BritainKnights/Scripts/Items/Addons/ArcheryButteAddon.cs

371 lines
No EOL
8.6 KiB
C#

using System;
using System.Collections;
using Server;
using Server.Network;
using Server.Mobiles;
namespace Server.Items
{
[FlipableAttribute( 0x100A/*East*/, 0x100B/*South*/ )]
public class ArcheryButte : AddonComponent
{
private double m_MinSkill;
private double m_MaxSkill;
private int m_Arrows, m_Bolts;
private DateTime m_LastUse;
[CommandProperty( AccessLevel.GameMaster )]
public double MinSkill
{
get{ return m_MinSkill; }
set{ m_MinSkill = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public double MaxSkill
{
get{ return m_MaxSkill; }
set{ m_MaxSkill = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public DateTime LastUse
{
get{ return m_LastUse; }
set{ m_LastUse = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool FacingEast
{
get{ return ( ItemID == 0x100A ); }
set{ ItemID = value ? 0x100A : 0x100B; }
}
[CommandProperty( AccessLevel.GameMaster )]
public int Arrows
{
get{ return m_Arrows; }
set{ m_Arrows = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public int Bolts
{
get{ return m_Bolts; }
set{ m_Bolts = value; }
}
[Constructable]
public ArcheryButte() : this( 0x100A )
{
}
public ArcheryButte( int itemID ) : base( itemID )
{
m_MinSkill = -25.0;
m_MaxSkill = +25.0;
}
public ArcheryButte( Serial serial ) : base( serial )
{
}
public override void OnDoubleClick( Mobile from )
{
if ( (m_Arrows > 0 || m_Bolts > 0) && from.InRange( GetWorldLocation(), 1 ) )
Gather( from );
else
Fire( from );
}
public void Gather( Mobile from )
{
from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 500592 ); // You gather the arrows and bolts.
if ( m_Arrows > 0 )
from.AddToBackpack( new Arrow( m_Arrows ) );
if ( m_Bolts > 0 )
from.AddToBackpack( new Bolt( m_Bolts ) );
m_Arrows = 0;
m_Bolts = 0;
m_Entries = null;
}
private static TimeSpan UseDelay = TimeSpan.FromSeconds( 2.0 );
private class ScoreEntry
{
private int m_Total;
private int m_Count;
public int Total{ get{ return m_Total; } set{ m_Total = value; } }
public int Count{ get{ return m_Count; } set{ m_Count = value; } }
public void Record( int score )
{
m_Total += score;
m_Count += 1;
}
public ScoreEntry()
{
}
}
private Hashtable m_Entries;
private ScoreEntry GetEntryFor( Mobile from )
{
if ( m_Entries == null )
m_Entries = new Hashtable();
ScoreEntry e = (ScoreEntry)m_Entries[from];
if ( e == null )
m_Entries[from] = e = new ScoreEntry();
return e;
}
public void Fire( Mobile from )
{
BaseRanged bow = from.Weapon as BaseRanged;
if ( bow == null )
{
SendLocalizedMessageTo( from, 500593 ); // You must practice with ranged weapons on this.
return;
}
if ( DateTime.Now < (m_LastUse + UseDelay) )
return;
Point3D worldLoc = GetWorldLocation();
if ( FacingEast ? from.X <= worldLoc.X : from.Y <= worldLoc.Y )
{
from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 500596 ); // You would do better to stand in front of the archery butte.
return;
}
if ( FacingEast ? from.Y != worldLoc.Y : from.X != worldLoc.X )
{
from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 500597 ); // You aren't properly lined up with the archery butte to get an accurate shot.
return;
}
if ( !from.InRange( worldLoc, 6 ) )
{
from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 500598 ); // You are too far away from the archery butte to get an accurate shot.
return;
}
else if ( from.InRange( worldLoc, 4 ) )
{
from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 500599 ); // You are too close to the target.
return;
}
Container pack = from.Backpack;
Type ammoType = bow.AmmoType;
bool isArrow = ( ammoType == typeof( Arrow ) );
bool isBolt = ( ammoType == typeof( Bolt ) );
bool isKnown = ( isArrow || isBolt );
if ( from is PlayerMobile && ( pack == null || !pack.ConsumeTotal( ammoType, 1 ) ) )
{
if ( isArrow )
from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 500594 ); // You do not have any arrows with which to practice.
else if ( isBolt )
from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 500595 ); // You do not have any crossbow bolts with which to practice.
else
SendLocalizedMessageTo( from, 500593 ); // You must practice with ranged weapons on this.
return;
}
m_LastUse = DateTime.Now;
from.Direction = from.GetDirectionTo( GetWorldLocation() );
bow.PlaySwingAnimation( from );
from.MovingEffect( this, bow.EffectID, 18, 1, false, false );
ScoreEntry se = GetEntryFor( from );
if ( from is PlayerMobile && !from.CheckSkill( bow.Skill, m_MinSkill, m_MaxSkill ) )
{
from.PlaySound( bow.MissSound );
PublicOverheadMessage( MessageType.Regular, 0x3B2, 500604, from.Name ); // You miss the target altogether.
se.Record( 0 );
if ( se.Count == 1 )
PublicOverheadMessage( MessageType.Regular, 0x3B2, 1062719, se.Total.ToString() );
else
PublicOverheadMessage( MessageType.Regular, 0x3B2, 1042683, String.Format( "{0}\t{1}", se.Total, se.Count ) );
return;
}
Effects.PlaySound( Location, Map, 0x2B1 );
if ( from is PlayerMobile )
{
double rand = Utility.RandomDouble();
int area, score, splitScore;
if ( 0.10 > rand )
{
area = 0; // bullseye
score = 50;
splitScore = 100;
}
else if ( 0.25 > rand )
{
area = 1; // inner ring
score = 10;
splitScore = 20;
}
else if ( 0.50 > rand )
{
area = 2; // middle ring
score = 5;
splitScore = 15;
}
else
{
area = 3; // outer ring
score = 2;
splitScore = 5;
}
bool split = ( isKnown && ((m_Arrows + m_Bolts) * 0.02) > Utility.RandomDouble() );
if ( split )
{
PublicOverheadMessage( MessageType.Regular, 0x3B2, 1010027 + (isArrow ? 0 : 4) + area, from.Name );
}
else
{
PublicOverheadMessage( MessageType.Regular, 0x3B2, 1010035 + area, from.Name );
if ( isArrow )
++m_Arrows;
else if ( isBolt )
++m_Bolts;
}
se.Record( split ? splitScore : score );
if ( se.Count == 1 )
PublicOverheadMessage( MessageType.Regular, 0x3B2, 1062719, se.Total.ToString() );
else
PublicOverheadMessage( MessageType.Regular, 0x3B2, 1042683, String.Format( "{0}\t{1}", se.Total, se.Count ) );
}
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
writer.Write( m_MinSkill );
writer.Write( m_MaxSkill );
writer.Write( m_Arrows );
writer.Write( m_Bolts );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
switch ( version )
{
case 0:
{
m_MinSkill = reader.ReadDouble();
m_MaxSkill = reader.ReadDouble();
m_Arrows = reader.ReadInt();
m_Bolts = reader.ReadInt();
if ( m_MinSkill == 0.0 && m_MaxSkill == 30.0 )
{
m_MinSkill = -25.0;
m_MaxSkill = +25.0;
}
break;
}
}
}
}
public class ArcheryButteAddon : BaseAddon
{
public override BaseAddonDeed Deed{ get{ return new ArcheryButteDeed(); } }
[Constructable]
public ArcheryButteAddon()
{
AddComponent( new ArcheryButte( 0x100A ), 0, 0, 0 );
}
public ArcheryButteAddon( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
public class ArcheryButteDeed : BaseAddonDeed
{
public override BaseAddon Addon{ get{ return new ArcheryButteAddon(); } }
public override int LabelNumber{ get{ return 1024106; } } // archery butte
[Constructable]
public ArcheryButteDeed()
{
}
public ArcheryButteDeed( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}