Overwrite

Complete Overwrite of the Folder with the free shard. ServUO 57.3 has been added.
This commit is contained in:
Unstable Kitsune
2023-11-28 23:20:26 -05:00
parent 3cd54811de
commit b918192e4e
11608 changed files with 2644205 additions and 47 deletions

View File

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using System;
using System.Collections;
using System.Collections.Generic;
using Server.Regions;
using Server.Spells;
using Server.Mobiles;
namespace Server.Multis
{
public enum HousePlacementResult
{
Valid,
BadRegion,
BadLand,
BadStatic,
BadItem,
NoSurface,
BadRegionHidden,
BadRegionTemp,
InvalidCastleKeep,
BadRegionRaffle,
NoQueenLoyalty
}
public class HousePlacement
{
// Any land tile which matches one of these ID numbers is considered a road and cannot be placed over.
public static int[] RoadIDs { get { return m_RoadIDs; } }
private static readonly int[] m_RoadIDs = new int[]
{
0x0071, 0x0078,
0x00E8, 0x00EB,
0x07AE, 0x07B1,
0x3FF4, 0x3FF4,
0x3FF8, 0x3FFB,
0x0442, 0x0479, // Sand stones
0x0501, 0x0510, // Sand stones
0x0009, 0x0015, // Furrows
0x0150, 0x015C // Furrows
};
private const int YardSize = 5;
public static HousePlacementResult Check(Mobile from, int multiID, Point3D center, out ArrayList toMove)
{
// If this spot is considered valid, every item and mobile in this list will be moved under the house sign
toMove = new ArrayList();
Map map = from.Map;
if (map == null || map == Map.Internal)
return HousePlacementResult.BadLand; // A house cannot go here
if (from.AccessLevel >= AccessLevel.GameMaster)
return HousePlacementResult.Valid; // Staff can place anywhere
if (map == Map.Ilshenar || SpellHelper.IsFeluccaT2A(map, center) || SpellHelper.IsEodon(map, center))
return HousePlacementResult.BadRegion; // No houses in Ilshenar/T2A/Eodon
if (map == Map.Malas && (multiID == 0x007C || multiID == 0x007E))
return HousePlacementResult.InvalidCastleKeep;
#region SA
if (map == Map.TerMur && !Server.Engines.Points.PointsSystem.QueensLoyalty.IsNoble(from))
{
return HousePlacementResult.NoQueenLoyalty;
}
#endregion
var noHousingRegion = (NoHousingRegion)Region.Find(center, map).GetRegion(typeof(NoHousingRegion));
if (noHousingRegion != null)
return HousePlacementResult.BadRegion;
// This holds data describing the internal structure of the house
MultiComponentList mcl = MultiData.GetComponents(multiID);
if (multiID >= 0x13EC && multiID < 0x1D00)
HouseFoundation.AddStairsTo(ref mcl); // this is a AOS house, add the stairs
// Location of the nortwest-most corner of the house
Point3D start = new Point3D(center.X + mcl.Min.X, center.Y + mcl.Min.Y, center.Z);
// These are storage lists. They hold items and mobiles found in the map for further processing
List<Item> items = new List<Item>();
List<Mobile> mobiles = new List<Mobile>();
// These are also storage lists. They hold location values indicating the yard and border locations.
List<Point2D> yard = new List<Point2D>(), borders = new List<Point2D>();
/* RULES:
*
* 1) All tiles which are around the -outside- of the foundation must not have anything impassable.
* 2) No impassable object or land tile may come in direct contact with any part of the house.
* 3) Five tiles from the front and back of the house must be completely clear of all house tiles.
* 4) The foundation must rest flatly on a surface. Any bumps around the foundation are not allowed.
* 5) No foundation tile may reside over terrain which is viewed as a road.
*/
for (int x = 0; x < mcl.Width; ++x)
{
for (int y = 0; y < mcl.Height; ++y)
{
int tileX = start.X + x;
int tileY = start.Y + y;
StaticTile[] addTiles = mcl.Tiles[x][y];
if (addTiles.Length == 0)
continue; // There are no tiles here, continue checking somewhere else
Point3D testPoint = new Point3D(tileX, tileY, center.Z);
Region reg = Region.Find(testPoint, map);
if (!reg.AllowHousing(from, testPoint)) // Cannot place houses in dungeons, towns, treasure map areas etc
{
if (reg.IsPartOf<TempNoHousingRegion>())
return HousePlacementResult.BadRegionTemp;
if (reg.IsPartOf<TreasureRegion>() || reg.IsPartOf<HouseRegion>())
return HousePlacementResult.BadRegionHidden;
if (reg.IsPartOf<HouseRaffleRegion>())
return HousePlacementResult.BadRegionRaffle;
return HousePlacementResult.BadRegion;
}
LandTile landTile = map.Tiles.GetLandTile(tileX, tileY);
int landID = landTile.ID & TileData.MaxLandValue;
StaticTile[] oldTiles = map.Tiles.GetStaticTiles(tileX, tileY, true);
Sector sector = map.GetSector(tileX, tileY);
items.Clear();
for (int i = 0; i < sector.Items.Count; ++i)
{
Item item = sector.Items[i];
if (item.Visible && item.X == tileX && item.Y == tileY)
items.Add(item);
}
mobiles.Clear();
for (int i = 0; i < sector.Mobiles.Count; ++i)
{
Mobile m = sector.Mobiles[i];
if (m.X == tileX && m.Y == tileY)
mobiles.Add(m);
}
int landStartZ = 0, landAvgZ = 0, landTopZ = 0;
map.GetAverageZ(tileX, tileY, ref landStartZ, ref landAvgZ, ref landTopZ);
bool hasFoundation = false;
for (int i = 0; i < addTiles.Length; ++i)
{
StaticTile addTile = addTiles[i];
if (addTile.ID == 0x1) // Nodraw
continue;
TileFlag addTileFlags = TileData.ItemTable[addTile.ID & TileData.MaxItemValue].Flags;
bool isFoundation = (addTile.Z == 0 && (addTileFlags & TileFlag.Wall) != 0);
bool hasSurface = false;
if (isFoundation)
hasFoundation = true;
int addTileZ = center.Z + addTile.Z;
int addTileTop = addTileZ + addTile.Height;
if ((addTileFlags & TileFlag.Surface) != 0)
addTileTop += 16;
if (addTileTop > landStartZ && landAvgZ > addTileZ)
return HousePlacementResult.BadLand; // Broke rule #2
if (isFoundation && ((TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags & TileFlag.Impassable) == 0) && landAvgZ == center.Z)
hasSurface = true;
for (int j = 0; j < oldTiles.Length; ++j)
{
StaticTile oldTile = oldTiles[j];
ItemData id = TileData.ItemTable[oldTile.ID & TileData.MaxItemValue];
if ((id.Impassable || (id.Surface && (id.Flags & TileFlag.Background) == 0)) && addTileTop > oldTile.Z && (oldTile.Z + id.CalcHeight) > addTileZ)
return HousePlacementResult.BadStatic; // Broke rule #2
/*else if ( isFoundation && !hasSurface && (id.Flags & TileFlag.Surface) != 0 && (oldTile.Z + id.CalcHeight) == center.Z )
hasSurface = true;*/
}
for (int j = 0; j < items.Count; ++j)
{
Item item = items[j];
ItemData id = item.ItemData;
if (addTileTop > item.Z && (item.Z + id.CalcHeight) > addTileZ)
{
if (item.Movable)
toMove.Add(item);
else if ((id.Impassable || (id.Surface && (id.Flags & TileFlag.Background) == 0)))
return HousePlacementResult.BadItem; // Broke rule #2
}
/*else if ( isFoundation && !hasSurface && (id.Flags & TileFlag.Surface) != 0 && (item.Z + id.CalcHeight) == center.Z )
{
hasSurface = true;
}*/
}
if (isFoundation && !hasSurface)
return HousePlacementResult.NoSurface; // Broke rule #4
for (int j = 0; j < mobiles.Count; ++j)
{
Mobile m = mobiles[j];
if (addTileTop > m.Z && (m.Z + 16) > addTileZ)
toMove.Add(m);
}
}
for (int i = 0; i < m_RoadIDs.Length; i += 2)
{
if (landID >= m_RoadIDs[i] && landID <= m_RoadIDs[i + 1])
return HousePlacementResult.BadLand; // Broke rule #5
}
if (hasFoundation)
{
for (int xOffset = -1; xOffset <= 1; ++xOffset)
{
for (int yOffset = -YardSize; yOffset <= YardSize; ++yOffset)
{
Point2D yardPoint = new Point2D(tileX + xOffset, tileY + yOffset);
if (!yard.Contains(yardPoint))
yard.Add(yardPoint);
}
}
for (int xOffset = -1; xOffset <= 1; ++xOffset)
{
for (int yOffset = -1; yOffset <= 1; ++yOffset)
{
if (xOffset == 0 && yOffset == 0)
continue;
// To ease this rule, we will not add to the border list if the tile here is under a base floor (z<=8)
int vx = x + xOffset;
int vy = y + yOffset;
if (vx >= 0 && vx < mcl.Width && vy >= 0 && vy < mcl.Height)
{
StaticTile[] breakTiles = mcl.Tiles[vx][vy];
bool shouldBreak = false;
for (int i = 0; !shouldBreak && i < breakTiles.Length; ++i)
{
StaticTile breakTile = breakTiles[i];
if (breakTile.Height == 0 && breakTile.Z <= 8 && TileData.ItemTable[breakTile.ID & TileData.MaxItemValue].Surface)
shouldBreak = true;
}
if (shouldBreak)
continue;
}
Point2D borderPoint = new Point2D(tileX + xOffset, tileY + yOffset);
if (!borders.Contains(borderPoint))
borders.Add(borderPoint);
}
}
}
}
}
for (int i = 0; i < borders.Count; ++i)
{
Point2D borderPoint = borders[i];
LandTile landTile = map.Tiles.GetLandTile(borderPoint.X, borderPoint.Y);
int landID = landTile.ID & TileData.MaxLandValue;
if ((TileData.LandTable[landID].Flags & TileFlag.Impassable) != 0)
return HousePlacementResult.BadLand;
for (int j = 0; j < m_RoadIDs.Length; j += 2)
{
if (landID >= m_RoadIDs[j] && landID <= m_RoadIDs[j + 1])
return HousePlacementResult.BadLand; // Broke rule #5
}
StaticTile[] tiles = map.Tiles.GetStaticTiles(borderPoint.X, borderPoint.Y, true);
for (int j = 0; j < tiles.Length; ++j)
{
StaticTile tile = tiles[j];
ItemData id = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
if (id.Impassable || (id.Surface && (id.Flags & TileFlag.Background) == 0 && (tile.Z + id.CalcHeight) > (center.Z + 2)))
return HousePlacementResult.BadStatic; // Broke rule #1
}
Sector sector = map.GetSector(borderPoint.X, borderPoint.Y);
List<Item> sectorItems = sector.Items;
for (int j = 0; j < sectorItems.Count; ++j)
{
Item item = sectorItems[j];
if (item.X != borderPoint.X || item.Y != borderPoint.Y || item.Movable)
continue;
ItemData id = item.ItemData;
if (id.Impassable || (id.Surface && (id.Flags & TileFlag.Background) == 0 && (item.Z + id.CalcHeight) > (center.Z + 2)))
return HousePlacementResult.BadItem; // Broke rule #1
}
}
List<Sector> _sectors = new List<Sector>();
List<BaseHouse> _houses = new List<BaseHouse>();
for (int i = 0; i < yard.Count; i++)
{
Sector sector = map.GetSector(yard[i]);
if (!_sectors.Contains(sector))
{
_sectors.Add(sector);
if (sector.Multis != null)
{
for (int j = 0; j < sector.Multis.Count; j++)
{
if (sector.Multis[j] is BaseHouse)
{
BaseHouse _house = (BaseHouse)sector.Multis[j];
if (!_houses.Contains(_house))
{
_houses.Add(_house);
}
}
}
}
}
}
for (int i = 0; i < yard.Count; ++i)
{
foreach (BaseHouse b in _houses)
{
if (b.Contains(yard[i]))
return HousePlacementResult.BadStatic; // Broke rule #3
}
/*Point2D yardPoint = yard[i];
IPooledEnumerable eable = map.GetMultiTilesAt( yardPoint.X, yardPoint.Y );
foreach ( StaticTile[] tile in eable )
{
for ( int j = 0; j < tile.Length; ++j )
{
if ( (TileData.ItemTable[tile[j].ID & TileData.MaxItemValue].Flags & (TileFlag.Impassable | TileFlag.Surface)) != 0 )
{
eable.Free();
return HousePlacementResult.BadStatic; // Broke rule #3
}
}
}
eable.Free();*/
}
return HousePlacementResult.Valid;
}
}
}