Files
abysmal-isle/Scripts/Items/Containers/BaseTreasureChest.cs
Unstable Kitsune b918192e4e Overwrite
Complete Overwrite of the Folder with the free shard. ServUO 57.3 has been added.
2023-11-28 23:20:26 -05:00

246 lines
6.7 KiB
C#

using System;
namespace Server.Items
{
public class BaseTreasureChest : LockableContainer
{
private TreasureLevel m_TreasureLevel;
private short m_MaxSpawnTime = 60;
private short m_MinSpawnTime = 10;
private TreasureResetTimer m_ResetTimer;
public BaseTreasureChest(int itemID)
: this(itemID, TreasureLevel.Level2)
{
}
public BaseTreasureChest(int itemID, TreasureLevel level)
: base(itemID)
{
this.m_TreasureLevel = level;
this.Locked = true;
this.Movable = false;
this.SetLockLevel();
this.GenerateTreasure();
}
public BaseTreasureChest(Serial serial)
: base(serial)
{
}
public enum TreasureLevel
{
Level1,
Level2,
Level3,
Level4,
Level5,
Level6,
}
[CommandProperty(AccessLevel.GameMaster)]
public TreasureLevel Level
{
get
{
return this.m_TreasureLevel;
}
set
{
this.m_TreasureLevel = value;
}
}
[CommandProperty(AccessLevel.GameMaster)]
public short MaxSpawnTime
{
get
{
return this.m_MaxSpawnTime;
}
set
{
this.m_MaxSpawnTime = value;
}
}
[CommandProperty(AccessLevel.GameMaster)]
public short MinSpawnTime
{
get
{
return this.m_MinSpawnTime;
}
set
{
this.m_MinSpawnTime = value;
}
}
[CommandProperty(AccessLevel.GameMaster)]
public override bool Locked
{
get
{
return base.Locked;
}
set
{
if (base.Locked != value)
{
base.Locked = value;
if (!value)
this.StartResetTimer();
}
}
}
public override bool IsDecoContainer
{
get
{
return false;
}
}
public override string DefaultName
{
get
{
if (this.Locked)
return "a locked treasure chest";
return "a treasure chest";
}
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write((int)0);
writer.Write((byte)this.m_TreasureLevel);
writer.Write(this.m_MinSpawnTime);
writer.Write(this.m_MaxSpawnTime);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
this.m_TreasureLevel = (TreasureLevel)reader.ReadByte();
this.m_MinSpawnTime = reader.ReadShort();
this.m_MaxSpawnTime = reader.ReadShort();
if (!this.Locked)
this.StartResetTimer();
}
public void ClearContents()
{
for (int i = this.Items.Count - 1; i >= 0; --i)
{
if (i < this.Items.Count)
this.Items[i].Delete();
}
}
public void Reset()
{
if (this.m_ResetTimer != null)
{
if (this.m_ResetTimer.Running)
this.m_ResetTimer.Stop();
}
this.Locked = true;
this.ClearContents();
this.GenerateTreasure();
}
protected virtual void SetLockLevel()
{
switch( this.m_TreasureLevel )
{
case TreasureLevel.Level1:
this.RequiredSkill = this.LockLevel = 5;
break;
case TreasureLevel.Level2:
this.RequiredSkill = this.LockLevel = 20;
break;
case TreasureLevel.Level3:
this.RequiredSkill = this.LockLevel = 50;
break;
case TreasureLevel.Level4:
this.RequiredSkill = this.LockLevel = 70;
break;
case TreasureLevel.Level5:
this.RequiredSkill = this.LockLevel = 90;
break;
case TreasureLevel.Level6:
this.RequiredSkill = this.LockLevel = 100;
break;
}
}
protected virtual void GenerateTreasure()
{
int MinGold = 1;
int MaxGold = 2;
switch( this.m_TreasureLevel )
{
case TreasureLevel.Level1:
MinGold = 100;
MaxGold = 300;
break;
case TreasureLevel.Level2:
MinGold = 300;
MaxGold = 600;
break;
case TreasureLevel.Level3:
MinGold = 600;
MaxGold = 900;
break;
case TreasureLevel.Level4:
MinGold = 900;
MaxGold = 1200;
break;
case TreasureLevel.Level5:
MinGold = 1200;
MaxGold = 5000;
break;
case TreasureLevel.Level6:
MinGold = 5000;
MaxGold = 9000;
break;
}
this.DropItem(new Gold(MinGold, MaxGold));
}
private void StartResetTimer()
{
if (this.m_ResetTimer == null)
this.m_ResetTimer = new TreasureResetTimer(this);
else
this.m_ResetTimer.Delay = TimeSpan.FromMinutes(Utility.Random(this.m_MinSpawnTime, this.m_MaxSpawnTime));
this.m_ResetTimer.Start();
}
private class TreasureResetTimer : Timer
{
private readonly BaseTreasureChest m_Chest;
public TreasureResetTimer(BaseTreasureChest chest)
: base(TimeSpan.FromMinutes(Utility.Random(chest.MinSpawnTime, chest.MaxSpawnTime)))
{
this.m_Chest = chest;
this.Priority = TimerPriority.OneMinute;
}
protected override void OnTick()
{
this.m_Chest.Reset();
}
}
;
}
}