mirror of
https://github.com/ServUO/ServUO
synced 2026-08-11 20:23:04 -04:00
Added stam/hits/mana regen timers to registry. Players and creatures will have their own timers to reduce any timer drift for players. Moved TimerRegistry.cs to Server folder Fixed issue where champ spawns weren't generating after they were deleted Fixed issue where champ spawn corpses weren't deleting after 1 minute Added timer object threshold where if met, a new timer will be created. This will prevent timers from processing potentially large lists causing server hangups. removed huge memory leaks of un-needed timers firing during mobile creation and deserialization Corpse decay times are now controlled by the mobile
465 lines
13 KiB
C#
465 lines
13 KiB
C#
using Server.Items;
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using Server.Network;
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using System;
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using System.Collections.Generic;
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namespace Server.Misc
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{
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public class Weather
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{
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private static readonly Dictionary<Map, List<Weather>> m_WeatherByFacet = new Dictionary<Map, List<Weather>>();
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private static readonly string m_TimerID = "WeatherTimer";
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private static Map[] m_Facets;
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private readonly Map m_Facet;
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private Rectangle2D[] m_Area;
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private int m_Temperature;
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private int m_ChanceOfPercipitation;
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private int m_ChanceOfExtremeTemperature;
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// For dynamic weather:
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private Rectangle2D m_Bounds;
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private int m_MoveSpeed;
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private int m_MoveAngleX, m_MoveAngleY;
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private int m_Stage;
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private bool m_Active;
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private bool m_ExtremeTemperature;
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public Weather(Map facet, Rectangle2D[] area, int temperature, int chanceOfPercipitation, int chanceOfExtremeTemperature, TimeSpan interval)
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{
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m_Facet = facet;
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m_Area = area;
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m_Temperature = temperature;
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m_ChanceOfPercipitation = chanceOfPercipitation;
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m_ChanceOfExtremeTemperature = chanceOfExtremeTemperature;
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List<Weather> list = GetWeatherList(facet);
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if (list != null)
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list.Add(this);
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TimerRegistry.Register(m_TimerID, this, interval, TimeSpan.FromSeconds((0.2 + (Utility.RandomDouble() * 0.8)) * interval.TotalSeconds), false, weather => weather.OnTick());
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}
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public Map Facet => m_Facet;
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public Rectangle2D[] Area
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{
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get
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{
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return m_Area;
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}
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set
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{
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m_Area = value;
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}
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}
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public int Temperature
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{
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get
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{
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return m_Temperature;
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}
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set
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{
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m_Temperature = value;
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}
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}
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public int ChanceOfPercipitation
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{
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get
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{
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return m_ChanceOfPercipitation;
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}
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set
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{
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m_ChanceOfPercipitation = value;
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}
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}
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public int ChanceOfExtremeTemperature
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{
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get
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{
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return m_ChanceOfExtremeTemperature;
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}
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set
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{
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m_ChanceOfExtremeTemperature = value;
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}
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}
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public Rectangle2D Bounds
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{
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get
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{
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return m_Bounds;
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}
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set
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{
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m_Bounds = value;
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}
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}
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public int MoveSpeed
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{
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get
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{
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return m_MoveSpeed;
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}
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set
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{
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m_MoveSpeed = value;
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}
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}
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public int MoveAngleX
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{
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get
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{
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return m_MoveAngleX;
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}
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set
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{
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m_MoveAngleX = value;
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}
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}
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public int MoveAngleY
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{
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get
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{
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return m_MoveAngleY;
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}
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set
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{
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m_MoveAngleY = value;
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}
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}
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public static void Initialize()
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{
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m_Facets = new Map[] { Map.Felucca, Map.Trammel };
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/* Static weather:
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*
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* Format:
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* AddWeather( temperature, chanceOfPercipitation, chanceOfExtremeTemperature, <area ...> );
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*/
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// ice island
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AddWeather(-15, 100, 5, new Rectangle2D(3850, 160, 390, 320), new Rectangle2D(3900, 480, 380, 180), new Rectangle2D(4160, 660, 150, 110));
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// covetous entrance, around vesper and minoc
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AddWeather(+15, 50, 5, new Rectangle2D(2425, 725, 250, 250));
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// despise entrance, north of britain
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AddWeather(+15, 50, 5, new Rectangle2D(1245, 1045, 250, 250));
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/* Dynamic weather:
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*
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* Format:
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* AddDynamicWeather( temperature, chanceOfPercipitation, chanceOfExtremeTemperature, moveSpeed, width, height, bounds );
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*/
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for (int i = 0; i < 15; ++i)
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AddDynamicWeather(+15, 100, 5, 8, 400, 400, new Rectangle2D(0, 0, 5120, 4096));
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}
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public static List<Weather> GetWeatherList(Map facet)
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{
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if (facet == null)
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return null;
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List<Weather> list = null;
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m_WeatherByFacet.TryGetValue(facet, out list);
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if (list == null)
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m_WeatherByFacet[facet] = list = new List<Weather>();
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return list;
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}
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public static void AddDynamicWeather(int temperature, int chanceOfPercipitation, int chanceOfExtremeTemperature, int moveSpeed, int width, int height, Rectangle2D bounds)
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{
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for (int i = 0; i < m_Facets.Length; ++i)
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{
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Rectangle2D area = new Rectangle2D();
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bool isValid = false;
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for (int j = 0; j < 10; ++j)
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{
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area = new Rectangle2D(bounds.X + Utility.Random(bounds.Width - width), bounds.Y + Utility.Random(bounds.Height - height), width, height);
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if (!CheckWeatherConflict(m_Facets[i], null, area))
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isValid = true;
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if (isValid)
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break;
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}
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if (!isValid)
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continue;
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_ = new Weather(m_Facets[i], new Rectangle2D[] { area }, temperature, chanceOfPercipitation, chanceOfExtremeTemperature, TimeSpan.FromSeconds(30.0))
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{
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m_Bounds = bounds,
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m_MoveSpeed = moveSpeed
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};
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}
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}
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public static void AddWeather(int temperature, int chanceOfPercipitation, int chanceOfExtremeTemperature, params Rectangle2D[] area)
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{
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for (int i = 0; i < m_Facets.Length; ++i)
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new Weather(m_Facets[i], area, temperature, chanceOfPercipitation, chanceOfExtremeTemperature, TimeSpan.FromSeconds(30.0));
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}
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public static bool CheckWeatherConflict(Map facet, Weather exclude, Rectangle2D area)
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{
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List<Weather> list = GetWeatherList(facet);
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if (list == null)
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return false;
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for (int i = 0; i < list.Count; ++i)
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{
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Weather w = list[i];
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if (w != exclude && w.IntersectsWith(area))
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return true;
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}
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return false;
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}
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public static bool CheckIntersection(Rectangle2D r1, Rectangle2D r2)
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{
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if (r1.X >= (r2.X + r2.Width))
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return false;
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if (r2.X >= (r1.X + r1.Width))
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return false;
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if (r1.Y >= (r2.Y + r2.Height))
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return false;
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if (r2.Y >= (r1.Y + r1.Height))
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return false;
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return true;
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}
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public static bool CheckContains(Rectangle2D big, Rectangle2D small)
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{
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if (small.X < big.X)
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return false;
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if (small.Y < big.Y)
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return false;
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if ((small.X + small.Width) > (big.X + big.Width))
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return false;
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if ((small.Y + small.Height) > (big.Y + big.Height))
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return false;
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return true;
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}
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public virtual bool IntersectsWith(Rectangle2D area)
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{
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for (int i = 0; i < m_Area.Length; ++i)
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{
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if (CheckIntersection(area, m_Area[i]))
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return true;
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}
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return false;
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}
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public virtual void Reposition()
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{
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if (m_Area.Length == 0)
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return;
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int width = m_Area[0].Width;
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int height = m_Area[0].Height;
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Rectangle2D area = new Rectangle2D();
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bool isValid = false;
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for (int j = 0; j < 10; ++j)
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{
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area = new Rectangle2D(m_Bounds.X + Utility.Random(m_Bounds.Width - width), m_Bounds.Y + Utility.Random(m_Bounds.Height - height), width, height);
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if (!CheckWeatherConflict(m_Facet, this, area))
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isValid = true;
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if (isValid)
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break;
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}
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if (!isValid)
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return;
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m_Area[0] = area;
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}
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public virtual void RecalculateMovementAngle()
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{
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double angle = Utility.RandomDouble() * Math.PI * 2.0;
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double cos = Math.Cos(angle);
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double sin = Math.Sin(angle);
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m_MoveAngleX = (int)(100 * cos);
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m_MoveAngleY = (int)(100 * sin);
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}
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public virtual void MoveForward()
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{
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if (m_Area.Length == 0)
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return;
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for (int i = 0; i < 5; ++i) // try 5 times to find a valid spot
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{
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int xOffset = (m_MoveSpeed * m_MoveAngleX) / 100;
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int yOffset = (m_MoveSpeed * m_MoveAngleY) / 100;
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Rectangle2D oldArea = m_Area[0];
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Rectangle2D newArea = new Rectangle2D(oldArea.X + xOffset, oldArea.Y + yOffset, oldArea.Width, oldArea.Height);
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if (!CheckWeatherConflict(m_Facet, this, newArea) && CheckContains(m_Bounds, newArea))
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{
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m_Area[0] = newArea;
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break;
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}
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RecalculateMovementAngle();
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}
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}
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public virtual void OnTick()
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{
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if (m_Stage == 0)
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{
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m_Active = (m_ChanceOfPercipitation > Utility.Random(100));
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m_ExtremeTemperature = (m_ChanceOfExtremeTemperature > Utility.Random(100));
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if (m_MoveSpeed > 0)
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{
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Reposition();
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RecalculateMovementAngle();
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}
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}
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if (m_Active)
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{
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if (m_Stage > 0 && m_MoveSpeed > 0)
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MoveForward();
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int type, density, temperature;
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temperature = m_Temperature;
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if (m_ExtremeTemperature)
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temperature *= -1;
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if (m_Stage < 15)
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{
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density = m_Stage * 5;
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}
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else
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{
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density = 150 - (m_Stage * 5);
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if (density < 10)
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density = 10;
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else if (density > 70)
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density = 70;
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}
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if (density == 0)
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type = 0xFE;
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else if (temperature > 0)
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type = 0;
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else
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type = 2;
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List<NetState> states = NetState.Instances;
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Packet weatherPacket = null;
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for (int i = 0; i < states.Count; ++i)
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{
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NetState ns = states[i];
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Mobile mob = ns.Mobile;
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if (mob == null || mob.Map != m_Facet)
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continue;
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bool contains = (m_Area.Length == 0);
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for (int j = 0; !contains && j < m_Area.Length; ++j)
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contains = m_Area[j].Contains(mob.Location);
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if (!contains)
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continue;
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if (weatherPacket == null)
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weatherPacket = Packet.Acquire(new Network.Weather(type, density, temperature));
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ns.Send(weatherPacket);
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}
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Packet.Release(weatherPacket);
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}
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m_Stage++;
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m_Stage %= 30;
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}
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}
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public class WeatherMap : MapItem
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{
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[Constructable]
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public WeatherMap()
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{
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SetDisplay(0, 0, 5119, 4095, 400, 400);
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}
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public WeatherMap(Serial serial)
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: base(serial)
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{
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}
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public override string DefaultName => "weather map";
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public override void OnDoubleClick(Mobile from)
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{
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Map facet = from.Map;
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if (facet == null)
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return;
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List<Weather> list = Weather.GetWeatherList(facet);
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ClearPins();
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for (int i = 0; i < list.Count; ++i)
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{
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Weather w = list[i];
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for (int j = 0; j < w.Area.Length; ++j)
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AddWorldPin(w.Area[j].X + (w.Area[j].Width / 2), w.Area[j].Y + (w.Area[j].Height / 2));
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}
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base.OnDoubleClick(from);
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0);
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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}
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}
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}
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