Overwrite
Complete Overwrite of the Folder with the free shard. ServUO 57.3 has been added.
This commit is contained in:
902
Scripts/Services/Underworld/Maze of Death/UnderworldPuzzle.cs
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902
Scripts/Services/Underworld/Maze of Death/UnderworldPuzzle.cs
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@@ -0,0 +1,902 @@
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using System;
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using Server;
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using Server.Gumps;
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using Server.Network;
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namespace Server.Items
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{
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public class UnderworldPuzzleItem : BaseDecayingItem
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{
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public static readonly int MaxAttempts = 8;
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private UnderworldPuzzleSolution m_Solution;
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private UnderworldPuzzleSolution m_CurrentSolution;
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private int m_Attempts;
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public UnderworldPuzzleSolution Solution { get { return m_Solution; } }
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public UnderworldPuzzleSolution CurrentSolution { get { return m_CurrentSolution; } set { m_CurrentSolution = value; } }
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public override int LabelNumber { get { return 1113379; } } // Puzzle Board
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[CommandProperty(AccessLevel.GameMaster)]
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public int Attempts
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{
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get { return m_Attempts; }
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set
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{
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m_Attempts = value;
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/*if (m_Solution != null && m_Attempts >= m_Solution.MaxAttempts)
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{
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m_Solution = new UnderworldPuzzleSolution();
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m_CurrentSolution = new UnderworldPuzzleSolution(m_Solution.Index);
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m_Attempts = 0;
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Mobile m = (Mobile)RootParent;
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if (m != null)
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m.SendMessage("You failed to complete the puzzle board.");
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}*/
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}
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}
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public override int Lifespan { get { return 1800; } }
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[Constructable]
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public UnderworldPuzzleItem()
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: base(0x2AAA)
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{
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Hue = 914;
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m_Attempts = 0;
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m_Solution = new UnderworldPuzzleSolution();
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m_CurrentSolution = new UnderworldPuzzleSolution(m_Solution.Index);
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (!IsChildOf(from.Backpack))
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from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
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else
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{
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from.CloseGump(typeof(UnderworldPuzzleGump));
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from.SendGump(new UnderworldPuzzleGump(from, this));
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}
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}
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public bool SubmitSolution(Mobile m, UnderworldPuzzleSolution solution)
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{
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if (solution.Matches(m_Solution))
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{
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Item item = Loot.Construct(m_Rewards[Utility.Random(m_Rewards.Length)]);
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if (item != null)
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{
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if (item is VoidEssence || item is SilverSerpentVenom || item is ToxicVenomSac)
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item.Amount = 30;
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if (item is LuckyCoin)
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item.Amount = Utility.RandomMinMax(2, 6);
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if (m.Backpack == null || !m.Backpack.TryDropItem(m, item, false))
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m.BankBox.DropItem(item);
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}
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m.PlaySound(0x3D);
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m.SendLocalizedMessage(1113579); // Correct Code Entered. Crystal Lock Disengaged.
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Delete();
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return true;
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}
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return false;
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}
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private Type[] m_Rewards = new Type[]
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{
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typeof(VoidEssence), typeof(SilverSerpentVenom), typeof(ScouringToxin),
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typeof(ToxicVenomSac), typeof(MouldingBoard), typeof(DoughBowl),
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typeof(HornedTotemPole), typeof(LargeSquarePillow), typeof(LargeDiamondPillow),
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typeof(DustyPillow), typeof(StatuePedestal), /*typeof(FlouredBreadBoard),*/
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typeof(LuckyCoin),
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};
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public override void OnDelete()
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{
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base.OnDelete();
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Mobile m = this.RootParent as Mobile;
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if (m != null)
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m.CloseGump(typeof(UnderworldPuzzleGump));
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}
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public UnderworldPuzzleItem(Serial serial)
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: base(serial)
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{
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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((int)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 v = reader.ReadInt();
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Delete();
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}
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}
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public enum PuzzlePiece
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{
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None,
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RedSingle,
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RedDouble,
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RedTriple,
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RedBar,
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BlueSingle,
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BlueDouble,
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BlueTriple,
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BlueBar,
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GreenSingle,
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GreenDouble,
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GreenTriple,
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GreenBar
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}
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public enum PuzzleColor
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{
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Red,
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Blue,
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Green
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}
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public class UnderworldPuzzleSolution
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{
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public const int Length = 4;
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private PuzzlePiece[] m_Rows = new PuzzlePiece[Length];
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public PuzzlePiece[] Rows { get { return m_Rows; } }
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private int m_Index;
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private int m_MaxAttempts;
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public int Index { get { return m_Index; } }
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public int MaxAttempts { get { return m_MaxAttempts; } }
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public PuzzlePiece First { get { return m_Rows[0]; } set { m_Rows[0] = value; } }
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public PuzzlePiece Second { get { return m_Rows[1]; } set { m_Rows[1] = value; } }
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public PuzzlePiece Third { get { return m_Rows[2]; } set { m_Rows[2] = value; } }
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public PuzzlePiece Fourth { get { return m_Rows[3]; } set { m_Rows[3] = value; } }
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public UnderworldPuzzleSolution()
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{
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PickRandom();
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}
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public UnderworldPuzzleSolution(int index)
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{
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LoadStartSolution(index);
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}
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public UnderworldPuzzleSolution(PuzzlePiece first, PuzzlePiece second, PuzzlePiece third, PuzzlePiece fourth)
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{
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First = first;
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Second = second;
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Third = third;
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Fourth = fourth;
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}
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public bool Matches(UnderworldPuzzleSolution check)
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{
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return GetMatches(check) >= 4;
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}
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public int GetMatches(UnderworldPuzzleSolution check)
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{
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int matches = 0;
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for (int i = 0; i < m_Rows.Length; i++)
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{
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if (m_Rows[i] == check.Rows[i])
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matches++;
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}
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return matches;
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}
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public void PickRandom()
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{
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m_Index = Utility.Random(16);
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switch (m_Index)
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{
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case 0: //Good To Go
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First = PuzzlePiece.RedSingle;
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Second = PuzzlePiece.BlueSingle;
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Third = PuzzlePiece.RedSingle;
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Fourth = PuzzlePiece.GreenSingle;
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m_MaxAttempts = 6;
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break;
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case 1: //Good To Go
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First = PuzzlePiece.GreenDouble;
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Second = PuzzlePiece.RedBar;
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Third = PuzzlePiece.None;
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Fourth = PuzzlePiece.BlueTriple;
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m_MaxAttempts = 6;
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break;
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case 2: //Good To Go
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First = PuzzlePiece.None;
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Second = PuzzlePiece.None;
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Third = PuzzlePiece.RedBar;
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Fourth = PuzzlePiece.RedTriple;
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m_MaxAttempts = 4;
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break;
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case 3: //Good To Go
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First = PuzzlePiece.BlueDouble;
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Second = PuzzlePiece.None;
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Third = PuzzlePiece.GreenDouble;
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Fourth = PuzzlePiece.GreenDouble;
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m_MaxAttempts = 7;
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break;
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case 4: //Good To Go
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First = PuzzlePiece.BlueSingle;
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Second = PuzzlePiece.GreenSingle;
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Third = PuzzlePiece.GreenDouble;
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Fourth = PuzzlePiece.RedBar;
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m_MaxAttempts = 7;
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break;
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case 5: //Good To Go
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First = PuzzlePiece.GreenDouble;
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Second = PuzzlePiece.BlueBar;
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Third = PuzzlePiece.RedSingle;
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Fourth = PuzzlePiece.BlueSingle;
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m_MaxAttempts = 8;
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break;
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case 6: //Good To Go
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First = PuzzlePiece.GreenSingle;
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Second = PuzzlePiece.RedSingle;
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Third = PuzzlePiece.BlueDouble;
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Fourth = PuzzlePiece.GreenBar;
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m_MaxAttempts = 5;
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break;
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case 7: //Good To Go
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First = PuzzlePiece.BlueDouble;
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Second = PuzzlePiece.None;
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Third = PuzzlePiece.BlueTriple;
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Fourth = PuzzlePiece.None;
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m_MaxAttempts = 4;
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break;
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case 8: //Good To Go
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First = PuzzlePiece.GreenSingle;
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Second = PuzzlePiece.GreenBar;
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Third = PuzzlePiece.RedDouble;
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Fourth = PuzzlePiece.RedSingle;
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m_MaxAttempts = 7;
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break;
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case 9: //Good to Go
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First = PuzzlePiece.BlueSingle;
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Second = PuzzlePiece.GreenDouble;
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Third = PuzzlePiece.None;
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Fourth = PuzzlePiece.GreenTriple;
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m_MaxAttempts = 6;
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break;
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case 10: //Good To Go
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First = PuzzlePiece.BlueSingle;
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Second = PuzzlePiece.RedSingle;
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Third = PuzzlePiece.RedTriple;
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Fourth = PuzzlePiece.None;
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m_MaxAttempts = 6;
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break;
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case 11: //Good To Go
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First = PuzzlePiece.GreenSingle;
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Second = PuzzlePiece.None;
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Third = PuzzlePiece.GreenTriple;
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Fourth = PuzzlePiece.GreenDouble;
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m_MaxAttempts = 5;
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break;
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case 12: //Good to Go
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First = PuzzlePiece.RedTriple;
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Second = PuzzlePiece.None;
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Third = PuzzlePiece.None;
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Fourth = PuzzlePiece.RedTriple;
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m_MaxAttempts = 6;
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break;
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case 13: //Good To Go
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First = PuzzlePiece.None;
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Second = PuzzlePiece.BlueTriple;
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Third = PuzzlePiece.GreenSingle;
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Fourth = PuzzlePiece.BlueDouble;
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m_MaxAttempts = 7;
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break;
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case 14: //Good To Go
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First = PuzzlePiece.BlueTriple;
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Second = PuzzlePiece.None;
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Third = PuzzlePiece.BlueTriple;
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Fourth = PuzzlePiece.None;
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m_MaxAttempts = 6;
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break;
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case 15: //Good to Go
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First = PuzzlePiece.RedSingle;
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Second = PuzzlePiece.BlueDouble;
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Third = PuzzlePiece.RedDouble;
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Fourth = PuzzlePiece.GreenSingle;
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m_MaxAttempts = 6;
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break;
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}
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}
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public void LoadStartSolution(int index)
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{
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m_Index = index;
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switch (index)
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{
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case 0:
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First = PuzzlePiece.RedSingle;
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Second = PuzzlePiece.RedSingle;
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Third = PuzzlePiece.RedSingle;
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Fourth = PuzzlePiece.RedSingle;
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break;
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case 1:
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First = PuzzlePiece.BlueBar;
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Second = PuzzlePiece.RedDouble;
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Third = PuzzlePiece.RedBar;
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Fourth = PuzzlePiece.BlueSingle;
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break;
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case 2:
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First = PuzzlePiece.GreenBar;
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Second = PuzzlePiece.BlueDouble;
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Third = PuzzlePiece.RedTriple;
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Fourth = PuzzlePiece.RedBar;
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break;
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case 3:
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First = PuzzlePiece.RedSingle;
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Second = PuzzlePiece.GreenDouble;
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Third = PuzzlePiece.BlueTriple;
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Fourth = PuzzlePiece.RedBar;
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break;
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case 4:
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First = PuzzlePiece.GreenSingle;
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Second = PuzzlePiece.RedBar;
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Third = PuzzlePiece.RedDouble;
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Fourth = PuzzlePiece.GreenSingle;
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break;
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case 5:
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First = PuzzlePiece.RedBar;
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Second = PuzzlePiece.GreenBar;
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Third = PuzzlePiece.RedBar;
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Fourth = PuzzlePiece.BlueBar;
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break;
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case 6:
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First = PuzzlePiece.RedBar;
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Second = PuzzlePiece.GreenDouble;
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Third = PuzzlePiece.GreenDouble;
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Fourth = PuzzlePiece.RedBar;
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break;
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case 7:
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First = PuzzlePiece.GreenBar;
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Second = PuzzlePiece.BlueSingle;
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Third = PuzzlePiece.BlueTriple;
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Fourth = PuzzlePiece.RedSingle;
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break;
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case 8:
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First = PuzzlePiece.GreenBar;
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Second = PuzzlePiece.None;
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Third = PuzzlePiece.GreenTriple;
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Fourth = PuzzlePiece.GreenSingle;
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break;
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case 9:
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First = PuzzlePiece.RedBar;
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Second = PuzzlePiece.RedBar;
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Third = PuzzlePiece.RedBar;
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Fourth = PuzzlePiece.RedBar;
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break;
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case 10:
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First = PuzzlePiece.RedSingle;
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Second = PuzzlePiece.None;
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Third = PuzzlePiece.BlueDouble;
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Fourth = PuzzlePiece.RedBar;
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break;
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case 11:
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First = PuzzlePiece.RedDouble;
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Second = PuzzlePiece.GreenDouble;
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Third = PuzzlePiece.RedDouble;
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Fourth = PuzzlePiece.BlueDouble;
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break;
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case 12:
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First = PuzzlePiece.GreenTriple;
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Second = PuzzlePiece.BlueBar;
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Third = PuzzlePiece.GreenTriple;
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Fourth = PuzzlePiece.RedBar;
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break;
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case 13:
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First = PuzzlePiece.RedSingle;
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Second = PuzzlePiece.GreenBar;
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Third = PuzzlePiece.GreenBar;
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Fourth = PuzzlePiece.RedSingle;
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break;
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case 14:
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First = PuzzlePiece.GreenTriple;
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Second = PuzzlePiece.GreenBar;
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Third = PuzzlePiece.BlueBar;
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Fourth = PuzzlePiece.GreenSingle;
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break;
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case 15:
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First = PuzzlePiece.BlueTriple;
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Second = PuzzlePiece.GreenDouble;
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Third = PuzzlePiece.BlueSingle;
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Fourth = PuzzlePiece.RedDouble;
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break;
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}
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}
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}
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public class UnderworldPuzzleGump : Gump
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{
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private Mobile m_From;
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private UnderworldPuzzleItem m_Item;
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private UnderworldPuzzleSolution m_Solution;
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||||
private UnderworldPuzzleSolution m_CurrentSolution;
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||||
private int m_Row;
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||||
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||||
public UnderworldPuzzleGump(Mobile from, UnderworldPuzzleItem item)
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: this(from, item, 0)
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{
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||||
}
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||||
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public UnderworldPuzzleGump(Mobile from, UnderworldPuzzleItem item, int row)
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: base(45, 45)
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{
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if (row > 3) row = 3;
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if (row < 0) row = 0;
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m_From = from;
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m_Item = item;
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m_Row = row;
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m_Solution = item.Solution;
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m_CurrentSolution = item.CurrentSolution;
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AddBackground(50, 50, 500, 200, 9250);
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AddImageTiled(85, 210, 17, 150, 9255);
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AddImageTiled(110, 63, 17, 150, 9255);
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AddImageTiled(140, 90, 250, 17, 9251);
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AddImageTiled(60, 125, 350, 17, 9251);
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AddImageTiled(140, 160, 250, 17, 9251);
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AddImageTiled(60, 195, 350, 17, 9251);
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AddBackground(70, 70, 90, 155, 9250);
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AddBackground(200, 70, 140, 155, 9250);
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AddBackground(390, 70, 140, 155, 9250);
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||||
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AddBackground(50, 280, 200, 120, 9250);
|
||||
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AddImage(0, 0, 10400);
|
||||
AddImage(0, 170, 10401);
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AddImage(0, 350, 10402);
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AddButton(105, 87, row == 0 ? 208 : 209, row == 0 ? 209 : 208, 1, GumpButtonType.Reply, 0);
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||||
AddButton(105, 122, row == 1 ? 208 : 209, row == 0 ? 209 : 208, 2, GumpButtonType.Reply, 0);
|
||||
AddButton(105, 157, row == 2 ? 208 : 209, row == 0 ? 209 : 208, 3, GumpButtonType.Reply, 0);
|
||||
AddButton(105, 192, row == 3 ? 208 : 209, row == 0 ? 209 : 208, 4, GumpButtonType.Reply, 0);
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||||
|
||||
AddPiece(0, true, m_Solution.First);
|
||||
AddPiece(1, true, m_Solution.Second);
|
||||
AddPiece(2, true, m_Solution.Third);
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||||
AddPiece(3, true, m_Solution.Fourth);
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||||
|
||||
AddPiece(0, false, m_CurrentSolution.First);
|
||||
AddPiece(1, false, m_CurrentSolution.Second);
|
||||
AddPiece(2, false, m_CurrentSolution.Third);
|
||||
AddPiece(3, false, m_CurrentSolution.Fourth);
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
if (i == row && m_CurrentSolution.Rows[i] != PuzzlePiece.None && m_Item.Attempts < m_Solution.MaxAttempts)
|
||||
{
|
||||
AddButton(85, 87 + (i * 35), 2650, 2650, 5, GumpButtonType.Reply, 0); //Up
|
||||
AddButton(125, 87 + (i * 35), 2648, 2648, 6, GumpButtonType.Reply, 0); //Down
|
||||
}
|
||||
else
|
||||
{
|
||||
AddImage(85, 87 + (i * 35), 2709);
|
||||
AddImage(125, 87 + (i * 35), 2709);
|
||||
}
|
||||
}
|
||||
|
||||
AddButton(85, 87 + (row * 35), 2650, 2650, 5, GumpButtonType.Reply, 0); //Up
|
||||
AddButton(125, 87 + (row * 35), 2648, 2648, 6, GumpButtonType.Reply, 0); //Down
|
||||
|
||||
AddHtmlLocalized(65, 295, 130, 16, 1150180, false, false); // Command Functions:
|
||||
AddLabel(200, 295, 0, String.Format("{0}/{1}", m_Item.Attempts, m_Solution.MaxAttempts));
|
||||
|
||||
if(from.Skills[SkillName.Lockpicking].Base >= 100.0)
|
||||
{
|
||||
int locked = m_Solution.GetMatches(m_CurrentSolution);
|
||||
AddHtmlLocalized(65, 310, 120, 16, 1150179, false, false); // Crystals Locked :
|
||||
AddLabel(190, 310, 0, locked.ToString());
|
||||
}
|
||||
|
||||
AddButton(80, 335, 2124, 2123, 7, GumpButtonType.Reply, 0); // Okay
|
||||
AddButton(160, 335, 2073, 2072, 8, GumpButtonType.Reply, 0); // Cancel
|
||||
AddButton(120, 360, 2011, 2010, 0, GumpButtonType.Reply, 0); // Logout
|
||||
}
|
||||
|
||||
private void AddPiece(int row, bool right, PuzzlePiece piece)
|
||||
{
|
||||
int id = GetPuzzlePieceID(piece);
|
||||
int x = right ? 405 : 215;
|
||||
int y = 82 + (35 * row );
|
||||
|
||||
switch(piece)
|
||||
{
|
||||
case PuzzlePiece.None:
|
||||
break;
|
||||
case PuzzlePiece.RedSingle:
|
||||
case PuzzlePiece.BlueSingle:
|
||||
case PuzzlePiece.GreenSingle:
|
||||
AddImage(x + 40, y, id);
|
||||
break;
|
||||
case PuzzlePiece.RedDouble:
|
||||
case PuzzlePiece.BlueDouble:
|
||||
case PuzzlePiece.GreenDouble:
|
||||
AddImage(x, y, id);
|
||||
AddImage(x + 80, y, id);
|
||||
break;
|
||||
case PuzzlePiece.RedTriple:
|
||||
case PuzzlePiece.BlueTriple:
|
||||
case PuzzlePiece.GreenTriple:
|
||||
AddImage(x, y, id);
|
||||
AddImage(x + 40, y, id);
|
||||
AddImage(x + 80, y, id);
|
||||
break;
|
||||
case PuzzlePiece.RedBar:
|
||||
case PuzzlePiece.BlueBar:
|
||||
case PuzzlePiece.GreenBar:
|
||||
AddImage(x, y, id);
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public override void OnResponse(NetState sender, RelayInfo info)
|
||||
{
|
||||
if (m_Item.Deleted || info.ButtonID == 0 || !m_From.CheckAlive())
|
||||
return;
|
||||
|
||||
if (m_From.AccessLevel == AccessLevel.Player && !m_Item.IsChildOf(m_From.Backpack))
|
||||
{
|
||||
m_From.LocalOverheadMessage(MessageType.Regular, 0x3B2, 500446); // That is too far away.
|
||||
return;
|
||||
}
|
||||
|
||||
switch (info.ButtonID)
|
||||
{
|
||||
case 0: break;
|
||||
default:
|
||||
{
|
||||
m_Row = info.ButtonID - 1;
|
||||
break;
|
||||
}
|
||||
case 5:
|
||||
{
|
||||
int nextRow = m_Row - 1;
|
||||
if (nextRow < 0) nextRow = 3;
|
||||
|
||||
PuzzlePiece movingPiece = m_CurrentSolution.Rows[m_Row];
|
||||
PuzzlePiece movingToPiece = m_CurrentSolution.Rows[nextRow];
|
||||
|
||||
//Can't move empty spaces
|
||||
if (movingPiece == PuzzlePiece.None || m_Item.Attempts >= m_Solution.MaxAttempts)
|
||||
break;
|
||||
|
||||
SplitPiecesUp(ref movingPiece, ref movingToPiece);
|
||||
|
||||
if (movingPiece != m_CurrentSolution.Rows[m_Row] || movingToPiece != m_CurrentSolution.Rows[nextRow])
|
||||
{
|
||||
m_CurrentSolution.Rows[m_Row] = movingPiece;
|
||||
m_CurrentSolution.Rows[nextRow] = movingToPiece;
|
||||
|
||||
m_Item.CurrentSolution = m_CurrentSolution;
|
||||
m_Item.Attempts++;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 6:
|
||||
{
|
||||
int nextRow = m_Row + 1;
|
||||
if (nextRow > 3) nextRow = 0;
|
||||
|
||||
PuzzlePiece movingPiece = m_CurrentSolution.Rows[m_Row];
|
||||
PuzzlePiece movingToPiece = m_CurrentSolution.Rows[nextRow];
|
||||
|
||||
//Can't Move Empty Spaces
|
||||
if (movingPiece == PuzzlePiece.None || m_Item.Attempts >= m_Solution.MaxAttempts)
|
||||
break;
|
||||
|
||||
SplitPiecesDown(ref movingPiece, ref movingToPiece);
|
||||
|
||||
if (movingPiece != m_CurrentSolution.Rows[m_Row] || movingToPiece != m_CurrentSolution.Rows[nextRow])
|
||||
{
|
||||
m_CurrentSolution.Rows[m_Row] = movingPiece;
|
||||
m_CurrentSolution.Rows[nextRow] = movingToPiece;
|
||||
|
||||
m_Item.Attempts++;
|
||||
|
||||
m_Item.CurrentSolution = m_CurrentSolution;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 7:
|
||||
{
|
||||
if (m_Item.SubmitSolution(m_From, m_CurrentSolution))
|
||||
return;
|
||||
break;
|
||||
}
|
||||
case 8:
|
||||
{
|
||||
int index = m_Item.Solution.Index;
|
||||
m_Item.CurrentSolution = new UnderworldPuzzleSolution(index);
|
||||
m_Item.Attempts = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
m_From.SendGump(new UnderworldPuzzleGump(m_From, m_Item, m_Row));
|
||||
}
|
||||
|
||||
private int GetTotalPieces(PuzzlePiece piece)
|
||||
{
|
||||
switch(piece)
|
||||
{
|
||||
default:
|
||||
return 0;
|
||||
case PuzzlePiece.RedSingle: case PuzzlePiece.BlueSingle: case PuzzlePiece.GreenSingle: return 1;
|
||||
case PuzzlePiece.RedDouble: case PuzzlePiece.BlueDouble: case PuzzlePiece.GreenDouble: return 2;
|
||||
case PuzzlePiece.RedTriple: case PuzzlePiece.BlueTriple: case PuzzlePiece.GreenTriple: return 3;
|
||||
case PuzzlePiece.RedBar: case PuzzlePiece.BlueBar: case PuzzlePiece.GreenBar: return 4;
|
||||
}
|
||||
}
|
||||
|
||||
private void SplitPiecesUp(ref PuzzlePiece movingPiece, ref PuzzlePiece movingToPiece)
|
||||
{
|
||||
int movingAmount = GetTotalPieces(movingPiece);
|
||||
int moveToAmount = GetTotalPieces(movingToPiece);
|
||||
|
||||
if (movingToPiece == PuzzlePiece.None)
|
||||
{
|
||||
if ((movingAmount == 2 || movingAmount == 4))
|
||||
{
|
||||
switch (movingPiece)
|
||||
{
|
||||
case PuzzlePiece.RedDouble:
|
||||
movingToPiece = PuzzlePiece.BlueSingle;
|
||||
movingPiece = PuzzlePiece.GreenSingle;
|
||||
break;
|
||||
case PuzzlePiece.BlueDouble:
|
||||
movingToPiece = PuzzlePiece.GreenSingle;
|
||||
movingPiece = PuzzlePiece.RedSingle;
|
||||
break;
|
||||
case PuzzlePiece.GreenDouble:
|
||||
movingToPiece = PuzzlePiece.RedSingle;
|
||||
movingPiece = PuzzlePiece.BlueSingle;
|
||||
break;
|
||||
case PuzzlePiece.RedBar:
|
||||
movingToPiece = PuzzlePiece.BlueDouble;
|
||||
movingPiece = PuzzlePiece.GreenDouble;
|
||||
break;
|
||||
case PuzzlePiece.BlueBar:
|
||||
movingToPiece = PuzzlePiece.GreenDouble;
|
||||
movingPiece = PuzzlePiece.RedDouble;
|
||||
break;
|
||||
case PuzzlePiece.GreenBar:
|
||||
movingToPiece = PuzzlePiece.RedDouble;
|
||||
movingPiece = PuzzlePiece.BlueDouble;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if(movingAmount + moveToAmount > 4)
|
||||
{
|
||||
PuzzlePiece movingTemp = movingPiece;
|
||||
PuzzlePiece movingToTemp = movingToPiece;
|
||||
|
||||
movingPiece = movingToTemp;
|
||||
movingToPiece = movingTemp;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
movingToPiece = CombinePieces(movingPiece, movingToPiece);
|
||||
movingPiece = PuzzlePiece.None;
|
||||
}
|
||||
|
||||
private void SplitPiecesDown(ref PuzzlePiece movingPiece, ref PuzzlePiece movingToPiece)
|
||||
{
|
||||
int movingAmount = GetTotalPieces(movingPiece);
|
||||
int moveToAmount = GetTotalPieces(movingToPiece);
|
||||
|
||||
if (movingToPiece == PuzzlePiece.None)
|
||||
{
|
||||
if ((movingAmount == 2 || movingAmount == 4))
|
||||
{
|
||||
switch (movingPiece)
|
||||
{
|
||||
case PuzzlePiece.RedDouble:
|
||||
movingToPiece = PuzzlePiece.BlueSingle;
|
||||
movingPiece = PuzzlePiece.GreenSingle;
|
||||
break;
|
||||
case PuzzlePiece.BlueDouble:
|
||||
movingToPiece = PuzzlePiece.GreenSingle;
|
||||
movingPiece = PuzzlePiece.RedSingle;
|
||||
break;
|
||||
case PuzzlePiece.GreenDouble:
|
||||
movingToPiece = PuzzlePiece.RedSingle;
|
||||
movingPiece = PuzzlePiece.BlueSingle;
|
||||
break;
|
||||
case PuzzlePiece.RedBar:
|
||||
movingToPiece = PuzzlePiece.BlueDouble;
|
||||
movingPiece = PuzzlePiece.GreenDouble;
|
||||
break;
|
||||
case PuzzlePiece.BlueBar:
|
||||
movingToPiece = PuzzlePiece.GreenDouble;
|
||||
movingPiece = PuzzlePiece.RedDouble;
|
||||
break;
|
||||
case PuzzlePiece.GreenBar:
|
||||
movingToPiece = PuzzlePiece.RedDouble;
|
||||
movingPiece = PuzzlePiece.BlueDouble;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
int t = 0;
|
||||
//PuzzlePiece greater = movingPiece;
|
||||
|
||||
if (moveToAmount > movingAmount)
|
||||
{
|
||||
//greater = movingToPiece;
|
||||
t = (int)movingToPiece - movingAmount;
|
||||
}
|
||||
else if (movingAmount > moveToAmount)
|
||||
{
|
||||
//greater = movingPiece;
|
||||
//t = (int)movingToPiece + (movingAmount - moveToAmount);
|
||||
//t -= 1;
|
||||
if (movingAmount == 4 && moveToAmount == 3)
|
||||
t = (int)movingToPiece - 2;
|
||||
else if (movingAmount == 4 && moveToAmount == 2)
|
||||
t = (int)movingToPiece;
|
||||
else if (movingAmount == 4 && moveToAmount == 1)
|
||||
t = (int)movingToPiece + 2;
|
||||
|
||||
else if (movingAmount == 2 && moveToAmount == 1)
|
||||
t = (int)movingToPiece;
|
||||
else if (movingAmount == 3 && moveToAmount == 2)
|
||||
t = (int)movingToPiece - 1;
|
||||
else if (movingAmount == 3 && moveToAmount == 1)
|
||||
t = (int)movingToPiece + 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
movingPiece = PuzzlePiece.None;
|
||||
movingToPiece = PuzzlePiece.None;
|
||||
return;
|
||||
}
|
||||
|
||||
movingToPiece = (PuzzlePiece)t;
|
||||
movingPiece = PuzzlePiece.None;
|
||||
}
|
||||
|
||||
private PuzzlePiece CombinePieces(PuzzlePiece moving, PuzzlePiece movingInto)
|
||||
{
|
||||
int movingAmount = GetTotalPieces(moving);
|
||||
int moveToAmount = GetTotalPieces(movingInto);
|
||||
int combined = movingAmount + moveToAmount;
|
||||
|
||||
if (movingAmount != moveToAmount)
|
||||
{
|
||||
int t = (int)movingInto + movingAmount; //combined + (int)moving;
|
||||
return (PuzzlePiece)t;
|
||||
}
|
||||
|
||||
combined--;
|
||||
|
||||
PuzzleColor movingCol = GetColor(moving);
|
||||
PuzzleColor movingIntoCol = GetColor(movingInto);
|
||||
|
||||
switch (movingCol)
|
||||
{
|
||||
case PuzzleColor.Red:
|
||||
switch (movingIntoCol)
|
||||
{
|
||||
case PuzzleColor.Red:
|
||||
return PuzzlePiece.RedSingle + combined;
|
||||
case PuzzleColor.Blue:
|
||||
return PuzzlePiece.GreenSingle + combined;
|
||||
case PuzzleColor.Green:
|
||||
return PuzzlePiece.BlueSingle + combined;
|
||||
}
|
||||
break;
|
||||
case PuzzleColor.Blue:
|
||||
switch (movingIntoCol)
|
||||
{
|
||||
case PuzzleColor.Red:
|
||||
return PuzzlePiece.GreenSingle + combined;
|
||||
case PuzzleColor.Blue:
|
||||
return PuzzlePiece.BlueSingle + combined;
|
||||
case PuzzleColor.Green:
|
||||
return PuzzlePiece.RedSingle + combined;
|
||||
}
|
||||
break;
|
||||
case PuzzleColor.Green:
|
||||
switch (movingIntoCol)
|
||||
{
|
||||
case PuzzleColor.Red:
|
||||
return PuzzlePiece.BlueSingle + combined;
|
||||
case PuzzleColor.Blue:
|
||||
return PuzzlePiece.RedSingle + combined;
|
||||
case PuzzleColor.Green:
|
||||
return PuzzlePiece.GreenSingle + combined;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
return moving;
|
||||
}
|
||||
|
||||
private PuzzleColor GetColor(PuzzlePiece piece)
|
||||
{
|
||||
switch (piece)
|
||||
{
|
||||
default:
|
||||
case PuzzlePiece.RedSingle:
|
||||
case PuzzlePiece.RedDouble:
|
||||
case PuzzlePiece.RedTriple:
|
||||
case PuzzlePiece.RedBar:
|
||||
return PuzzleColor.Red;
|
||||
case PuzzlePiece.BlueSingle:
|
||||
case PuzzlePiece.BlueDouble:
|
||||
case PuzzlePiece.BlueTriple:
|
||||
case PuzzlePiece.BlueBar:
|
||||
return PuzzleColor.Blue;
|
||||
case PuzzlePiece.GreenSingle:
|
||||
case PuzzlePiece.GreenDouble:
|
||||
case PuzzlePiece.GreenTriple:
|
||||
case PuzzlePiece.GreenBar:
|
||||
return PuzzleColor.Green;
|
||||
}
|
||||
}
|
||||
|
||||
private int GetPuzzlePieceID(PuzzlePiece piece)
|
||||
{
|
||||
switch (piece)
|
||||
{
|
||||
default:
|
||||
case PuzzlePiece.None: return 0x0;
|
||||
case PuzzlePiece.RedSingle:
|
||||
case PuzzlePiece.RedDouble:
|
||||
case PuzzlePiece.RedTriple: return 0x2A62;
|
||||
case PuzzlePiece.BlueSingle:
|
||||
case PuzzlePiece.BlueDouble:
|
||||
case PuzzlePiece.BlueTriple: return 0x2A3A;
|
||||
case PuzzlePiece.GreenSingle:
|
||||
case PuzzlePiece.GreenDouble:
|
||||
case PuzzlePiece.GreenTriple: return 0x2A4E;
|
||||
case PuzzlePiece.RedBar: return 0x2A58;
|
||||
case PuzzlePiece.BlueBar: return 0x2A30;
|
||||
case PuzzlePiece.GreenBar: return 0x2A44;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user