#W# Added simple crafting queue.
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5 changed files with 365 additions and 3 deletions
188
Scripts/Engines/Craft/Core/CraftQueue.cs
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188
Scripts/Engines/Craft/Core/CraftQueue.cs
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using System;
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using System.Collections.Generic;
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using Server;
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using Server.Engines.Craft;
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using Server.Items;
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namespace Server.Engines.Craft
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{
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public class CraftQueueEntry
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{
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public CraftSystem System { get; set; }
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public CraftItem Item { get; set; }
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public BaseTool Tool { get; set; }
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public int Amount { get; set; }
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public int Made { get; set; }
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public int Failed { get; set; }
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public int Exceptional { get; set; }
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public CraftQueueEntry( CraftSystem system, CraftItem item, BaseTool tool )
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{
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System = system;
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Item = item;
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Tool = tool;
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Amount = 1;
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Made = 0;
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Failed = 0;
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Exceptional = 0;
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}
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}
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public class CraftQueue
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{
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private static Dictionary<Mobile, CraftQueue> m_Queues = new Dictionary<Mobile, CraftQueue>();
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public List<CraftQueueEntry> Entries { get; set; }
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public bool IsPaused { get; set; }
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public CraftQueue()
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{
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Entries = new List<CraftQueueEntry>();
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IsPaused = true; // Now defaults to Paused so the first click says "START"
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}
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public static CraftQueue GetQueue( Mobile m )
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{
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if ( !m_Queues.ContainsKey( m ) )
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m_Queues[m] = new CraftQueue();
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return m_Queues[m];
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}
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public static void AddEntry( Mobile m, CraftSystem system, CraftItem item, BaseTool tool )
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{
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CraftQueue queue = GetQueue( m );
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queue.Entries.Add( new CraftQueueEntry( system, item, tool ) );
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}
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public static void Pause( Mobile m, string reason )
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{
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CraftQueue queue = GetQueue( m );
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if ( !queue.IsPaused )
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{
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queue.IsPaused = true;
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m.SendMessage( 0x20, $"Crafting queue paused: {reason}" );
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}
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}
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public static void HandleResult( Mobile from, bool success, bool exceptional )
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{
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CraftQueue queue = GetQueue( from );
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if ( queue.IsPaused || queue.Entries.Count == 0 )
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return;
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// Find the first item that still needs crafting
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CraftQueueEntry entry = null;
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foreach ( var e in queue.Entries )
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{
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if ( e.Amount > 0 )
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{
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entry = e;
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break;
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}
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}
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if ( entry == null ) return;
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// Tally the stats
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if ( success )
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{
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entry.Made++;
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if ( exceptional )
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entry.Exceptional++;
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}
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else
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{
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entry.Failed++;
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}
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// Decrement the remaining amount
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entry.Amount--;
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// Fire the next craft automatically!
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Timer.DelayCall( TimeSpan.FromSeconds( 1.5 ), new TimerStateCallback( ProcessQueue ), from );
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}
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public static void ProcessQueue( object state )
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{
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Mobile from = (Mobile)state;
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CraftQueue queue = GetQueue( from );
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if ( queue.IsPaused )
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return;
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// Find the active item
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CraftQueueEntry entry = null;
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foreach ( var e in queue.Entries )
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{
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if ( e.Amount > 0 )
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{
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entry = e;
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break;
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}
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}
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if ( entry == null )
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{
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from.SendMessage( 0x480, "Your crafting queue is complete!" );
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queue.IsPaused = true; // Auto-pause for the next time they use it
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return;
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}
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// Safety Check: Did the tool break?
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if ( entry.Tool == null || entry.Tool.Deleted || entry.Tool.UsesRemaining <= 0 )
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{
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Type toolType = entry.Tool != null ? entry.Tool.GetType() : null;
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BaseTool newTool = null;
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// Search the player's backpack for a valid replacement tool
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if ( toolType != null && from.Backpack != null )
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{
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Item[] tools = from.Backpack.FindItemsByType( toolType );
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foreach ( Item t in tools )
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{
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BaseTool bt = t as BaseTool;
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if ( bt != null && !bt.Deleted && bt.UsesRemaining > 0 )
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{
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newTool = bt;
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break; // Found a valid spare!
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}
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}
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}
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if ( newTool != null )
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{
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// Swap the broken tool out for the spare and keep going!
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entry.Tool = newTool;
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from.SendMessage( 0x480, "A broken tool was replaced with a spare from your backpack." );
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}
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else
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{
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// No spares found. Pause so they can go get one.
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Pause( from, "Tool broken. Please place a new one in your backpack and hit Start." );
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return;
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}
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}
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// Figure out what resource (wood, ingot type, etc) they had selected
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CraftContext context = entry.System.GetContext( from );
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Type typeRes = null;
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if ( context != null )
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{
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CraftSubResCol res = entry.System.CraftSubRes;
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int resIndex = context.LastResourceIndex;
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if ( resIndex > -1 && resIndex < res.Count )
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typeRes = res.GetAt( resIndex ).ItemType;
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}
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// Close existing gumps so the screen doesn't spam
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from.CloseGump( typeof( CraftGump ) );
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from.CloseGump( typeof( CraftQueueGump ) );
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from.CloseGump( typeof( CraftGumpItem ) );
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// Start the next craft!
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entry.Item.Craft( from, entry.System, typeRes, entry.Tool );
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}
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}
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}
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