Files
abysmal-isle/Scripts/Services/BulkOrders/SmallBODs/SmallTailorBOD.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

224 lines
7.3 KiB
C#

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