using System; using Server; using Server.Items; using Server.Misc; namespace Server.Engines.Harvest { public class Lumberjacking : HarvestSystem { private static Lumberjacking m_System; public static Lumberjacking System { get { if ( m_System == null ) m_System = new Lumberjacking(); return m_System; } } private HarvestDefinition m_Definition; public HarvestDefinition Definition { get{ return m_Definition; } } private Lumberjacking() { HarvestResource[] res = new HarvestResource[]{ new HarvestResource( 00.0, 00.0, 100.0, 500498, typeof( WoodBoard ) ) }; HarvestVein[] veins = new HarvestVein[]{ new HarvestVein( 100.0, 0.0, res[0], null ) }; #region Lumberjacking HarvestDefinition lumber = new HarvestDefinition(); // Resource banks are every 4x3 tiles lumber.BankWidth = 4; lumber.BankHeight = 3; // Every bank holds from 20 to 45 logs lumber.MinTotal = 20; lumber.MaxTotal = 45; // A resource bank will respawn its content every 20 to 30 minutes lumber.MinRespawn = TimeSpan.FromMinutes( 20.0 ); lumber.MaxRespawn = TimeSpan.FromMinutes( 30.0 ); lumber.Trade = Trades.Lumberjacking; // Set the list of harvestable tiles lumber.Tiles = m_TreeTiles; // Players must be within 2 tiles to harvest lumber.MaxRange = 2; // Ten logs per harvest action lumber.ConsumedPerHarvest = 10; // The chopping effect lumber.EffectActions = new int[]{ 13 }; lumber.EffectSounds = new int[]{ 0x13E }; lumber.EffectCounts = new int[]{ 1, 2, 2, 2, 3 }; lumber.EffectDelay = TimeSpan.FromSeconds( 1.6 ); lumber.EffectSoundDelay = TimeSpan.FromSeconds( 0.9 ); lumber.NoResourcesMessage = 500493; // There's not enough wood here to harvest. lumber.FailMessage = 500495; // You hack at the tree for a while, but fail to produce any useable wood. lumber.OutOfRangeMessage = 500446; // That is too far away. lumber.PackFullMessage = 500497; // You can't place any wood into your backpack! lumber.ToolBrokeMessage = 500499; // You broke your axe. lumber.Resources = res; lumber.Veins = veins; lumber.RandomizeVeins = false; m_Definition = lumber; Definitions.Add( lumber ); #endregion } public override bool CheckHarvest( Mobile from, Item tool ) { if ( !base.CheckHarvest( from, tool ) ) return false; return true; } public override bool CheckHarvest( Mobile from, Item tool, HarvestDefinition def, object toHarvest ) { if ( !base.CheckHarvest( from, tool, def, toHarvest ) ) return false; if ( tool.Parent != from ) { from.SendLocalizedMessage( 500487 ); // The axe must be equipped for any serious wood chopping. return false; } return true; } public override void OnBadHarvestTarget( Mobile from, Item tool, object toHarvest ) { if ( toHarvest is Mobile ) { Mobile obj = (Mobile)toHarvest; obj.PublicOverheadMessage( Server.Network.MessageType.Regular, 0x3E9, 500450 ); // You can only skin dead creatures. } else if ( toHarvest is Item ) { Item obj = (Item)toHarvest; obj.PublicOverheadMessage( Server.Network.MessageType.Regular, 0x3E9, 500464 ); // Use this on corpses to carve away meat and hide } else if ( toHarvest is Targeting.StaticTarget || toHarvest is Targeting.LandTarget ) from.SendLocalizedMessage( 500489 ); // You can't use an axe on that. else from.SendLocalizedMessage( 1005213 ); // You can't do that } public override void OnHarvestStarted( Mobile from, Item tool, HarvestDefinition def, object toHarvest ) { base.OnHarvestStarted( from, tool, def, toHarvest ); } public static void Initialize() { Array.Sort( m_TreeTiles ); } #region Tile lists private static int[] m_TreeTiles = new int[] { 0x4CCA, 0x4CCB, 0x4CCC, 0x4CCD, 0x4CD0, 0x4CD3, 0x4CD6, 0x4CD8, 0x4CDA, 0x4CDD, 0x4CE0, 0x4CE3, 0x4CE6, 0x4CF8, 0x4CFB, 0x4CFE, 0x4D01, 0x4D41, 0x4D42, 0x4D43, 0x4D44, 0x4D57, 0x4D58, 0x4D59, 0x4D5A, 0x4D5B, 0x4D6E, 0x4D6F, 0x4D70, 0x4D71, 0x4D72, 0x4D84, 0x4D85, 0x4D86, 0x4D94, 0x4D98, 0x4D9C, 0x4DA0, 0x4DA4, 0x4DA8, 0x4CCE, 0x4CCF, 0x4CD1, 0x4CD2, 0x4CD4, 0x4CD5, 0x4CD7, 0x4CD9, 0x4CDB, 0x4CDC, 0x4CDE, 0x4CDF, 0x4CE1, 0x4CE2, 0x4CE4, 0x4CE5, 0x4CE7, 0x4CE8, 0x4CF9, 0x4CFA, 0x4CFC, 0x4CFD, 0x4CFF, 0x4D00, 0x4D02, 0x4D03, 0x4D45, 0x4D46, 0x4D47, 0x4D48, 0x4D49, 0x4D4A, 0x4D4B, 0x4D4C, 0x4D4D, 0x4D4E, 0x4D4F, 0x4D50, 0x4D51, 0x4D52, 0x4D53, 0x4D5C, 0x4D5D, 0x4D5E, 0x4D5F, 0x4D60, 0x4D61, 0x4D62, 0x4D63, 0x4D64, 0x4D65, 0x4D66, 0x4D67, 0x4D68, 0x4D69, 0x4D73, 0x4D74, 0x4D75, 0x4D76, 0x4D77, 0x4D78, 0x4D79, 0x4D7A, 0x4D7B, 0x4D7C, 0x4D7D, 0x4D7E, 0x4D7F, 0x4D87, 0x4D88, 0x4D89, 0x4D8A, 0x4D8B, 0x4D8C, 0x4D8D, 0x4D8E, 0x4D8F, 0x4D90, 0x4D95, 0x4D96, 0x4D97, 0x4D99, 0x4D9A, 0x4D9B, 0x4D9D, 0x4D9E, 0x4D9F, 0x4DA1, 0x4DA2, 0x4DA3, 0x4DA5, 0x4DA6, 0x4DA7, 0x4DA9, 0x4DAA, 0x4DAB, 0x52B5, 0x52B6, 0x52B7, 0x52B8, 0x52B9, 0x52BA, 0x52BB, 0x52BC, 0x52BD, 0x52BE, 0x52BF, 0x52C0, 0x52C1, 0x52C2, 0x52C3, 0x52C4, 0x52C5, 0x52C6, 0x52C7, 0x624A, 0x624C, 0x624D, 0x58D4, 0x58D5, 0x58D6, 0x58D7, 0x58D8, 0x58D9, 0x58DA, 0x58DB, 0x58DC }; #endregion } }