace Server.Spells.Chivalry
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{
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public class NobleSacrificeSpell : PaladinSpell
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{
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private static readonly SpellInfo _info = new(
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"Noble Sacrifice",
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"Dium Prostra",
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-1,
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9002
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);
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public NobleSacrificeSpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info)
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{
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}
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public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(1.5);
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public override double RequiredSkill => 65.0;
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public override int RequiredMana => 20;
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public override int RequiredTithing => 30;
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public override int MantraNumber => 1060725; // Dium Prostra
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public override bool BlocksMovement => false;
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public override void OnCast()
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{
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if (CheckSequence())
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{
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var eable = Caster.GetMobilesInRange(3);
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using var pool = PooledRefQueue<Mobile>.Create();
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foreach (var m in eable)
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{
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if (m is not BaseCreature { IsAnimatedDead: true } && Caster != m && m.InLOS(Caster) &&
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Caster.CanBeBeneficial(m, false, true) && m is not Golem)
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{
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pool.Enqueue(m);
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}
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}
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eable.Free();
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Caster.PlaySound(0x244);
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Caster.FixedParticles(0x3709, 1, 30, 9965, 5, 7, EffectLayer.Waist);
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Caster.FixedParticles(0x376A, 1, 30, 9502, 5, 3, EffectLayer.Waist);
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/* Attempts to Resurrect, Cure and Heal all targets in a radius around the caster.
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* If any target is successfully assisted, the Paladin's current
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* Hit Points, Mana and Stamina are set to 1.
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* Amount of damage healed is affected by the Caster's Karma, from 8 to 24 hit points.
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*/
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var sacrifice = false;
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// TODO: Is there really a resurrection chance?
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var resChance = 0.1 + 0.9 * Caster.Karma / 10000;
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while (pool.Count > 0)
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{
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var m = pool.Dequeue();
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if (!m.Alive)
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{
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if (m.Region?.IsPartOf("Khaldun") == true)
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{
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// The veil of death in this area is too strong and resists thy efforts to restore life.
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Caster.SendLocalizedMessage(1010395);
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}
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else if (resChance > Utility.RandomDouble())
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{
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m.FixedParticles(0x375A, 1, 15, 5005, 5, 3, EffectLayer.Head);
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m.CloseGump<ResurrectGump>();
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m.SendGump(new ResurrectGump(m, Caster));
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sacrifice = true;
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}
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}
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else
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{
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bool sendEffect = false;
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if (m.Poisoned && m.CurePoison(Caster))
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{
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Caster.DoBeneficial(m);
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if (Caster != m)
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{
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Caster.SendLocalizedMessage(1010058); // You have cured the target of all poisons!
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}
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m.SendLocalizedMessage(1010059); // You have been cured of all poisons.
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sendEffect = true;
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sacrifice = true;
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}
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if (m.Hits < m.HitsMax)
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{
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var toHeal = Math.Clamp(ComputePowerValue(10) + Utility.RandomMinMax(0, 2), 8, 24);
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Caster.DoBeneficial(m);
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m.Heal(toHeal, Caster);
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sendEffect = true;
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}
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var mod = m.GetStatMod("[Magic] Str Curse");
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if (mod?.Offset < 0)
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{
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m.RemoveStatMod("[Magic] Str Curse");
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sendEffect = true;
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}
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mod = m.GetStatMod("[Magic] Dex Curse");
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if (mod?.Offset < 0)
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{
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m.RemoveStatMod("[Magic] Dex Curse");
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sendEffect = true;
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}
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mod = m.GetStatMod("[Magic] Int Curse");
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if (mod?.Offset < 0)
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{
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m.RemoveStatMod("[Magic] Int Curse");
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sendEffect = true;
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}
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if (m.Paralyzed)
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{
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m.Paralyzed = false;
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sendEffect = true;
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}
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sendEffect = EvilOmenSpell.EndEffect(m) || sendEffect;
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sendEffect = StrangleSpell.RemoveCurse(m) || sendEffect;
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sendEffect = CorpseSkinSpell.RemoveCurse(m) || sendEffect;
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sendEffect = CurseSpell.RemoveEffect(m) || sendEffect;
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sendEffect = MortalStrike.EndWound(m) || sendEffect;
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sendEffect = MindRotSpell.ClearMindRotScalar(m) || sendEffect;
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sendEffect = BloodOathSpell.RemoveCurse(m) || sendEffect;
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sendEffect = SpellPlagueSpell.RemoveEffect(m) || sendEffect;
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// TODO: Move these into their respective end effect methods
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BuffInfo.RemoveBuff(m, BuffIcon.Clumsy);
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BuffInfo.RemoveBuff(m, BuffIcon.FeebleMind);
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BuffInfo.RemoveBuff(m, BuffIcon.Weaken);
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BuffInfo.RemoveBuff(m, BuffIcon.Curse);
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BuffInfo.RemoveBuff(m, BuffIcon.MassCurse);
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BuffInfo.RemoveBuff(m, BuffIcon.MortalStrike);
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BuffInfo.RemoveBuff(m, BuffIcon.Strangle);
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BuffInfo.RemoveBuff(m, BuffIcon.EvilOmen);
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if (sendEffect)
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{
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m.FixedParticles(0x375A, 1, 15, 5005, 5, 3, EffectLayer.Head);
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sacrifice = true;
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}
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}
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}
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if (sacrifice)
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{
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Caster.PlaySound(Caster.Body.IsFemale ? 0x150 : 0x423);
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Caster.Hits = 1;
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Caster.Stam = 1;
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Caster.Mana = 1;
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}
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}
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FinishSequence();
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}
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}
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}
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