AvatarsConquest/Scripts/Engines/Harvest/Core/HarvestSystem.cs

498 lines
No EOL
13 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Server;
using Server.Items;
using Server.Misc;
using Server.Targeting;
using Server.Regions;
namespace Server.Engines.Harvest
{
public abstract class HarvestSystem
{
private List<HarvestDefinition> m_Definitions;
public List<HarvestDefinition> Definitions { get { return m_Definitions; } }
public HarvestSystem()
{
m_Definitions = new List<HarvestDefinition>();
}
public virtual bool CheckTool( Mobile from, Item tool )
{
bool wornOut = ( tool == null || tool.Deleted || (tool is IUsesRemaining && ((IUsesRemaining)tool).UsesRemaining <= 0) );
if ( wornOut )
from.SendLocalizedMessage( 1044038 ); // You have worn out your tool!
return !wornOut;
}
public virtual bool CheckHarvest( Mobile from, Item tool )
{
if ( from.Region is DungeonRegion )
{
from.SendLocalizedMessage( 1005213 ); // You can't do that.
return false;
}
return CheckTool( from, tool );
}
public virtual bool CheckHarvest( Mobile from, Item tool, HarvestDefinition def, object toHarvest )
{
if ( from.Region is DungeonRegion )
{
from.SendLocalizedMessage( 1005213 ); // You can't do that.
return false;
}
return CheckTool( from, tool );
}
public virtual bool CheckRange( Mobile from, Item tool, HarvestDefinition def, Map map, Point3D loc, bool timed )
{
bool inRange = ( from.Map == map && from.InRange( loc, def.MaxRange ) );
if ( !inRange )
def.SendMessageTo( from, timed ? def.TimedOutOfRangeMessage : def.OutOfRangeMessage );
return inRange;
}
public virtual bool CheckResources( Mobile from, Item tool, HarvestDefinition def, Map map, Point3D loc, bool timed )
{
HarvestBank bank = def.GetBank( map, loc.X, loc.Y );
bool available = ( bank != null && bank.Current >= def.ConsumedPerHarvest );
if ( !available )
def.SendMessageTo( from, timed ? def.DoubleHarvestMessage : def.NoResourcesMessage );
return available;
}
public virtual void OnBadHarvestTarget( Mobile from, Item tool, object toHarvest )
{
}
public virtual object GetLock( Mobile from, Item tool, HarvestDefinition def, object toHarvest )
{
/* Here we prevent multiple harvesting.
*
* Some options:
* - 'return tool;' : This will allow the player to harvest more than once concurrently, but only if they use multiple tools. This seems to be as OSI.
* - 'return GetType();' : This will disallow multiple harvesting of the same type. That is, we couldn't mine more than once concurrently, but we could be both mining and lumberjacking.
* - 'return typeof( HarvestSystem );' : This will completely restrict concurrent harvesting.
*/
return tool;
}
public virtual void OnConcurrentHarvest( Mobile from, Item tool, HarvestDefinition def, object toHarvest )
{
}
public virtual void OnHarvestStarted( Mobile from, Item tool, HarvestDefinition def, object toHarvest )
{
}
public virtual bool BeginHarvesting( Mobile from, Item tool )
{
if ( !CheckHarvest( from, tool ) )
return false;
from.Target = new HarvestTarget( tool, this );
return true;
}
public virtual void FinishHarvesting( Mobile from, Item tool, HarvestDefinition def, object toHarvest, object locked )
{
from.EndAction( locked );
if ( !CheckHarvest( from, tool ) )
return;
int tileID;
Map map;
Point3D loc;
if ( !GetHarvestDetails( from, tool, toHarvest, out tileID, out map, out loc ) )
{
OnBadHarvestTarget( from, tool, toHarvest );
return;
}
else if ( !def.Validate( tileID ) )
{
OnBadHarvestTarget( from, tool, toHarvest );
return;
}
if ( !CheckRange( from, tool, def, map, loc, true ) )
return;
else if ( !CheckResources( from, tool, def, map, loc, true ) )
return;
else if ( !CheckHarvest( from, tool, def, toHarvest ) )
return;
if ( SpecialHarvest( from, tool, def, map, loc ) )
return;
HarvestBank bank = def.GetBank( map, loc.X, loc.Y );
if ( bank == null )
return;
HarvestVein vein = bank.Vein;
if ( vein != null )
vein = MutateVein( from, tool, def, bank, toHarvest, vein );
if ( vein == null )
return;
HarvestResource primary = vein.PrimaryResource;
HarvestResource fallback = vein.FallbackResource;
HarvestResource resource = MutateResource( from, tool, def, map, loc, vein, primary, fallback );
double skillBase = SkillCheck.TradeSkill( from, def.Trade, false );
double skillValue = skillBase;
Type type = null;
if ( skillBase >= resource.ReqSkill && SkillCheck.TestTrade( from, def.Trade, resource.MinSkill, resource.MaxSkill ) )
{
type = GetResourceType( from, tool, def, map, loc, resource );
if ( type != null )
type = MutateType( type, from, tool, def, map, loc, resource );
if ( type != null )
{
Item item = Construct( type, from );
if ( item == null )
{
type = null;
}
else
{
//The whole harvest system is kludgy and I'm sure this is just adding to it.
if ( item.Stackable )
{
item.Amount = def.ConsumedPerHarvest;
}
if ( item is WoodBoard )
{
item.ItemID = 0x1BE0;
item.Weight = 2.0;
}
bank.Consume( item.Amount, from );
if ( Give( from, item, def.PlaceAtFeetIfFull ) )
{
SendSuccessTo( from, item, resource );
}
else
{
SendPackFullTo( from, item, def, resource );
item.Delete();
}
if ( tool is BaseAxe && !(tool is Pickaxe) )
{
((BaseWeapon)tool).HitPoints--;
}
else if ( tool is IUsesRemaining )
{
IUsesRemaining toolWithUses = (IUsesRemaining)tool;
toolWithUses.ShowUsesRemaining = true;
if ( toolWithUses.UsesRemaining > 0 )
--toolWithUses.UsesRemaining;
if ( toolWithUses.UsesRemaining < 1 )
{
tool.Delete();
def.SendMessageTo( from, def.ToolBrokeMessage );
}
}
}
}
}
if ( type == null )
def.SendMessageTo( from, def.FailMessage );
OnHarvestFinished( from, tool, def, vein, bank, resource, toHarvest );
}
public virtual void OnHarvestFinished( Mobile from, Item tool, HarvestDefinition def, HarvestVein vein, HarvestBank bank, HarvestResource resource, object harvested )
{
}
public virtual bool SpecialHarvest( Mobile from, Item tool, HarvestDefinition def, Map map, Point3D loc )
{
return false;
}
public virtual Item Construct( Type type, Mobile from )
{
try{ return Activator.CreateInstance( type ) as Item; }
catch{ return null; }
}
public virtual HarvestVein MutateVein( Mobile from, Item tool, HarvestDefinition def, HarvestBank bank, object toHarvest, HarvestVein vein )
{
return vein;
}
public virtual void SendSuccessTo( Mobile from, Item item, HarvestResource resource )
{
resource.SendSuccessTo( from );
}
public virtual void SendPackFullTo( Mobile from, Item item, HarvestDefinition def, HarvestResource resource )
{
def.SendMessageTo( from, def.PackFullMessage );
}
public virtual bool Give( Mobile m, Item item, bool placeAtFeet )
{
if ( m.PlaceInBackpack( item ) )
return true;
if ( !placeAtFeet )
return false;
Map map = m.Map;
if ( map == null )
return false;
List<Item> atFeet = new List<Item>();
foreach ( Item obj in m.GetItemsInRange( 0 ) )
atFeet.Add( obj );
for ( int i = 0; i < atFeet.Count; ++i )
{
Item check = atFeet[i];
if ( check.StackWith( m, item, false ) )
return true;
}
item.MoveToWorld( m.Location, map );
return true;
}
public virtual Type MutateType( Type type, Mobile from, Item tool, HarvestDefinition def, Map map, Point3D loc, HarvestResource resource )
{
return from.Region.GetResource( type );
}
public virtual Type GetResourceType( Mobile from, Item tool, HarvestDefinition def, Map map, Point3D loc, HarvestResource resource )
{
if ( resource.Types.Length > 0 )
return resource.Types[Utility.Random( resource.Types.Length )];
return null;
}
public virtual HarvestResource MutateResource( Mobile from, Item tool, HarvestDefinition def, Map map, Point3D loc, HarvestVein vein, HarvestResource primary, HarvestResource fallback )
{
bool racialBonus = (def.RaceBonus && from.Race == Race.Orc );
if( vein.ChanceToFallback > (Utility.RandomDouble() + (racialBonus ? .20 : 0)) )
return fallback;
double skillValue = SkillCheck.TradeSkill( from, def.Trade, false );
if ( fallback != null && (skillValue < primary.ReqSkill || skillValue < primary.MinSkill) )
return fallback;
return primary;
}
public virtual bool OnHarvesting( Mobile from, Item tool, HarvestDefinition def, object toHarvest, object locked, bool last )
{
if ( !CheckHarvest( from, tool ) )
{
from.EndAction( locked );
return false;
}
int tileID;
Map map;
Point3D loc;
if ( !GetHarvestDetails( from, tool, toHarvest, out tileID, out map, out loc ) )
{
from.EndAction( locked );
OnBadHarvestTarget( from, tool, toHarvest );
return false;
}
else if ( !def.Validate( tileID ) )
{
from.EndAction( locked );
OnBadHarvestTarget( from, tool, toHarvest );
return false;
}
else if ( !CheckRange( from, tool, def, map, loc, true ) )
{
from.EndAction( locked );
return false;
}
else if ( !CheckResources( from, tool, def, map, loc, true ) )
{
from.EndAction( locked );
return false;
}
else if ( !CheckHarvest( from, tool, def, toHarvest ) )
{
from.EndAction( locked );
return false;
}
DoHarvestingEffect( from, tool, def, map, loc );
new HarvestSoundTimer( from, tool, this, def, toHarvest, locked, last ).Start();
return !last;
}
public virtual void DoHarvestingSound( Mobile from, Item tool, HarvestDefinition def, object toHarvest )
{
if ( def.EffectSounds.Length > 0 )
from.PlaySound( Utility.RandomList( def.EffectSounds ) );
}
public virtual void DoHarvestingEffect( Mobile from, Item tool, HarvestDefinition def, Map map, Point3D loc )
{
from.Direction = from.GetDirectionTo( loc );
if ( !from.Mounted )
from.Animate( Utility.RandomList( def.EffectActions ), 5, 1, true, false, 0 );
}
public virtual HarvestDefinition GetDefinition( int tileID )
{
HarvestDefinition def = null;
for ( int i = 0; def == null && i < m_Definitions.Count; ++i )
{
HarvestDefinition check = m_Definitions[i];
if ( check.Validate( tileID ) )
def = check;
}
return def;
}
public virtual void StartHarvesting( Mobile from, Item tool, object toHarvest )
{
if ( !CheckHarvest( from, tool ) )
return;
int tileID;
Map map;
Point3D loc;
if ( !GetHarvestDetails( from, tool, toHarvest, out tileID, out map, out loc ) )
{
OnBadHarvestTarget( from, tool, toHarvest );
return;
}
HarvestDefinition def = GetDefinition( tileID );
if ( def == null )
{
OnBadHarvestTarget( from, tool, toHarvest );
return;
}
if ( !CheckRange( from, tool, def, map, loc, false ) )
return;
else if ( !CheckResources( from, tool, def, map, loc, false ) )
return;
else if ( !CheckHarvest( from, tool, def, toHarvest ) )
return;
object toLock = GetLock( from, tool, def, toHarvest );
if ( !from.BeginAction( toLock ) )
{
OnConcurrentHarvest( from, tool, def, toHarvest );
return;
}
new HarvestTimer( from, tool, this, def, toHarvest, toLock ).Start();
OnHarvestStarted( from, tool, def, toHarvest );
}
public virtual bool GetHarvestDetails( Mobile from, Item tool, object toHarvest, out int tileID, out Map map, out Point3D loc )
{
if ( toHarvest is Static && !((Static)toHarvest).Movable )
{
Static obj = (Static)toHarvest;
tileID = (obj.ItemID & 0x3FFF) | 0x4000;
map = obj.Map;
loc = obj.GetWorldLocation();
}
else if ( toHarvest is StaticTarget )
{
StaticTarget obj = (StaticTarget)toHarvest;
tileID = (obj.ItemID & 0x3FFF) | 0x4000;
map = from.Map;
loc = obj.Location;
}
else if ( toHarvest is LandTarget )
{
LandTarget obj = (LandTarget)toHarvest;
tileID = obj.TileID;
map = from.Map;
loc = obj.Location;
}
else
{
tileID = 0;
map = null;
loc = Point3D.Zero;
return false;
}
return ( map != null && map != Map.Internal );
}
}
}
namespace Server
{
public interface IChopable
{
void OnChop( Mobile from );
}
[AttributeUsage( AttributeTargets.Class )]
public class FurnitureAttribute : Attribute
{
public static bool Check( Item item )
{
return ( item != null && item.GetType().IsDefined( typeof( FurnitureAttribute ), false ) );
}
public FurnitureAttribute()
{
}
}
}