Files
abysmal-isle/Scripts/Services/Armor Refinement/Items.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

705 lines
21 KiB
C#

using System;
using Server;
using Server.Network;
using Server.Gumps;
using Server.Mobiles;
using System.Collections.Generic;
namespace Server.Items
{
public enum RefinementType
{
Reinforcing,
Deflecting
}
public enum RefinementCraftType
{
Blacksmith,
Tailor,
Carpenter
}
public enum ModType
{
Defense,
Protection,
Hardening,
Fortification,
Invulnerability
}
public enum RefinementSubCraftType
{
StuddedLeather,
StuddedSamurai,
Hide,
Bone,
Ringmail,
Chainmail,
Platemail,
PlatemailSamurai,
GargishPlatemail,
Dragon,
Woodland,
GargishStone
}
public class RefinementComponent : Item
{
private RefinementType m_RefinementType;
private RefinementCraftType m_CraftType;
private RefinementSubCraftType m_SubCraftType;
private ModType m_ModType;
[CommandProperty(AccessLevel.GameMaster)]
public RefinementType RefinementType
{
get { return m_RefinementType; }
set
{
m_RefinementType = value;
GetItemID();
GetHue();
InvalidateProperties();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public RefinementCraftType CraftType
{
get { return m_CraftType; }
set
{
RefinementCraftType old = m_CraftType;
m_CraftType = value;
if (old != m_CraftType)
GetSubCraftType();
GetItemID();
GetHue();
InvalidateProperties();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public RefinementSubCraftType SubCraftType { get { return m_SubCraftType; } set { m_SubCraftType = value; } }
[CommandProperty(AccessLevel.GameMaster)]
public ModType ModType { get { return m_ModType; } set { m_ModType = value; InvalidateProperties(); } }
[Constructable]
public RefinementComponent()
: this(RefinementType.Reinforcing, RefinementCraftType.Blacksmith, ModType.Defense)
{
}
public RefinementComponent(RefinementType type, RefinementCraftType craftType, ModType modType)
: base(0)
{
m_RefinementType = type;
m_CraftType = craftType;
GetSubCraftType();
m_ModType = modType;
GetItemID();
GetHue();
}
public override void AddNameProperty(ObjectPropertyList list)
{
list.Add(1153966, String.Format("#{0}\t#{1}", Labels[(int)m_RefinementType][(int)m_CraftType], GetModLabel())); // ~1_OBJTYPE~ ~2_BONUSLEVEL~
}
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
list.Add(1154002, String.Format("#{0}", 1153954 + (int)m_SubCraftType)); // Armor Type: ~1_TYPE~
list.Add(1154124, String.Format("#{0}", m_RefinementType == RefinementType.Reinforcing ? 1154123 : 1154122)); // Bonus Type: ~1_TYPE~
}
public override void OnDoubleClick(Mobile from)
{
if(!IsChildOf(from.Backpack) || from.Backpack == null)
from.SendLocalizedMessage(1054107); // This item must be in your backpack.
else if(!CheckSkill(from))
from.SendLocalizedMessage(1153981, m_CraftType.ToString()); // Only a Grandmaster ~1_PROFESSION~ would know what to do with this.
else if(!from.Backpack.ConsumeTotal(GetRawMaterial(), 20))
from.SendLocalizedMessage(1153978); // You lack the required quantity of raw materials to craft the Armor Refinement.
else
{
from.Backpack.DropItem(new RefinementItem(m_RefinementType, m_CraftType, m_SubCraftType, m_ModType));
from.PrivateOverheadMessage(MessageType.Regular, 0, 1153979, from.NetState); // *You carefully and skillfully craft an Armor Refinement* TODO Hue???
Consume();
}
}
private void GetHue()
{
if (m_RefinementType == RefinementType.Reinforcing)
{
switch (m_CraftType)
{
case RefinementCraftType.Blacksmith: Hue = 2967; break;
case RefinementCraftType.Tailor: Hue = 2587; break;
case RefinementCraftType.Carpenter: Hue = 0; break;
}
}
else
{
switch (m_CraftType)
{
case RefinementCraftType.Blacksmith: Hue = 2506; break;
case RefinementCraftType.Tailor: Hue = 2952; break;
case RefinementCraftType.Carpenter: Hue = 2119; break;
}
}
}
private bool CheckSkill(Mobile from)
{
SkillName check = SkillName.Blacksmith;
switch (m_CraftType)
{
case RefinementCraftType.Blacksmith: break;
case RefinementCraftType.Tailor: check = SkillName.Tailoring; break;
case RefinementCraftType.Carpenter: check = SkillName.Carpentry; break;
}
return from.Skills[check].Value >= 100;
}
private Type GetRawMaterial()
{
switch (m_CraftType)
{
default:
case RefinementCraftType.Blacksmith: return typeof(MalleableAlloy);
case RefinementCraftType.Tailor: return typeof(LeatherBraid);
case RefinementCraftType.Carpenter: return typeof(SolventFlask);
}
}
public void GetSubCraftType()
{
switch (m_CraftType)
{
case RefinementCraftType.Blacksmith:
m_SubCraftType = (RefinementSubCraftType)Utility.RandomMinMax(4, 9); break;
case RefinementCraftType.Tailor:
m_SubCraftType = (RefinementSubCraftType)Utility.RandomMinMax(0, 3); break;
case RefinementCraftType.Carpenter:
m_SubCraftType = (RefinementSubCraftType)Utility.RandomMinMax(10, 11); break;
}
}
private int[][] Labels = new int[][]
{
//Scour Thread Varnish
//Polish Wash Gloss
new int[] { 1153951, 1153948, 1153952 },
new int[] { 1153950, 1153949, 1153953 }
};
private int GetModLabel()
{
switch ((int)m_ModType)
{
default:
case 0: return 1153941;
case 1: return 1153944;
case 2: return 1153945;
case 3: return 1153946;
case 4: return 1153947;
}
}
private int[][] ItemIDs = new int[][]
{
// Smith Tail Carp
new int[] { 19673, 5163, 11617 }, //Reinforcing
new int[] { 19672, 5162, 19674 } //Deflecting
};
private void GetItemID()
{
ItemID = ItemIDs[(int)m_RefinementType][(int)m_CraftType];
}
public static bool Roll(Container c, int rolls, double chance)
{
for (int i = 0; i < rolls; i++)
{
if (chance >= Utility.RandomDouble())
{
c.DropItem(GetRandom());
return true;
}
}
return false;
}
public static RefinementComponent GetRandom()
{
return new RefinementComponent((RefinementType)Utility.Random(2), (RefinementCraftType)Utility.Random(3), GetRandomMod());
}
private static ModType GetRandomMod()
{
double ran = Utility.RandomDouble();
if (ran >= .95) return ModType.Invulnerability;
if (ran >= .80) return ModType.Fortification;
if (ran >= .70) return ModType.Hardening;
if (ran >= .50) return ModType.Protection;
return ModType.Defense;
}
public RefinementComponent(Serial serial)
: base(serial)
{
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write((int)0);
writer.Write((int)m_RefinementType);
writer.Write((int)m_CraftType);
writer.Write((int)m_SubCraftType);
writer.Write((int)m_ModType);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int v = reader.ReadInt();
m_RefinementType = (RefinementType)reader.ReadInt();
m_CraftType = (RefinementCraftType)reader.ReadInt();
m_SubCraftType = (RefinementSubCraftType)reader.ReadInt();
m_ModType = (ModType)reader.ReadInt();
}
}
public class RefinementItem : Item
{
private RefinementType m_RefinementType;
private RefinementCraftType m_CraftType;
private RefinementSubCraftType m_SubCraftType;
private ModType m_ModType;
private int m_ModAmount;
private bool m_CheckBonus;
private ModEntry m_Entry;
[CommandProperty(AccessLevel.GameMaster)]
public RefinementType RefinementType
{
get { return m_RefinementType; }
set
{
m_RefinementType = value;
GetItemID();
GetHue();
InvalidateProperties();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public RefinementCraftType CraftType
{
get { return m_CraftType; }
set
{
RefinementCraftType old = m_CraftType;
m_CraftType = value;
if(old != m_CraftType)
GetSubCraftType();
GetItemID();
GetHue();
InvalidateProperties();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public RefinementSubCraftType SubCraftType { get { return m_SubCraftType; } set { m_SubCraftType = value; InvalidateProperties(); } }
[CommandProperty(AccessLevel.GameMaster)]
public ModType ModType { get { return m_ModType; } set { m_ModType = value; InvalidateProperties(); ApplyModAmount(); } }
[CommandProperty(AccessLevel.GameMaster)]
public int ModAmount { get { return m_ModAmount; } set { m_ModAmount = value; if (m_ModAmount > 5) m_ModAmount = 5; if (m_ModAmount < 1) m_ModAmount = 1; ; } }
[CommandProperty(AccessLevel.GameMaster)]
public bool CheckBonus { get { return m_CheckBonus; } set { m_CheckBonus = value; } }
public ModEntry Entry { get { return m_Entry; } }
[Constructable]
public RefinementItem()
: this(RefinementType.Reinforcing, RefinementCraftType.Blacksmith, RefinementSubCraftType.Ringmail, ModType.Defense)
{
}
public RefinementItem(RefinementType type, RefinementCraftType craftType, RefinementSubCraftType srtype, ModType modType)
: base(0)
{
m_RefinementType = type;
m_CraftType = craftType;
m_SubCraftType = srtype;
ModType = modType;
GetItemID();
GetHue();
ApplyModAmount();
m_Entry = new ModEntry(m_ModAmount);
m_CheckBonus = false;
}
public void ApplyModAmount()
{
switch ((int)m_ModType)
{
default:
case 0:
case 1: m_ModAmount = 1; break;
case 2: m_ModAmount = 2; break;
case 3: m_ModAmount = 3; break;
case 4: m_ModAmount = 4; break;
}
}
public override void OnDoubleClick(Mobile from)
{
if (!IsChildOf(from.Backpack))
from.SendLocalizedMessage(1054107); // This item must be in your backpack.
else if (CheckForVendor(from, this))
{
from.CloseGump(typeof(RefinementGump));
from.SendGump(new RefinementGump(this));
}
}
public override void AddNameProperty(ObjectPropertyList list)
{
list.Add(1153967, GetNameArgs()); // ~1_BONUSTYPE~ ~2_OBJTYPE~ ~3_BONUSLEVEL~
}
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
list.Add(1154002, String.Format("#{0}", (1153954 + (int)m_SubCraftType).ToString())); // Armor Type: ~1_TYPE~
list.Add(1154124, m_RefinementType == RefinementType.Reinforcing ? "#1154123" : "#1154122"); // Bonus Type: ~1_TYPE~
}
private void GetHue()
{
if (m_RefinementType == RefinementType.Reinforcing)
Hue = 2970;
else
Hue = 2953;
}
private bool CheckSkill(Mobile from)
{
SkillName check = SkillName.Blacksmith;
switch (m_CraftType)
{
case RefinementCraftType.Blacksmith: break;
case RefinementCraftType.Tailor: check = SkillName.Tailoring; break;
case RefinementCraftType.Carpenter: check = SkillName.Carpentry; break;
}
return from.Skills[check].Value >= 100;
}
public virtual int GetBonusChance()
{
if (m_ModType == ModType.Defense)
return 0;
return 5;
}
private void GetItemID()
{
ItemID = ItemIDs[(int)m_RefinementType][(int)m_CraftType];
}
public void GetSubCraftType()
{
switch (m_CraftType)
{
case RefinementCraftType.Blacksmith:
m_SubCraftType = (RefinementSubCraftType)Utility.RandomMinMax(4, 9); break;
case RefinementCraftType.Tailor:
m_SubCraftType = (RefinementSubCraftType)Utility.RandomMinMax(0, 3); break;
case RefinementCraftType.Carpenter:
m_SubCraftType = (RefinementSubCraftType)Utility.RandomMinMax(10, 11); break;
}
}
public string GetNameArgs()
{
return String.Format("#{0}\t#{1}\t#{2}", LabelPrefix[(int)m_RefinementType][(int)m_CraftType], LabelSuffix[(int)m_CraftType], GetModLabel());
}
public int[][] LabelPrefix = new int[][]
{ //Scoured Cured Varnished
//Polished Washed Glazed
new int[] { 1153971, 1153968, 1153972 }, // Reinforcing
new int[] { 1153970, 1153969, 1153973 } // Deflecting
};
public int[] LabelSuffix = new int[]
{
//Plating Thread Resin
1153975, 1153974, 1153976 //Reinforcing and Deflecting
};
private int GetModLabel()
{
switch ((int)m_ModType)
{
default:
case 0: return 1153941; // of Defense
case 1: return 1153944; // of Protection
case 2: return 1153945; // of Hardening
case 3: return 1153946; // of Fortification
case 4: return 1153947; // of Invulnerability
}
}
private int[][] ItemIDs = new int[][]
{ // Smith Tail Carp
new int[] { 19676, 19675, 19677 }, //Reinforcing
new int[] { 19676, 19675, 19677 } //Deflecing
};
public static bool CheckForVendor(Mobile from, RefinementItem item)
{
IPooledEnumerable eable = from.Map.GetMobilesInRange(from.Location, 12);
foreach (Mobile m in eable)
{
if (m is ArmorRefiner && ((ArmorRefiner)m).RefineType == item.CraftType)
{
eable.Free();
return true;
}
}
bool wtf = .5 > Utility.RandomDouble();
switch (item.CraftType)
{
case RefinementCraftType.Blacksmith: from.SendLocalizedMessage(wtf ? 1154012 : 1154009); break;
case RefinementCraftType.Tailor: from.SendLocalizedMessage(wtf ? 1154011 : 1154008); break;
case RefinementCraftType.Carpenter: from.SendLocalizedMessage(wtf ? 1154013 : 1154010); break;
}
eable.Free();
return false;
}
public RefinementItem(Serial serial)
: base(serial)
{
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write((int)0);
writer.Write((int)m_RefinementType);
writer.Write((int)m_CraftType);
writer.Write((int)m_SubCraftType);
writer.Write((int)m_ModType);
writer.Write(m_ModAmount);
writer.Write(m_CheckBonus);
m_Entry.Serialize(writer);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int v = reader.ReadInt();
m_RefinementType = (RefinementType)reader.ReadInt();
m_CraftType = (RefinementCraftType)reader.ReadInt();
m_SubCraftType = (RefinementSubCraftType)reader.ReadInt();
m_ModType = (ModType)reader.ReadInt();
m_ModAmount = reader.ReadInt();
m_CheckBonus = reader.ReadBool();
m_Entry = new ModEntry(reader);
}
}
public class ModEntry
{
private ResistanceType[] m_Resists = new ResistanceType[5];
private int[] m_Values = new int[5];
public ResistanceType[] Resists { get { return m_Resists; } }
public int[] Values { get { return m_Values; } }
public ModEntry(int count)
{
for (int i = 0; i < m_Resists.Length; i++)
{
m_Resists[i] = (ResistanceType)i;
m_Values[i] = 0;
}
}
public ModEntry(GenericReader reader)
{
int version = reader.ReadInt();
int count = reader.ReadInt();
for (int i = 0; i < count; i++)
{
m_Resists[i] = (ResistanceType)reader.ReadInt();
m_Values[i] = reader.ReadInt();
}
}
public void Serialize(GenericWriter writer)
{
writer.Write((int)0);
writer.Write(m_Resists.Length);
for (int i = 0; i < m_Resists.Length; i++)
{
writer.Write((int)m_Resists[i]);
writer.Write(m_Values[i]);
}
}
}
public class LeatherBraid : Item
{
public override int LabelNumber { get { return 1154003; } } // Leather braid
[Constructable]
public LeatherBraid() : this(1)
{
}
[Constructable]
public LeatherBraid(int amount) : base(5152)
{
Stackable = true;
Amount = amount;
Hue = 2968;
}
public LeatherBraid(Serial serial)
: base(serial)
{
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write((int)0);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int v = reader.ReadInt();
}
}
public class MalleableAlloy : Item
{
public override int LabelNumber { get { return 1154005; } } // Melleable Alloy
[Constructable]
public MalleableAlloy()
: this(1)
{
}
[Constructable]
public MalleableAlloy(int amount)
: base(0x1BE9)
{
Stackable = true;
Amount = amount;
Hue = 2949;
}
public MalleableAlloy(Serial serial)
: base(serial)
{
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write((int)0);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int v = reader.ReadInt();
}
}
public class SolventFlask : Item
{
public override int LabelNumber { get { return 1154004; } } // Solvent Flask
[Constructable]
public SolventFlask()
: this(1)
{
}
[Constructable]
public SolventFlask(int amount)
: base(7192)
{
Stackable = true;
Amount = amount;
Hue = 2969;
}
public SolventFlask(Serial serial)
: base(serial)
{
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write((int)0);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int v = reader.ReadInt();
}
}
}