235 lines
7.0 KiB
C#
235 lines
7.0 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Server;
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using Server.Gumps;
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using Server.Multis;
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using Server.Network;
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namespace Server.Items
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{
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public class WoodworkersBench : BaseAddon
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{
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public override BaseAddonDeed Deed { get { return new WoodworkersBenchDeed(); } }
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[Constructable]
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public WoodworkersBench()
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: this(true)
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{
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}
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[Constructable]
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public WoodworkersBench(bool east)
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: base()
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{
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if (east)
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{
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AddComponent(new AddonComponent(0x19F2), 0, 0, 0);
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AddComponent(new AddonComponent(0x19F1), 0, 1, 0);
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AddComponent(new AddonComponent(0x19F3), 0, -1, 0);
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}
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else
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{
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AddComponent(new AddonComponent(0x19F6), 0, 0, 0);
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AddComponent(new AddonComponent(0x19F5), 1, 0, 0);
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AddComponent(new AddonComponent(0x19F7), -1, 0, 0);
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}
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}
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public override void OnComponentUsed(AddonComponent c, Mobile m)
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{
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if (IsInCooldown(m))
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{
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TimeSpan tsRem = (_Table[m].Item2 + TimeSpan.FromMinutes(BonusDuration + Cooldown)) - DateTime.UtcNow;
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m.SendLocalizedMessage(1071505, tsRem.Minutes.ToString()); // In order to get a buff again, you have to wait for at least ~1_VAL~ minutes.
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}
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else if (HasBonus(m))
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{
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TimeSpan tsRem = (_Table[m].Item2 + TimeSpan.FromMinutes(BonusDuration) - DateTime.UtcNow);
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m.SendLocalizedMessage(1071522, String.Format("{0}\t{1}", tsRem.Minutes.ToString(), tsRem.Seconds.ToString())); // You already have the bench's buff. Time remaining of the buff: ~1_VAL~ min ~2_VAL~ sec
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}
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else
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{
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m.SendLocalizedMessage(1071504); // Carpentry will go smoothly now...
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AddBonus(m);
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m.FixedParticles(0x376A, 9, 32, 5030, EffectLayer.Waist);
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}
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}
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private static Dictionary<Mobile, Tuple<bool, DateTime, SkillMod>> _Table;
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private static Timer _Timer;
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public const int Cooldown = 45;
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public const int BonusDuration = 30;
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public static void AddBonus(Mobile m)
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{
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if (_Table == null)
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{
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_Table = new Dictionary<Mobile, Tuple<bool, DateTime, SkillMod>>();
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}
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var mod = new DefaultSkillMod(SkillName.Carpentry, true, 5.0);
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mod.ObeyCap = false;
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m.AddSkillMod(mod);
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_Table[m] = new Tuple<bool, DateTime, SkillMod>(true, DateTime.UtcNow, mod);
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if (_Timer == null)
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{
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_Timer = Timer.DelayCall(TimeSpan.FromMinutes(1), TimeSpan.FromMinutes(1), CheckTable);
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_Timer.Priority = TimerPriority.FiveSeconds;
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_Timer.Start();
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}
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}
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public static bool HasBonus(Mobile m, SkillName skill)
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{
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return skill == SkillName.Carpentry && HasBonus(m);
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}
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public static bool HasBonus(Mobile m)
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{
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if (_Table == null)
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return false;
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return _Table.ContainsKey(m) && _Table[m].Item1;
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}
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public static bool IsInCooldown(Mobile m)
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{
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if (m.AccessLevel > AccessLevel.Player || _Table == null || !_Table.ContainsKey(m))
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return false;
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if (_Table[m].Item2 + TimeSpan.FromMinutes(BonusDuration + Cooldown) < DateTime.UtcNow)
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{
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_Table.Remove(m);
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return false;
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}
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return _Table[m].Item2 + TimeSpan.FromMinutes(BonusDuration) < DateTime.UtcNow;
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}
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public static void CheckTable()
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{
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if (_Table == null)
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return;
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List<Mobile> list = new List<Mobile>(_Table.Keys);
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foreach (var m in list)
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{
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if (_Table[m].Item2 + TimeSpan.FromMinutes(BonusDuration + Cooldown) < DateTime.UtcNow)
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{
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_Table.Remove(m);
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}
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else if (_Table[m].Item1 && _Table[m].Item2 + TimeSpan.FromMinutes(BonusDuration) < DateTime.UtcNow)
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{
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m.RemoveSkillMod(_Table[m].Item3);
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var dt = _Table[m].Item2;
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if (m.NetState != null)
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{
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m.SendLocalizedMessage(1071506); // Your carpentry bonus was removed...
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}
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_Table[m] = new Tuple<bool, DateTime, SkillMod>(false, dt, null);
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}
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}
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if (_Table.Count == 0)
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{
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_Table = null;
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if (_Timer != null)
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{
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_Timer.Stop();
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_Timer = null;
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}
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}
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ColUtility.Free(list);
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}
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public WoodworkersBench(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.WriteEncodedInt(0); // version
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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 version = reader.ReadEncodedInt();
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}
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}
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public class WoodworkersBenchDeed : BaseAddonDeed, IRewardOption
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{
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public override int LabelNumber { get { return 1026641; } } // Woodworker's Bench
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public override BaseAddon Addon { get { return new WoodworkersBench(m_East); } }
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private bool m_East;
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[Constructable]
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public WoodworkersBenchDeed()
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: base()
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{
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LootType = LootType.Blessed;
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}
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public WoodworkersBenchDeed(Serial serial)
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: base(serial)
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{
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}
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public void GetOptions(RewardOptionList list)
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{
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list.Add(0, 1071502); // Woodworker's Bench (South)
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list.Add(1, 1071503); // Woodworker's Bench (East)
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}
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public void OnOptionSelected(Mobile from, int choice)
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{
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m_East = choice == 1;
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if (!Deleted)
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base.OnDoubleClick(from);
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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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{
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from.CloseGump(typeof(RewardOptionGump));
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from.SendGump(new RewardOptionGump(this));
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}
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else
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from.SendLocalizedMessage(1062334); // This item must be in your backpack to be used.
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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.WriteEncodedInt(0); // version
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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 version = reader.ReadEncodedInt();
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}
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}
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} |