mirror of
https://github.com/modernuo/ModernUO
synced 2026-08-11 22:23:06 -04:00
* Removes linq * Removes list allocation for area effect * Removes redundant swing overload * Cleans up code
75 lines
1.8 KiB
C#
75 lines
1.8 KiB
C#
using System;
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namespace Server
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{
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public interface IPoint2D
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{
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int X { get; }
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int Y { get; }
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}
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public interface IPoint3D : IPoint2D
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{
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int Z { get; }
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}
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public interface ICarvable
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{
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void Carve(Mobile from, Item item);
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}
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public interface IWeapon
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{
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int MaxRange { get; }
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void OnBeforeSwing(Mobile attacker, Mobile defender);
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TimeSpan OnSwing(Mobile attacker, Mobile defender, double damageBonus = 1.0);
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void GetStatusDamage(Mobile from, out int min, out int max);
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}
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public interface IHued
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{
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int HuedItemID { get; }
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}
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public interface ISpell
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{
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bool IsCasting { get; }
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void OnCasterHurt();
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void OnCasterKilled();
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void OnConnectionChanged();
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bool OnCasterMoving(Direction d);
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bool OnCasterEquipping(Item item);
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bool OnCasterUsingObject(IEntity entity);
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bool OnCastInTown(Region r);
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void FinishSequence();
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}
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public interface IParty
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{
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void OnStamChanged(Mobile m);
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void OnManaChanged(Mobile m);
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void OnStatsQuery(Mobile beholder, Mobile beheld);
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}
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// TODO: Add SpawnMap and change Spawner.Map to use it
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public interface ISpawner : IEntity
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{
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Guid Guid { get; }
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bool UnlinkOnTaming { get; }
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Point3D HomeLocation { get; }
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int HomeRange { get; }
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Region Region { get; }
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bool ReturnOnDeactivate { get; }
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void Remove(ISpawnable spawn);
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Point3D GetSpawnPosition(ISpawnable spawned, Map map);
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void Respawn();
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}
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public interface ISpawnable : IEntity
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{
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ISpawner Spawner { get; set; }
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void OnBeforeSpawn(Point3D location, Map map);
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void OnAfterSpawn();
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}
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}
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