mirror of
https://github.com/ServUO/ServUO
synced 2026-08-11 20:23:04 -04:00
+ Add MONO to Makefile compile definitions. + Update Ultima SDK to support MONO compile definition. + Rename Properties Gump parent directory to prevent VS issues. + Console error messages will now use red instead of dark red font. + Add crash state handler function to Core. + AI optimizations and housekeeping. + Context Menu optimizations and housekeeping. + Add ability to drop throttled packets. + Add string parsing support to Rectangle3D. + Optimize guild messages and chat. + IAddon implements IChopable. + Add more flexibility for altering Mobile names. + Add ability to enable or disable OPL for individual mobiles. + Optimize damaging regions and ensure timers are removed properly. + Update Welcome Timer with more intuitive message groups. + Normalize all virtue related objects to the Server.Services.Virtues namespace. + Add ability for ISpawner to append OPL and Context Menus to their spawn. + Add EventSink events for obtaining items, equipping items, context menus, and world broadcasts. + Add ability to lock a creature's direction and movement regardless of AI manipulation. + Add ability to dynamically change a creature's approach range and wait state. + Add extended enumeration features for AOS attributes. + Add ability to control whether creatures have blood, and its color. + Expose corpse flag manipulation methods. + Add ability to prevent criminal action when looting a corpse. + Corpse will now be permanently tagged as murderer at time of death if owner is a murderer. + Add TextDefinition support for Commodity Deed descriptions. + House add-on and component optimizations and housekeeping. + Item light is no longer backed by the direction property. + ITool implements IEntity. + Prevent trading of Siege Bless items. + Guards are naturally be immune to guards. + Siege Shard initialization housekeeping. + Character Creation housekeeping. + Generic commands housekeeping. + Add Mark command for staff.
157 lines
No EOL
3.7 KiB
C#
157 lines
No EOL
3.7 KiB
C#
#region References
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using System;
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using Server.Commands;
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using Server.Items;
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using Server.Network;
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#endregion
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namespace Server
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{
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public static class LightCycle
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{
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public const int DayLevel = 0;
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public const int NightLevel = 12;
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public const int DungeonLevel = 26;
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public const int JailLevel = 9;
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private static int _LevelOverride = Int32.MinValue;
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public static int LevelOverride
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{
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get { return _LevelOverride; }
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set
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{
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_LevelOverride = value;
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CheckLightLevels();
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}
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}
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public static void Initialize()
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{
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new LightCycleTimer(Clock.SecondsPerUOMinute).Start();
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EventSink.Login += OnLogin;
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CommandSystem.Register("GlobalLight", AccessLevel.GameMaster, Light_OnCommand);
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}
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public static void OnLogin(LoginEventArgs args)
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{
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var m = args.Mobile;
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if (m != null)
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m.CheckLightLevels(true);
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}
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public static int ComputeLevelFor(Mobile from)
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{
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if (_LevelOverride > int.MinValue)
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return _LevelOverride;
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int hours, minutes;
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Clock.GetTime(from.Map, from.X, from.Y, out hours, out minutes);
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/* OSI times:
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*
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* Midnight -> 3:59 AM : Night
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* 4:00 AM -> 11:59 PM : Day
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*
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* RunUO times:
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*
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* 10:00 PM -> 11:59 PM : Scale to night
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* Midnight -> 3:59 AM : Night
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* 4:00 AM -> 5:59 AM : Scale to day
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* 6:00 AM -> 9:59 PM : Day
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*/
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if (hours < 4)
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return NightLevel;
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if (hours < 6)
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return NightLevel + (((((hours - 4) * 60) + minutes) * (DayLevel - NightLevel)) / 120);
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if (hours < 22)
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return DayLevel;
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if (hours < 24)
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return DayLevel + (((((hours - 22) * 60) + minutes) * (NightLevel - DayLevel)) / 120);
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return NightLevel; // should never be
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}
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public static void CheckLightLevels()
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{
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var i = NetState.Instances.Count;
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while (--i >= 0)
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{
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if (i >= NetState.Instances.Count)
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continue;
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var ns = NetState.Instances[i];
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if (ns == null)
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continue;
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var m = ns.Mobile;
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if (m != null)
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m.CheckLightLevels(false);
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}
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}
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[Usage("GlobalLight <value>")]
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[Description("Sets the current global light level.")]
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private static void Light_OnCommand(CommandEventArgs e)
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{
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if (e.Length >= 1)
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{
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LevelOverride = e.GetInt32(0);
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e.Mobile.SendMessage("Global light level override has been changed to {0}.", _LevelOverride);
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}
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else
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{
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LevelOverride = int.MinValue;
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e.Mobile.SendMessage("Global light level override has been cleared.");
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}
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}
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public class NightSightTimer : Timer
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{
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private readonly Mobile m_Owner;
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public NightSightTimer(Mobile owner)
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: base(TimeSpan.FromMinutes(Utility.Random(15, 25)))
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{
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m_Owner = owner;
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Priority = TimerPriority.OneMinute;
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}
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protected override void OnTick()
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{
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m_Owner.EndAction(typeof(LightCycle));
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m_Owner.LightLevel = 0;
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BuffInfo.RemoveBuff(m_Owner, BuffIcon.NightSight);
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}
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}
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private class LightCycleTimer : Timer
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{
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public LightCycleTimer(double interval)
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: base(TimeSpan.Zero, TimeSpan.FromSeconds(interval))
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{
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Priority = TimerPriority.OneSecond;
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}
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protected override void OnTick()
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{
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CheckLightLevels();
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}
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}
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}
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} |