AvatarsConquest/Scripts/Engines/Craft/Core/Repair.cs

230 lines
No EOL
6.5 KiB
C#

using System;
using Server;
using Server.Mobiles;
using Server.Targeting;
using Server.Items;
using Server.Misc;
namespace Server.Engines.Craft
{
public class Repair
{
public Repair()
{
}
public static void Do( Mobile from, CraftSystem craftSystem, BaseTool tool )
{
from.Target = new InternalTarget( craftSystem, tool );
from.SendLocalizedMessage( 1044276 ); // Target an item to repair.
}
private class InternalTarget : Target
{
private CraftSystem m_CraftSystem;
private BaseTool m_Tool;
public InternalTarget( CraftSystem craftSystem, BaseTool tool ) : base ( 2, false, TargetFlags.None )
{
m_CraftSystem = craftSystem;
m_Tool = tool;
}
private static void EndGolemRepair( object state )
{
((Mobile)state).EndAction( typeof( Golem ) );
}
private int GetWeakenChance( Mobile mob, Trades trade, int curHits, int maxHits )
{
// 40% - (1% per hp lost) - (1% per 10 craft skill)
return (40 + (maxHits - curHits)) - (int)((SkillCheck.TradeSkill( mob, trade, false ) ) / 10);
}
private bool CheckWeaken( Mobile mob, Trades trade, int curHits, int maxHits )
{
return ( GetWeakenChance( mob, trade, curHits, maxHits ) > Utility.Random( 100 ) );
}
private int GetRepairDifficulty( int curHits, int maxHits )
{
return (((maxHits - curHits) * 1250) / Math.Max( maxHits, 1 )) - 250;
}
private bool CheckRepairDifficulty( Mobile mob, Trades trade, int curHits, int maxHits )
{
double difficulty = GetRepairDifficulty( curHits, maxHits ) * 0.1;
return SkillCheck.TestTrade( mob, trade, difficulty - 25.0, difficulty + 25.0 );
}
private bool IsSpecialClothing( BaseClothing clothing )
{
// Armor repairable but not craftable
if( m_CraftSystem is DefTailoring )
{
return (clothing is BearMask)
|| (clothing is DeerMask);
}
return false;
}
private bool IsSpecialWeapon( BaseWeapon weapon )
{
// Weapons repairable but not craftable
if ( m_CraftSystem is DefTinkering )
{
return ( weapon is Cleaver )
|| ( weapon is Hatchet )
|| ( weapon is Pickaxe )
|| ( weapon is ButcherKnife )
|| ( weapon is SkinningKnife );
}
else if ( m_CraftSystem is DefCarpentry )
{
return ( weapon is Club )
|| ( weapon is BlackStaff );
}
else if ( m_CraftSystem is DefTailoring )
{
return ( weapon is Whip );
}
else if ( m_CraftSystem is DefBlacksmithy )
{
return ( weapon is Pitchfork );
}
return false;
}
protected override void OnTarget( Mobile from, object targeted )
{
int number;
if ( m_CraftSystem.CanCraft( from, m_Tool, targeted.GetType() ) == 1044267 )
{
number = 1044282; // You must be near a forge and and anvil to repair items. * Yes, there are two and's *
}
else if ( targeted is BaseWeapon )
{
BaseWeapon weapon = (BaseWeapon)targeted;
Trades trade = m_CraftSystem.MainSkill;
int toWeaken = 0;
double skillLevel = SkillCheck.TradeSkill( from, trade, false );
if ( skillLevel >= 90.0 )
toWeaken = 1;
else if ( skillLevel >= 70.0 )
toWeaken = 2;
else
toWeaken = 3;
if ( m_CraftSystem.CraftItems.SearchForSubclass( weapon.GetType() ) == null && !IsSpecialWeapon( weapon ) )
{
number = 1044277; // That item cannot be repaired.
}
else if ( !weapon.IsChildOf( from.Backpack ) )
{
number = 1044275; // The item must be in your backpack to repair it.
}
else if ( weapon.MaxHitPoints <= 0 || weapon.HitPoints == weapon.MaxHitPoints )
{
number = 1044281; // That item is in full repair
}
else if ( weapon.MaxHitPoints <= toWeaken )
{
number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
}
else
{
if ( CheckWeaken( from, trade, weapon.HitPoints, weapon.MaxHitPoints ) )
{
weapon.MaxHitPoints -= toWeaken;
weapon.HitPoints = Math.Max( 0, weapon.HitPoints - toWeaken );
}
if ( CheckRepairDifficulty( from, trade, weapon.HitPoints, weapon.MaxHitPoints ) )
{
number = 1044279; // You repair the item.
m_CraftSystem.PlayCraftEffect( from );
weapon.HitPoints = weapon.MaxHitPoints;
}
else
{
number = 1044280; // You fail to repair the item.
m_CraftSystem.PlayCraftEffect( from );
}
}
}
else if ( targeted is BaseArmor )
{
BaseArmor armor = (BaseArmor)targeted;
Trades trade = m_CraftSystem.MainSkill;
int toWeaken = 0;
double skillLevel = SkillCheck.TradeSkill( from, trade, false );
if ( skillLevel >= 90.0 )
toWeaken = 1;
else if ( skillLevel >= 70.0 )
toWeaken = 2;
else
toWeaken = 3;
if ( m_CraftSystem.CraftItems.SearchForSubclass( armor.GetType() ) == null )
{
number = 1044277; // That item cannot be repaired.
}
else if ( !armor.IsChildOf( from.Backpack ) )
{
number = 1044275; // The item must be in your backpack to repair it.
}
else if ( armor.MaxHitPoints <= 0 || armor.HitPoints == armor.MaxHitPoints )
{
number = 1044281; // That item is in full repair
}
else if ( armor.MaxHitPoints <= toWeaken )
{
number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
}
else
{
if ( CheckWeaken( from, trade, armor.HitPoints, armor.MaxHitPoints ) )
{
armor.MaxHitPoints -= toWeaken;
armor.HitPoints = Math.Max( 0, armor.HitPoints - toWeaken );
}
if ( CheckRepairDifficulty( from, trade, armor.HitPoints, armor.MaxHitPoints ) )
{
number = 1044279; // You repair the item.
m_CraftSystem.PlayCraftEffect( from );
armor.HitPoints = armor.MaxHitPoints;
}
else
{
number = 1044280; // You fail to repair the item.
m_CraftSystem.PlayCraftEffect( from );
}
}
}
else if ( targeted is Item )
{
number = 1044277;
}
else
{
number = 500426; // You can't repair that.
}
CraftContext context = m_CraftSystem.GetContext( from );
from.SendGump( new CraftGump( from, m_CraftSystem, m_Tool, number ) );
}
}
}
}