Files
abysmal-isle/Scripts/Mobiles/Bosses/BaseChampion.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

302 lines
9.1 KiB
C#

using System;
using System.Collections.Generic;
using Server.Engines.CannedEvil;
using Server.Items;
using Server.Services.Virtues;
namespace Server.Mobiles
{
public abstract class BaseChampion : BaseCreature
{
public BaseChampion(AIType aiType)
: this(aiType, FightMode.Closest)
{
}
public BaseChampion(AIType aiType, FightMode mode)
: base(aiType, mode, 18, 1, 0.1, 0.2)
{
}
public BaseChampion(Serial serial)
: base(serial)
{
}
public override bool CanBeParagon { get { return false; } }
public abstract ChampionSkullType SkullType { get; }
public abstract Type[] UniqueList { get; }
public abstract Type[] SharedList { get; }
public abstract Type[] DecorativeList { get; }
public abstract MonsterStatuetteType[] StatueTypes { get; }
public virtual bool NoGoodies
{
get
{
return false;
}
}
public virtual bool CanGivePowerscrolls { get { return true; } }
public static void GivePowerScrollTo(Mobile m, Item item, BaseChampion champ)
{
if (m == null) //sanity
return;
if (!Core.SE || m.Alive)
m.AddToBackpack(item);
else
{
if (m.Corpse != null && !m.Corpse.Deleted)
m.Corpse.DropItem(item);
else
m.AddToBackpack(item);
}
if (item is PowerScroll && m is PlayerMobile)
{
PlayerMobile pm = (PlayerMobile)m;
for (int j = 0; j < pm.JusticeProtectors.Count; ++j)
{
Mobile prot = pm.JusticeProtectors[j];
if (prot.Map != m.Map || prot.Murderer || prot.Criminal || !JusticeVirtue.CheckMapRegion(m, prot) || !prot.InRange(champ, 100))
continue;
int chance = 0;
switch( VirtueHelper.GetLevel(prot, VirtueName.Justice) )
{
case VirtueLevel.Seeker:
chance = 60;
break;
case VirtueLevel.Follower:
chance = 80;
break;
case VirtueLevel.Knight:
chance = 100;
break;
}
if (chance > Utility.Random(100))
{
PowerScroll powerScroll = CreateRandomPowerScroll();
prot.SendLocalizedMessage(1049368); // You have been rewarded for your dedication to Justice!
if (!Core.SE || prot.Alive)
prot.AddToBackpack(powerScroll);
else
{
if (prot.Corpse != null && !prot.Corpse.Deleted)
prot.Corpse.DropItem(powerScroll);
else
prot.AddToBackpack(powerScroll);
}
}
}
}
}
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();
}
public virtual Item GetArtifact()
{
double random = Utility.RandomDouble();
if (0.05 >= random)
return this.CreateArtifact(this.UniqueList);
else if (0.15 >= random)
return this.CreateArtifact(this.SharedList);
else if (0.30 >= random)
return this.CreateArtifact(this.DecorativeList);
return null;
}
public Item CreateArtifact(Type[] list)
{
if (list.Length == 0)
return null;
int random = Utility.Random(list.Length);
Type type = list[random];
Item artifact = Loot.Construct(type);
if (artifact is MonsterStatuette && this.StatueTypes.Length > 0)
{
((MonsterStatuette)artifact).Type = this.StatueTypes[Utility.Random(this.StatueTypes.Length)];
((MonsterStatuette)artifact).LootType = LootType.Regular;
}
return artifact;
}
public virtual void GivePowerScrolls()
{
if (this.Map != Map.Felucca)
return;
List<Mobile> toGive = new List<Mobile>();
List<DamageStore> rights = GetLootingRights();
for (int i = rights.Count - 1; i >= 0; --i)
{
DamageStore ds = rights[i];
if (ds.m_HasRight && InRange(ds.m_Mobile, 100) && ds.m_Mobile.Map == this.Map)
toGive.Add(ds.m_Mobile);
}
if (toGive.Count == 0)
return;
for (int i = 0; i < toGive.Count; i++)
{
Mobile m = toGive[i];
if (!(m is PlayerMobile))
continue;
bool gainedPath = false;
int pointsToGain = 800;
if (VirtueHelper.Award(m, VirtueName.Valor, pointsToGain, ref gainedPath))
{
if (gainedPath)
m.SendLocalizedMessage(1054032); // You have gained a path in Valor!
else
m.SendLocalizedMessage(1054030); // You have gained in Valor!
//No delay on Valor gains
}
}
// Randomize - PowerScrolls
for (int i = 0; i < toGive.Count; ++i)
{
int rand = Utility.Random(toGive.Count);
Mobile hold = toGive[i];
toGive[i] = toGive[rand];
toGive[rand] = hold;
}
for (int i = 0; i < ChampionSystem.PowerScrollAmount; ++i)
{
Mobile m = toGive[i % toGive.Count];
PowerScroll ps = CreateRandomPowerScroll();
m.SendLocalizedMessage(1049524); // You have received a scroll of power!
GivePowerScrollTo(m, ps, this);
}
if (Core.TOL)
{
// Randomize - Primers
for (int i = 0; i < toGive.Count; ++i)
{
int rand = Utility.Random(toGive.Count);
Mobile hold = toGive[i];
toGive[i] = toGive[rand];
toGive[rand] = hold;
}
for (int i = 0; i < ChampionSystem.PowerScrollAmount; ++i)
{
Mobile m = toGive[i % toGive.Count];
SkillMasteryPrimer p = CreateRandomPrimer();
m.SendLocalizedMessage(1156209); // You have received a mastery primer!
GivePowerScrollTo(m, p, this);
}
}
ColUtility.Free(toGive);
}
public virtual void OnChampPopped(ChampionSpawn spawn)
{
}
public override bool OnBeforeDeath()
{
if (CanGivePowerscrolls && !NoKillAwards)
{
this.GivePowerScrolls();
if (this.NoGoodies)
return base.OnBeforeDeath();
GoldShower.DoForChamp(Location, Map);
}
return base.OnBeforeDeath();
}
public override void OnDeath(Container c)
{
if (this.Map == Map.Felucca)
{
//TODO: Confirm SE change or AoS one too?
List<DamageStore> rights = GetLootingRights();
List<Mobile> toGive = new List<Mobile>();
for (int i = rights.Count - 1; i >= 0; --i)
{
DamageStore ds = rights[i];
if (ds.m_HasRight)
toGive.Add(ds.m_Mobile);
}
if (SkullType != ChampionSkullType.None)
{
if (toGive.Count > 0)
toGive[Utility.Random(toGive.Count)].AddToBackpack(new ChampionSkull(this.SkullType));
else
c.DropItem(new ChampionSkull(this.SkullType));
}
if(Core.SA)
RefinementComponent.Roll(c, 3, 0.10);
}
base.OnDeath(c);
}
private static PowerScroll CreateRandomPowerScroll()
{
int level;
double random = Utility.RandomDouble();
if (0.05 >= random)
level = 20;
else if (0.4 >= random)
level = 15;
else
level = 10;
return PowerScroll.CreateRandomNoCraft(level, level);
}
private static SkillMasteryPrimer CreateRandomPrimer()
{
return SkillMasteryPrimer.GetRandom();
}
}
}