AvatarsConquest/Scripts/Engines/Harvest/Lumberjacking.cs

161 lines
No EOL
5.3 KiB
C#

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
}
}