Changes properties to use automatic property initializers
This commit is contained in:
parent
f0a48ad431
commit
06fa31a7bf
623 changed files with 13072 additions and 19304 deletions
|
|
@ -157,40 +157,36 @@ namespace Server.Items
|
|||
|
||||
public class BandageContext
|
||||
{
|
||||
private Mobile m_Healer;
|
||||
private Mobile m_Patient;
|
||||
private int m_Slips;
|
||||
private Timer m_Timer;
|
||||
public Mobile Healer { get; }
|
||||
|
||||
public Mobile Healer => m_Healer;
|
||||
public Mobile Patient => m_Patient;
|
||||
public int Slips{ get => m_Slips;
|
||||
set => m_Slips = value;
|
||||
}
|
||||
public Timer Timer => m_Timer;
|
||||
public Mobile Patient { get; }
|
||||
|
||||
public int Slips { get; set; }
|
||||
|
||||
public Timer Timer { get; private set; }
|
||||
|
||||
public void Slip()
|
||||
{
|
||||
m_Healer.SendLocalizedMessage( 500961 ); // Your fingers slip!
|
||||
++m_Slips;
|
||||
Healer.SendLocalizedMessage( 500961 ); // Your fingers slip!
|
||||
++Slips;
|
||||
}
|
||||
|
||||
public BandageContext( Mobile healer, Mobile patient, TimeSpan delay )
|
||||
{
|
||||
m_Healer = healer;
|
||||
m_Patient = patient;
|
||||
Healer = healer;
|
||||
Patient = patient;
|
||||
|
||||
m_Timer = new InternalTimer( this, delay );
|
||||
m_Timer.Start();
|
||||
Timer = new InternalTimer( this, delay );
|
||||
Timer.Start();
|
||||
}
|
||||
|
||||
public void StopHeal()
|
||||
{
|
||||
m_Table.Remove( m_Healer );
|
||||
m_Table.Remove( Healer );
|
||||
|
||||
m_Timer?.Stop();
|
||||
Timer?.Stop();
|
||||
|
||||
m_Timer = null;
|
||||
Timer = null;
|
||||
}
|
||||
|
||||
private static Dictionary<Mobile, BandageContext> m_Table = new Dictionary<Mobile, BandageContext>();
|
||||
|
|
@ -223,38 +219,38 @@ namespace Server.Items
|
|||
bool playSound = true;
|
||||
bool checkSkills = false;
|
||||
|
||||
SkillName primarySkill = GetPrimarySkill( m_Patient );
|
||||
SkillName secondarySkill = GetSecondarySkill( m_Patient );
|
||||
SkillName primarySkill = GetPrimarySkill( Patient );
|
||||
SkillName secondarySkill = GetSecondarySkill( Patient );
|
||||
|
||||
BaseCreature petPatient = m_Patient as BaseCreature;
|
||||
BaseCreature petPatient = Patient as BaseCreature;
|
||||
|
||||
if ( !m_Healer.Alive )
|
||||
if ( !Healer.Alive )
|
||||
{
|
||||
healerNumber = 500962; // You were unable to finish your work before you died.
|
||||
patientNumber = -1;
|
||||
playSound = false;
|
||||
}
|
||||
else if ( !m_Healer.InRange( m_Patient, Bandage.Range ) )
|
||||
else if ( !Healer.InRange( Patient, Bandage.Range ) )
|
||||
{
|
||||
healerNumber = 500963; // You did not stay close enough to heal your target.
|
||||
patientNumber = -1;
|
||||
playSound = false;
|
||||
}
|
||||
else if ( !m_Patient.Alive || (petPatient != null && petPatient.IsDeadPet) )
|
||||
else if ( !Patient.Alive || (petPatient != null && petPatient.IsDeadPet) )
|
||||
{
|
||||
double healing = m_Healer.Skills[primarySkill].Value;
|
||||
double anatomy = m_Healer.Skills[secondarySkill].Value;
|
||||
double chance = ((healing - 68.0) / 50.0) - (m_Slips * 0.02);
|
||||
double healing = Healer.Skills[primarySkill].Value;
|
||||
double anatomy = Healer.Skills[secondarySkill].Value;
|
||||
double chance = ((healing - 68.0) / 50.0) - (Slips * 0.02);
|
||||
|
||||
if (( (checkSkills = (healing >= 80.0 && anatomy >= 80.0)) && chance > Utility.RandomDouble() )
|
||||
|| ( Core.SE && petPatient is Factions.FactionWarHorse && petPatient.ControlMaster == m_Healer) ) //TODO: Dbl check doesn't check for faction of the horse here?
|
||||
|| ( Core.SE && petPatient is Factions.FactionWarHorse && petPatient.ControlMaster == Healer) ) //TODO: Dbl check doesn't check for faction of the horse here?
|
||||
{
|
||||
if ( m_Patient.Map == null || !m_Patient.Map.CanFit( m_Patient.Location, 16, false, false ) )
|
||||
if ( Patient.Map == null || !Patient.Map.CanFit( Patient.Location, 16, false, false ) )
|
||||
{
|
||||
healerNumber = 501042; // Target can not be resurrected at that location.
|
||||
patientNumber = 502391; // Thou can not be resurrected there!
|
||||
}
|
||||
else if ( m_Patient.Region != null && m_Patient.Region.IsPartOf( "Khaldun" ) )
|
||||
else if ( Patient.Region != null && Patient.Region.IsPartOf( "Khaldun" ) )
|
||||
{
|
||||
healerNumber = 1010395; // The veil of death in this area is too strong and resists thy efforts to restore life.
|
||||
patientNumber = -1;
|
||||
|
|
@ -264,14 +260,14 @@ namespace Server.Items
|
|||
healerNumber = 500965; // You are able to resurrect your patient.
|
||||
patientNumber = -1;
|
||||
|
||||
m_Patient.PlaySound( 0x214 );
|
||||
m_Patient.FixedEffect( 0x376A, 10, 16 );
|
||||
Patient.PlaySound( 0x214 );
|
||||
Patient.FixedEffect( 0x376A, 10, 16 );
|
||||
|
||||
if ( petPatient != null && petPatient.IsDeadPet )
|
||||
{
|
||||
Mobile master = petPatient.ControlMaster;
|
||||
|
||||
if ( master != null && m_Healer == master )
|
||||
if ( master != null && Healer == master )
|
||||
{
|
||||
petPatient.ResurrectPet();
|
||||
|
||||
|
|
@ -285,7 +281,7 @@ namespace Server.Items
|
|||
healerNumber = 503255; // You are able to resurrect the creature.
|
||||
|
||||
master.CloseGump( typeof( PetResurrectGump ) );
|
||||
master.SendGump( new PetResurrectGump( m_Healer, petPatient ) );
|
||||
master.SendGump( new PetResurrectGump( Healer, petPatient ) );
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -302,7 +298,7 @@ namespace Server.Items
|
|||
healerNumber = 503255; // You are able to resurrect the creature.
|
||||
|
||||
friend.CloseGump( typeof( PetResurrectGump ) );
|
||||
friend.SendGump( new PetResurrectGump( m_Healer, petPatient ) );
|
||||
friend.SendGump( new PetResurrectGump( Healer, petPatient ) );
|
||||
|
||||
found = true;
|
||||
break;
|
||||
|
|
@ -315,8 +311,8 @@ namespace Server.Items
|
|||
}
|
||||
else
|
||||
{
|
||||
m_Patient.CloseGump( typeof( ResurrectGump ) );
|
||||
m_Patient.SendGump( new ResurrectGump( m_Patient, m_Healer ) );
|
||||
Patient.CloseGump( typeof( ResurrectGump ) );
|
||||
Patient.SendGump( new ResurrectGump( Patient, Healer ) );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -330,19 +326,19 @@ namespace Server.Items
|
|||
patientNumber = -1;
|
||||
}
|
||||
}
|
||||
else if ( m_Patient.Poisoned )
|
||||
else if ( Patient.Poisoned )
|
||||
{
|
||||
m_Healer.SendLocalizedMessage( 500969 ); // You finish applying the bandages.
|
||||
Healer.SendLocalizedMessage( 500969 ); // You finish applying the bandages.
|
||||
|
||||
double healing = m_Healer.Skills[primarySkill].Value;
|
||||
double anatomy = m_Healer.Skills[secondarySkill].Value;
|
||||
double chance = ((healing - 30.0) / 50.0) - (m_Patient.Poison.Level * 0.1) - (m_Slips * 0.02);
|
||||
double healing = Healer.Skills[primarySkill].Value;
|
||||
double anatomy = Healer.Skills[secondarySkill].Value;
|
||||
double chance = ((healing - 30.0) / 50.0) - (Patient.Poison.Level * 0.1) - (Slips * 0.02);
|
||||
|
||||
if ( (checkSkills = (healing >= 60.0 && anatomy >= 60.0)) && chance > Utility.RandomDouble() )
|
||||
{
|
||||
if ( m_Patient.CurePoison( m_Healer ) )
|
||||
if ( Patient.CurePoison( Healer ) )
|
||||
{
|
||||
healerNumber = (m_Healer == m_Patient) ? -1 : 1010058; // You have cured the target of all poisons.
|
||||
healerNumber = (Healer == Patient) ? -1 : 1010058; // You have cured the target of all poisons.
|
||||
patientNumber = 1010059; // You have been cured of all poisons.
|
||||
}
|
||||
else
|
||||
|
|
@ -357,20 +353,20 @@ namespace Server.Items
|
|||
patientNumber = -1;
|
||||
}
|
||||
}
|
||||
else if ( BleedAttack.IsBleeding( m_Patient ) )
|
||||
else if ( BleedAttack.IsBleeding( Patient ) )
|
||||
{
|
||||
healerNumber = 1060088; // You bind the wound and stop the bleeding
|
||||
patientNumber = 1060167; // The bleeding wounds have healed, you are no longer bleeding!
|
||||
|
||||
BleedAttack.EndBleed( m_Patient, false );
|
||||
BleedAttack.EndBleed( Patient, false );
|
||||
}
|
||||
else if ( MortalStrike.IsWounded( m_Patient ) )
|
||||
else if ( MortalStrike.IsWounded( Patient ) )
|
||||
{
|
||||
healerNumber = ( m_Healer == m_Patient ? 1005000 : 1010398 );
|
||||
healerNumber = ( Healer == Patient ? 1005000 : 1010398 );
|
||||
patientNumber = -1;
|
||||
playSound = false;
|
||||
}
|
||||
else if ( m_Patient.Hits == m_Patient.HitsMax )
|
||||
else if ( Patient.Hits == Patient.HitsMax )
|
||||
{
|
||||
healerNumber = 500967; // You heal what little damage your patient had.
|
||||
patientNumber = -1;
|
||||
|
|
@ -380,9 +376,9 @@ namespace Server.Items
|
|||
checkSkills = true;
|
||||
patientNumber = -1;
|
||||
|
||||
double healing = m_Healer.Skills[primarySkill].Value;
|
||||
double anatomy = m_Healer.Skills[secondarySkill].Value;
|
||||
double chance = ((healing + 10.0) / 100.0) - (m_Slips * 0.02);
|
||||
double healing = Healer.Skills[primarySkill].Value;
|
||||
double anatomy = Healer.Skills[secondarySkill].Value;
|
||||
double chance = ((healing + 10.0) / 100.0) - (Slips * 0.02);
|
||||
|
||||
if ( chance > Utility.RandomDouble() )
|
||||
{
|
||||
|
|
@ -403,13 +399,13 @@ namespace Server.Items
|
|||
|
||||
double toHeal = min + (Utility.RandomDouble() * (max - min));
|
||||
|
||||
if ( m_Patient.Body.IsMonster || m_Patient.Body.IsAnimal )
|
||||
toHeal += m_Patient.HitsMax / 100;
|
||||
if ( Patient.Body.IsMonster || Patient.Body.IsAnimal )
|
||||
toHeal += Patient.HitsMax / 100;
|
||||
|
||||
if ( Core.AOS )
|
||||
toHeal -= toHeal * m_Slips * 0.35; // TODO: Verify algorithm
|
||||
toHeal -= toHeal * Slips * 0.35; // TODO: Verify algorithm
|
||||
else
|
||||
toHeal -= m_Slips * 4;
|
||||
toHeal -= Slips * 4;
|
||||
|
||||
if ( toHeal < 1 )
|
||||
{
|
||||
|
|
@ -417,7 +413,7 @@ namespace Server.Items
|
|||
healerNumber = 500968; // You apply the bandages, but they barely help.
|
||||
}
|
||||
|
||||
m_Patient.Heal( (int) toHeal, m_Healer, false );
|
||||
Patient.Heal( (int) toHeal, Healer, false );
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -427,18 +423,18 @@ namespace Server.Items
|
|||
}
|
||||
|
||||
if ( healerNumber != -1 )
|
||||
m_Healer.SendLocalizedMessage( healerNumber );
|
||||
Healer.SendLocalizedMessage( healerNumber );
|
||||
|
||||
if ( patientNumber != -1 )
|
||||
m_Patient.SendLocalizedMessage( patientNumber );
|
||||
Patient.SendLocalizedMessage( patientNumber );
|
||||
|
||||
if ( playSound )
|
||||
m_Patient.PlaySound( 0x57 );
|
||||
Patient.PlaySound( 0x57 );
|
||||
|
||||
if ( checkSkills )
|
||||
{
|
||||
m_Healer.CheckSkill( secondarySkill, 0.0, 120.0 );
|
||||
m_Healer.CheckSkill( primarySkill, 0.0, 120.0 );
|
||||
Healer.CheckSkill( secondarySkill, 0.0, 120.0 );
|
||||
Healer.CheckSkill( primarySkill, 0.0, 120.0 );
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -9,23 +9,21 @@ namespace Server.Items
|
|||
{
|
||||
private class RepairSkillInfo
|
||||
{
|
||||
private CraftSystem m_System;
|
||||
private Type[] m_NearbyTypes;
|
||||
private TextDefinition m_NotNearbyMessage, m_Name;
|
||||
public TextDefinition NotNearbyMessage { get; }
|
||||
|
||||
public TextDefinition NotNearbyMessage => m_NotNearbyMessage;
|
||||
public TextDefinition Name => m_Name;
|
||||
public TextDefinition Name { get; }
|
||||
|
||||
|
||||
public CraftSystem System => m_System;
|
||||
public Type[] NearbyTypes => m_NearbyTypes;
|
||||
public CraftSystem System { get; }
|
||||
|
||||
public Type[] NearbyTypes { get; }
|
||||
|
||||
public RepairSkillInfo( CraftSystem system, Type[] nearbyTypes, TextDefinition notNearbyMessage, TextDefinition name )
|
||||
{
|
||||
m_System = system;
|
||||
m_NearbyTypes = nearbyTypes;
|
||||
m_NotNearbyMessage = notNearbyMessage;
|
||||
m_Name = name;
|
||||
System = system;
|
||||
NearbyTypes = nearbyTypes;
|
||||
NotNearbyMessage = notNearbyMessage;
|
||||
Name = name;
|
||||
}
|
||||
|
||||
public RepairSkillInfo( CraftSystem system, Type nearbyType, TextDefinition notNearbyMessage, TextDefinition name )
|
||||
|
|
@ -33,23 +31,23 @@ namespace Server.Items
|
|||
{
|
||||
}
|
||||
|
||||
public static RepairSkillInfo[] Table => m_Table;
|
||||
private static RepairSkillInfo[] m_Table = {
|
||||
new RepairSkillInfo( DefBlacksmithy.CraftSystem, typeof( Blacksmith ), 1047013, 1023015 ),
|
||||
new RepairSkillInfo( DefTailoring.CraftSystem, typeof( Tailor ), 1061132, 1022981 ),
|
||||
new RepairSkillInfo( DefTinkering.CraftSystem, typeof( Tinker ), 1061166, 1022983 ),
|
||||
new RepairSkillInfo( DefCarpentry.CraftSystem, typeof( Carpenter ), 1061135, 1060774 ),
|
||||
new RepairSkillInfo( DefBowFletching.CraftSystem, typeof( Bowyer ), 1061134, 1023005 )
|
||||
};
|
||||
public static RepairSkillInfo[] Table { get; } =
|
||||
{
|
||||
new RepairSkillInfo( DefBlacksmithy.CraftSystem, typeof( Blacksmith ), 1047013, 1023015 ),
|
||||
new RepairSkillInfo( DefTailoring.CraftSystem, typeof( Tailor ), 1061132, 1022981 ),
|
||||
new RepairSkillInfo( DefTinkering.CraftSystem, typeof( Tinker ), 1061166, 1022983 ),
|
||||
new RepairSkillInfo( DefCarpentry.CraftSystem, typeof( Carpenter ), 1061135, 1060774 ),
|
||||
new RepairSkillInfo( DefBowFletching.CraftSystem, typeof( Bowyer ), 1061134, 1023005 )
|
||||
};
|
||||
|
||||
public static RepairSkillInfo GetInfo( RepairSkillType type )
|
||||
{
|
||||
int v = (int)type;
|
||||
|
||||
if ( v < 0 || v >= m_Table.Length )
|
||||
if ( v < 0 || v >= Table.Length )
|
||||
v = 0;
|
||||
|
||||
return m_Table[v];
|
||||
return Table[v];
|
||||
}
|
||||
}
|
||||
public enum RepairSkillType
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue