BritainKnights/Scripts/Items/Treasure/LootPack.cs

631 lines
No EOL
17 KiB
C#

using System;
using System.Collections;
using Server;
using Server.Items;
using Server.Mobiles;
using System.Collections.Generic;
namespace Server
{
public class LootPack
{
private LootPackEntry[] m_Entries;
public LootPack( LootPackEntry[] entries )
{
m_Entries = entries;
}
public void Generate( Mobile from, Container cont, bool spawning )
{
if ( cont == null )
return;
for ( int i = 0; i < m_Entries.Length; ++i )
{
LootPackEntry entry = m_Entries[i];
bool shouldAdd = ( entry.Chance > Utility.Random( 10000 ) );
if ( !shouldAdd )
continue;
Item item = entry.Construct( from, spawning );
if ( item != null )
{
if ( !item.Stackable || !cont.TryDropItem( from, item, false ) )
cont.DropItem( item );
}
}
}
public static readonly LootPackItem[] Gold = new LootPackItem[]
{
new LootPackItem( typeof( Gold ), 1 )
};
public static readonly LootPackItem[] Instruments = new LootPackItem[]
{
new LootPackItem( typeof( BaseInstrument ), 1 )
};
public static readonly LootPackItem[] LowPotionItems = new LootPackItem[]
{
new LootPackItem( typeof( LesserHealPotion ), 1 )
};
public static readonly LootPackItem[] MedPotionItems = new LootPackItem[]
{
new LootPackItem( typeof( HealPotion ), 1 )
};
public static readonly LootPackItem[] HighPotionItems = new LootPackItem[]
{
new LootPackItem( typeof( GreaterHealPotion ), 1 )
};
public static readonly LootPackItem[] LowScrollItems = new LootPackItem[]
{
new LootPackItem( typeof( ClumsyScroll ), 1 )
};
public static readonly LootPackItem[] MedScrollItems = new LootPackItem[]
{
new LootPackItem( typeof( ArchCureScroll ), 1 )
};
public static readonly LootPackItem[] HighScrollItems = new LootPackItem[]
{
new LootPackItem( typeof( SummonAirElementalScroll ), 1 )
};
public static readonly LootPackItem[] GemItems = new LootPackItem[]
{
new LootPackItem( typeof( Amber ), 1 )
};
public static readonly LootPackItem[] PotionItems = new LootPackItem[]
{
new LootPackItem( typeof( AgilityPotion ), 1 ),
new LootPackItem( typeof( StrengthPotion ), 1 ),
new LootPackItem( typeof( RefreshPotion ), 1 ),
new LootPackItem( typeof( LesserCurePotion ), 1 ),
new LootPackItem( typeof( LesserHealPotion ), 1 ),
new LootPackItem( typeof( LesserPoisonPotion ), 1 )
};
#region Old Magic Items
public static readonly LootPackItem[] LootMagicItems = new LootPackItem[]
{
new LootPackItem( typeof( BaseJewel ), 1 ),
new LootPackItem( typeof( BaseArmor ), 4 ),
new LootPackItem( typeof( BaseWeapon ), 3 ),
new LootPackItem( typeof( BaseRanged ), 1 ),
new LootPackItem( typeof( BaseShield ), 1 ),
new LootPackItem( typeof( BaseClothing ), 1 )
};
#endregion
#region definitions
public static readonly LootPack LootPoor = new LootPack( new LootPackEntry[]
{
new LootPackEntry( true, Gold, 100.00, "1d25" ),
new LootPackEntry( false, Instruments, 0.02, 1 )
} );
public static readonly LootPack LootMeager = new LootPack( new LootPackEntry[]
{
new LootPackEntry( true, Gold, 100.00, "5d10+25" ),
new LootPackEntry( false, Instruments, 0.10, 1 ),
new LootPackEntry( false, LootMagicItems, 1.00, 1, 1, 0, 60 ),
new LootPackEntry( false, LootMagicItems, 0.20, 1, 1, 10, 70 )
} );
public static readonly LootPack LootAverage = new LootPack( new LootPackEntry[]
{
new LootPackEntry( true, Gold, 100.00, "10d10+50" ),
new LootPackEntry( false, Instruments, 0.40, 1 ),
new LootPackEntry( false, LootMagicItems, 5.00, 1, 1, 20, 80 ),
new LootPackEntry( false, LootMagicItems, 2.00, 1, 1, 30, 90 ),
new LootPackEntry( false, LootMagicItems, 0.50, 1, 1, 40, 100 )
} );
public static readonly LootPack LootRich = new LootPack( new LootPackEntry[]
{
new LootPackEntry( true, Gold, 100.00, "10d10+250" ),
new LootPackEntry( false, Instruments, 1.00, 1 ),
new LootPackEntry( false, LootMagicItems, 20.00, 1, 1, 60, 100 ),
new LootPackEntry( false, LootMagicItems, 10.00, 1, 1, 65, 100 ),
new LootPackEntry( false, LootMagicItems, 1.00, 1, 1, 70, 100 )
} );
public static readonly LootPack LootFilthyRich = new LootPack( new LootPackEntry[]
{
new LootPackEntry( true, Gold, 100.00, "2d125+400" ),
new LootPackEntry( false, Instruments, 2.00, 1 ),
new LootPackEntry( false, LootMagicItems, 33.00, 1, 1, 50, 100 ),
new LootPackEntry( false, LootMagicItems, 33.00, 1, 1, 60, 100 ),
new LootPackEntry( false, LootMagicItems, 20.00, 1, 1, 70, 100 ),
new LootPackEntry( false, LootMagicItems, 5.00, 1, 1, 80, 100 )
} );
public static readonly LootPack LootUltraRich = new LootPack( new LootPackEntry[]
{
new LootPackEntry( true, Gold, 100.00, "5d100+500" ),
new LootPackEntry( false, Instruments, 2.00, 1 ),
new LootPackEntry( false, LootMagicItems, 100.00, 1, 1, 40, 100 ),
new LootPackEntry( false, LootMagicItems, 100.00, 1, 1, 40, 100 ),
new LootPackEntry( false, LootMagicItems, 100.00, 1, 1, 50, 100 ),
new LootPackEntry( false, LootMagicItems, 100.00, 1, 1, 50, 100 ),
new LootPackEntry( false, LootMagicItems, 100.00, 1, 1, 60, 100 ),
new LootPackEntry( false, LootMagicItems, 100.00, 1, 1, 60, 100 )
} );
public static readonly LootPack LootSuperBoss = new LootPack( new LootPackEntry[]
{
new LootPackEntry( true, Gold, 100.00, "5d100+500" ),
new LootPackEntry( false, Instruments, 2.00, 1 ),
new LootPackEntry( false, LootMagicItems, 100.00, 1, 1, 40, 100 ),
new LootPackEntry( false, LootMagicItems, 100.00, 1, 1, 40, 100 ),
new LootPackEntry( false, LootMagicItems, 100.00, 1, 1, 40, 100 ),
new LootPackEntry( false, LootMagicItems, 100.00, 1, 1, 50, 100 ),
new LootPackEntry( false, LootMagicItems, 100.00, 1, 1, 50, 100 ),
new LootPackEntry( false, LootMagicItems, 100.00, 1, 1, 50, 100 ),
new LootPackEntry( false, LootMagicItems, 100.00, 1, 1, 60, 100 ),
new LootPackEntry( false, LootMagicItems, 100.00, 1, 1, 60, 100 ),
new LootPackEntry( false, LootMagicItems, 100.00, 1, 1, 60, 100 ),
new LootPackEntry( false, LootMagicItems, 100.00, 1, 1, 70, 100 )
} );
#endregion
#region Generic accessors
public static LootPack Poor{ get{ return LootPoor; } }
public static LootPack Meager{ get{ return LootMeager; } }
public static LootPack Average{ get{ return LootAverage; } }
public static LootPack Rich{ get{ return LootRich; } }
public static LootPack FilthyRich{ get{ return LootFilthyRich; } }
public static LootPack UltraRich{ get{ return LootUltraRich; } }
public static LootPack SuperBoss{ get{ return LootSuperBoss; } }
#endregion
public static readonly LootPack LowPotions = new LootPack( new LootPackEntry[]
{
new LootPackEntry( false, LowPotionItems, 100.00, 1 )
} );
public static readonly LootPack MedPotions = new LootPack( new LootPackEntry[]
{
new LootPackEntry( false, MedPotionItems, 100.00, 1 )
} );
public static readonly LootPack HighPotions = new LootPack( new LootPackEntry[]
{
new LootPackEntry( false, HighPotionItems, 100.00, 1 )
} );
public static readonly LootPack LowScrolls = new LootPack( new LootPackEntry[]
{
new LootPackEntry( false, LowScrollItems, 100.00, 1 )
} );
public static readonly LootPack MedScrolls = new LootPack( new LootPackEntry[]
{
new LootPackEntry( false, MedScrollItems, 100.00, 1 )
} );
public static readonly LootPack HighScrolls = new LootPack( new LootPackEntry[]
{
new LootPackEntry( false, HighScrollItems, 100.00, 1 )
} );
public static readonly LootPack Gems = new LootPack( new LootPackEntry[]
{
new LootPackEntry( false, GemItems, 100.00, 1 )
} );
}
public class LootPackEntry
{
private int m_Chance;
private LootPackDice m_Quantity;
private int m_MaxProps, m_MinIntensity, m_MaxIntensity;
private bool m_AtSpawnTime;
private LootPackItem[] m_Items;
public int Chance
{
get{ return m_Chance; }
set{ m_Chance = value; }
}
public LootPackDice Quantity
{
get{ return m_Quantity; }
set{ m_Quantity = value; }
}
public int MaxProps
{
get{ return m_MaxProps; }
set{ m_MaxProps = value; }
}
public int MinIntensity
{
get{ return m_MinIntensity; }
set{ m_MinIntensity = value; }
}
public int MaxIntensity
{
get{ return m_MaxIntensity; }
set{ m_MaxIntensity = value; }
}
public LootPackItem[] Items
{
get{ return m_Items; }
set{ m_Items = value; }
}
public Item Construct( Mobile from, bool spawning )
{
if ( m_AtSpawnTime != spawning )
return null;
int totalChance = 0;
for ( int i = 0; i < m_Items.Length; ++i )
totalChance += m_Items[i].Chance;
int rnd = Utility.Random( totalChance );
for ( int i = 0; i < m_Items.Length; ++i )
{
LootPackItem item = m_Items[i];
if ( rnd < item.Chance )
return Mutate( from, item.Construct() );
rnd -= item.Chance;
}
return null;
}
private int GetRandomOldBonus()
{
int rnd = Utility.RandomMinMax( m_MinIntensity, m_MaxIntensity );
if ( 50 > rnd )
return 1;
else
rnd -= 50;
if ( 25 > rnd )
return 2;
else
rnd -= 25;
if ( 14 > rnd )
return 3;
else
rnd -= 14;
if ( 8 > rnd )
return 4;
return 5;
}
public Item Mutate( Mobile from, Item item )
{
if ( item != null )
{
if ( item is BaseWeapon && 1 > Utility.Random( 100 ) )
{
item.Delete();
item = new FireHorn();
return item;
}
if ( item is BaseWeapon || item is BaseArmor || item is BaseJewel || item is BaseHat )
{
if ( item is BaseWeapon )
{
BaseWeapon weapon = (BaseWeapon)item;
if ( 80 > Utility.Random( 100 ) )
weapon.AccuracyLevel = (WeaponAccuracyLevel)GetRandomOldBonus();
if ( 60 > Utility.Random( 100 ) )
weapon.DamageLevel = (WeaponDamageLevel)GetRandomOldBonus();
if ( 40 > Utility.Random( 100 ) )
weapon.DurabilityLevel = (WeaponDurabilityLevel)GetRandomOldBonus();
if ( 5 > Utility.Random( 100 ) )
weapon.Slayer = SlayerGroup.GetLootSlayerType();
if ( from != null && weapon.AccuracyLevel == 0 && weapon.DamageLevel == 0 && weapon.DurabilityLevel == 0 && weapon.Slayer == SlayerName.None && 5 > Utility.Random( 100 ) )
weapon.Slayer = SlayerGroup.GetLootSlayerType();
}
else if ( item is BaseArmor )
{
BaseArmor armor = (BaseArmor)item;
if ( 80 > Utility.Random( 100 ) )
armor.ProtectionLevel = (ArmorProtectionLevel)GetRandomOldBonus();
if ( 40 > Utility.Random( 100 ) )
armor.Durability = (ArmorDurabilityLevel)GetRandomOldBonus();
}
}
else if ( item is BaseInstrument )
{
SlayerName slayer = SlayerGroup.GetLootSlayerType();
if ( slayer == SlayerName.None )
{
item.Delete();
return null;
}
BaseInstrument instr = (BaseInstrument)item;
instr.Quality = InstrumentQuality.Regular;
instr.Slayer = slayer;
}
if ( item.Stackable )
item.Amount = m_Quantity.Roll();
}
return item;
}
public LootPackEntry( bool atSpawnTime, LootPackItem[] items, double chance, string quantity ) : this( atSpawnTime, items, chance, new LootPackDice( quantity ), 0, 0, 0 )
{
}
public LootPackEntry( bool atSpawnTime, LootPackItem[] items, double chance, int quantity ) : this( atSpawnTime, items, chance, new LootPackDice( 0, 0, quantity ), 0, 0, 0 )
{
}
public LootPackEntry( bool atSpawnTime, LootPackItem[] items, double chance, string quantity, int maxProps, int minIntensity, int maxIntensity ) : this( atSpawnTime, items, chance, new LootPackDice( quantity ), maxProps, minIntensity, maxIntensity )
{
}
public LootPackEntry( bool atSpawnTime, LootPackItem[] items, double chance, int quantity, int maxProps, int minIntensity, int maxIntensity ) : this( atSpawnTime, items, chance, new LootPackDice( 0, 0, quantity ), maxProps, minIntensity, maxIntensity )
{
}
public LootPackEntry( bool atSpawnTime, LootPackItem[] items, double chance, LootPackDice quantity, int maxProps, int minIntensity, int maxIntensity )
{
m_AtSpawnTime = atSpawnTime;
m_Items = items;
m_Chance = (int)(100 * chance);
m_Quantity = quantity;
m_MaxProps = maxProps;
m_MinIntensity = minIntensity;
m_MaxIntensity = maxIntensity;
}
public int GetBonusProperties()
{
int p0=0, p1=0, p2=0, p3=0, p4=0, p5=0;
switch ( m_MaxProps )
{
case 1: p0= 3; p1= 1; break;
case 2: p0= 6; p1= 3; p2= 1; break;
case 3: p0=10; p1= 6; p2= 3; p3= 1; break;
case 4: p0=16; p1=12; p2= 6; p3= 5; p4=1; break;
case 5: p0=30; p1=25; p2=20; p3=15; p4=9; p5=1; break;
}
int pc = p0+p1+p2+p3+p4+p5;
int rnd = Utility.Random( pc );
if ( rnd < p5 )
return 5;
else
rnd -= p5;
if ( rnd < p4 )
return 4;
else
rnd -= p4;
if ( rnd < p3 )
return 3;
else
rnd -= p3;
if ( rnd < p2 )
return 2;
else
rnd -= p2;
if ( rnd < p1 )
return 1;
return 0;
}
}
public class LootPackItem
{
private Type m_Type;
private int m_Chance;
public Type Type
{
get{ return m_Type; }
set{ m_Type = value; }
}
public int Chance
{
get{ return m_Chance; }
set{ m_Chance = value; }
}
private static Type[] m_BlankTypes = new Type[]{ typeof( BlankScroll ) };
public static Item RandomScroll( int index, int minCircle, int maxCircle )
{
--minCircle;
--maxCircle;
int scrollCount = ((maxCircle - minCircle) + 1) * 8;
if ( index == 0 )
scrollCount += m_BlankTypes.Length;
int rnd = Utility.Random( scrollCount );
if ( index == 0 && rnd < m_BlankTypes.Length )
return Loot.Construct( m_BlankTypes );
else if ( index == 0 )
rnd -= m_BlankTypes.Length;
return Loot.RandomScroll( minCircle * 8, (maxCircle * 8) + 7, SpellbookType.Regular );
}
public Item Construct()
{
try
{
Item item;
if ( m_Type == typeof( BaseRanged ) )
item = Loot.RandomRangedWeapon();
else if ( m_Type == typeof( BaseWeapon ) )
item = Loot.RandomWeapon();
else if ( m_Type == typeof( BaseArmor ) )
item = Loot.RandomArmor();
else if ( m_Type == typeof( BaseClothing ) )
item = Loot.RandomClothing();
else if ( m_Type == typeof( BaseShield ) )
item = Loot.RandomShield();
else if ( m_Type == typeof( BaseJewel ) )
item = Loot.RandomJewelry();
else if ( m_Type == typeof( BaseInstrument ) )
item = Loot.RandomInstrument();
else if ( m_Type == typeof( Amber ) ) // gem
item = Loot.RandomGem();
else if ( m_Type == typeof( LesserHealPotion ) ) // low potions
item = Loot.RandomLowPotion();
else if ( m_Type == typeof( HealPotion ) ) // med potions
item = Loot.RandomMedPotion();
else if ( m_Type == typeof( GreaterHealPotion ) ) // high potions
item = Loot.RandomHighPotion();
else if ( m_Type == typeof( ClumsyScroll ) ) // low scroll
item = RandomScroll( 0, 1, 3 );
else if ( m_Type == typeof( ArchCureScroll ) ) // med scroll
item = RandomScroll( 1, 4, 7 );
else if ( m_Type == typeof( SummonAirElementalScroll ) ) // high scroll
item = RandomScroll( 2, 8, 8 );
else
item = Activator.CreateInstance( m_Type ) as Item;
return item;
}
catch
{
}
return null;
}
public LootPackItem( Type type, int chance )
{
m_Type = type;
m_Chance = chance;
}
}
public class LootPackDice
{
private int m_Count, m_Sides, m_Bonus;
public int Count
{
get{ return m_Count; }
set{ m_Count = value; }
}
public int Sides
{
get{ return m_Sides; }
set{ m_Sides = value; }
}
public int Bonus
{
get{ return m_Bonus; }
set{ m_Bonus = value; }
}
public int Roll()
{
int v = m_Bonus;
double w;
for ( int i = 0; i < m_Count; ++i )
v += Utility.Random( 1, m_Sides );
w = v * (Server.Misc.Settings.GoldCutRate() * .01);
return (int)w;
}
public LootPackDice( string str )
{
int start = 0;
int index = str.IndexOf( 'd', start );
if ( index < start )
return;
m_Count = Utility.ToInt32( str.Substring( start, index-start ) );
bool negative;
start = index + 1;
index = str.IndexOf( '+', start );
if ( negative = (index < start) )
index = str.IndexOf( '-', start );
if ( index < start )
index = str.Length;
m_Sides = Utility.ToInt32( str.Substring( start, index-start ) );
if ( index == str.Length )
return;
start = index + 1;
index = str.Length;
m_Bonus = Utility.ToInt32( str.Substring( start, index-start ) );
if ( negative )
m_Bonus *= -1;
}
public LootPackDice( int count, int sides, int bonus )
{
m_Count = count;
m_Sides = sides;
m_Bonus = bonus;
}
}
}