using System; using System.Collections.Generic; using Server.Engines.Craft; using Server.Items; namespace Server.Engines.BulkOrders { public class SmallFletchingBOD : SmallBOD { public static double[] m_FletchingMaterialChances = new double[] { 0.513718750, // None 0.292968750, // Oak 0.117187500, // Ash 0.046875000, // Yew 0.018750000, // Heartwood 0.007500000, // Bloodwood 0.003000000 // Frostwood }; public override BODType BODType { get { return BODType.Fletching; } } [Constructable] public SmallFletchingBOD() { SmallBulkEntry[] entries; bool useMaterials = false; if (0.20 > Utility.RandomDouble()) { entries = SmallBulkEntry.FletchingSmallsRegular; } else { useMaterials = true; entries = SmallBulkEntry.FletchingSmalls; } if (entries.Length > 0) { SmallBulkEntry entry = entries[Utility.Random(entries.Length)]; int amountMax = Utility.RandomList(10, 15, 20); BulkMaterialType material; if (useMaterials) material = GetRandomMaterial(BulkMaterialType.OakWood, m_FletchingMaterialChances); else material = BulkMaterialType.None; bool reqExceptional = false; if(useMaterials) reqExceptional = Utility.RandomBool() || (material == BulkMaterialType.None); this.Hue = 1425; this.AmountMax = amountMax; this.Type = entry.Type; this.Number = entry.Number; this.Graphic = entry.Graphic; this.RequireExceptional = reqExceptional; this.Material = material; this.GraphicHue = entry.Hue; } } public SmallFletchingBOD(int amountCur, int amountMax, Type type, int number, int graphic, bool reqExceptional, BulkMaterialType mat, int hue) { this.Hue = 1425; this.AmountMax = amountMax; this.AmountCur = amountCur; this.Type = type; this.Number = number; this.Graphic = graphic; this.RequireExceptional = reqExceptional; this.Material = mat; this.GraphicHue = hue; } public SmallFletchingBOD(Serial serial) : base(serial) { } private SmallFletchingBOD(SmallBulkEntry entry, BulkMaterialType material, int amountMax, bool reqExceptional) { this.Hue = 1425; this.AmountMax = amountMax; this.Type = entry.Type; this.Number = entry.Number; this.Graphic = entry.Graphic; this.RequireExceptional = reqExceptional; this.Material = material; } public static SmallFletchingBOD CreateRandomFor(Mobile m) { SmallBulkEntry[] entries; double theirSkill = BulkOrderSystem.GetBODSkill(m, SkillName.Fletching); bool useMaterials = false; if (theirSkill < 30.0 || .20 > Utility.RandomDouble()) { entries = SmallBulkEntry.FletchingSmallsRegular; } else { useMaterials = true; entries = SmallBulkEntry.FletchingSmalls; } if (entries.Length > 0) { int amountMax; if (theirSkill >= 70.1) amountMax = Utility.RandomList(10, 15, 20, 20); else if (theirSkill >= 50.1) amountMax = Utility.RandomList(10, 15, 15, 20); else amountMax = Utility.RandomList(10, 10, 15, 20); BulkMaterialType material = BulkMaterialType.None; if (useMaterials && theirSkill >= 70.1) { for (int i = 0; i < 20; ++i) { BulkMaterialType check = GetRandomMaterial(BulkMaterialType.OakWood, m_FletchingMaterialChances); double skillReq = GetRequiredSkill(check); if (theirSkill >= skillReq) { material = check; break; } } } double excChance = 0.0; if (theirSkill >= 70.1) excChance = (theirSkill + 80.0) / 200.0; bool reqExceptional = useMaterials && excChance > Utility.RandomDouble(); CraftSystem system = DefBowFletching.CraftSystem; List validEntries = new List(); for (int i = 0; i < entries.Length; ++i) { CraftItem item = system.CraftItems.SearchFor(entries[i].Type); if (item != null) { bool allRequiredSkills = true; double chance = item.GetSuccessChance(m, null, system, false, ref allRequiredSkills); if (allRequiredSkills && chance >= 0.0) { if (reqExceptional) chance = item.GetExceptionalChance(system, chance, m); if (chance > 0.0) validEntries.Add(entries[i]); } } } if (validEntries.Count > 0) { SmallBulkEntry entry = validEntries[Utility.Random(validEntries.Count)]; return new SmallFletchingBOD(entry, material, amountMax, reqExceptional); } } return null; } public override int ComputeFame() { return FletchingRewardCalculator.Instance.ComputeFame(this); } public override int ComputeGold() { return FletchingRewardCalculator.Instance.ComputeGold(this); } public override List ComputeRewards(bool full) { List list = new List(); RewardGroup rewardGroup = FletchingRewardCalculator.Instance.LookupRewards(FletchingRewardCalculator.Instance.ComputePoints(this)); if (rewardGroup != null) { if (full) { for (int i = 0; i < rewardGroup.Items.Length; ++i) { Item item = rewardGroup.Items[i].Construct(); if (item != null) list.Add(item); } } else { RewardItem rewardItem = rewardGroup.AcquireItem(); if (rewardItem != null) { Item item = rewardItem.Construct(); if (item != null) list.Add(item); } } } return list; } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write((int)0); // version } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); } } }