224 lines
7.3 KiB
C#
224 lines
7.3 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Engines.Craft;
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namespace Server.Engines.BulkOrders
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{
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public class SmallTailorBOD : SmallBOD
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{
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public override BODType BODType { get { return BODType.Tailor; } }
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public static double[] m_TailoringMaterialChances = new double[]
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{
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0.857421875, // None
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0.125000000, // Spined
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0.015625000, // Horned
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0.001953125 // Barbed
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};
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[Constructable]
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public SmallTailorBOD()
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{
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SmallBulkEntry[] entries;
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bool useMaterials;
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if (useMaterials = Utility.RandomBool())
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entries = SmallBulkEntry.TailorLeather;
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else
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entries = SmallBulkEntry.TailorCloth;
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if (entries.Length > 0)
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{
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int hue = 0x483;
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int amountMax = Utility.RandomList(10, 15, 20);
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BulkMaterialType material;
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if (useMaterials)
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material = GetRandomMaterial(BulkMaterialType.Spined, m_TailoringMaterialChances);
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else
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material = BulkMaterialType.None;
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bool reqExceptional = Utility.RandomBool() || (material == BulkMaterialType.None);
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SmallBulkEntry entry = entries[Utility.Random(entries.Length)];
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this.Hue = hue;
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this.AmountMax = amountMax;
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this.Type = entry.Type;
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this.Number = entry.Number;
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this.Graphic = entry.Graphic;
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this.RequireExceptional = reqExceptional;
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this.Material = material;
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this.GraphicHue = entry.Hue;
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}
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}
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public SmallTailorBOD(int amountCur, int amountMax, Type type, int number, int graphic, bool reqExceptional, BulkMaterialType mat, int hue)
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{
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this.Hue = 0x483;
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this.AmountMax = amountMax;
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this.AmountCur = amountCur;
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this.Type = type;
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this.Number = number;
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this.Graphic = graphic;
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this.RequireExceptional = reqExceptional;
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this.Material = mat;
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this.GraphicHue = hue;
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}
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public SmallTailorBOD(Serial serial)
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: base(serial)
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{
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}
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private SmallTailorBOD(SmallBulkEntry entry, BulkMaterialType material, int amountMax, bool reqExceptional)
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{
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this.Hue = 0x483;
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this.AmountMax = amountMax;
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this.Type = entry.Type;
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this.Number = entry.Number;
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this.Graphic = entry.Graphic;
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this.RequireExceptional = reqExceptional;
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this.Material = material;
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}
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public static SmallTailorBOD CreateRandomFor(Mobile m)
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{
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SmallBulkEntry[] entries;
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bool useMaterials = Utility.RandomBool();
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double theirSkill = BulkOrderSystem.GetBODSkill(m, SkillName.Tailoring);
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if (useMaterials && theirSkill >= 6.2) // Ugly, but the easiest leather BOD is Leather Cap which requires at least 6.2 skill.
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entries = SmallBulkEntry.TailorLeather;
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else
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entries = SmallBulkEntry.TailorCloth;
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if (entries.Length > 0)
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{
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int amountMax;
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if (theirSkill >= 70.1)
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amountMax = Utility.RandomList(10, 15, 20, 20);
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else if (theirSkill >= 50.1)
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amountMax = Utility.RandomList(10, 15, 15, 20);
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else
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amountMax = Utility.RandomList(10, 10, 15, 20);
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BulkMaterialType material = BulkMaterialType.None;
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if (useMaterials && theirSkill >= 70.1)
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{
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for (int i = 0; i < 20; ++i)
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{
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BulkMaterialType check = GetRandomMaterial(BulkMaterialType.Spined, m_TailoringMaterialChances);
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double skillReq = GetRequiredSkill(check);
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if (theirSkill >= skillReq)
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{
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material = check;
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break;
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}
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}
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}
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double excChance = 0.0;
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if (theirSkill >= 70.1)
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excChance = (theirSkill + 80.0) / 200.0;
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bool reqExceptional = (excChance > Utility.RandomDouble());
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CraftSystem system = DefTailoring.CraftSystem;
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List<SmallBulkEntry> validEntries = new List<SmallBulkEntry>();
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for (int i = 0; i < entries.Length; ++i)
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{
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CraftItem item = system.CraftItems.SearchFor(entries[i].Type);
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if (item != null)
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{
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bool allRequiredSkills = true;
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double chance = item.GetSuccessChance(m, null, system, false, ref allRequiredSkills);
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if (allRequiredSkills && chance >= 0.0)
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{
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if (reqExceptional)
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chance = item.GetExceptionalChance(system, chance, m);
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if (chance > 0.0)
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validEntries.Add(entries[i]);
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}
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}
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}
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if (validEntries.Count > 0)
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{
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SmallBulkEntry entry = validEntries[Utility.Random(validEntries.Count)];
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return new SmallTailorBOD(entry, material, amountMax, reqExceptional);
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}
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}
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return null;
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}
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public override int ComputeFame()
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{
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return TailorRewardCalculator.Instance.ComputeFame(this);
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}
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public override int ComputeGold()
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{
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return TailorRewardCalculator.Instance.ComputeGold(this);
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}
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public override List<Item> ComputeRewards(bool full)
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{
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List<Item> list = new List<Item>();
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RewardGroup rewardGroup = TailorRewardCalculator.Instance.LookupRewards(TailorRewardCalculator.Instance.ComputePoints(this));
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if (rewardGroup != null)
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{
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if (full)
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{
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for (int i = 0; i < rewardGroup.Items.Length; ++i)
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{
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Item item = rewardGroup.Items[i].Construct();
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if (item != null)
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list.Add(item);
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}
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}
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else
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{
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RewardItem rewardItem = rewardGroup.AcquireItem();
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if (rewardItem != null)
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{
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Item item = rewardItem.Construct();
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if (item != null)
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list.Add(item);
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}
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}
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}
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return list;
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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); // 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.ReadInt();
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}
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}
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} |