fix: Cleans up ConsumeTotal and ClockworkAssembly (#1517)
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4 changed files with 76 additions and 96 deletions
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@ -1206,11 +1206,14 @@ public partial class Container : Item
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for (var i = 0; i < types.Length; ++i)
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{
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items[i] = FindItemsByType(types[i], recurse);
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for (var j = 0; j < items[i].Count; ++j)
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var itemList = items[i] = new List<Item>();
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foreach (var item in FindItems())
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{
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totals[i] += items[i][j].Amount;
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if (types[i].IsInstanceOfType(item))
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{
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totals[i] += item.Amount;
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itemList.Add(item);
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}
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}
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if (totals[i] < amounts[i])
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@ -4187,19 +4187,15 @@ public class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropertyListEnt
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}
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}
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public virtual void Consume()
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public virtual void Consume(int amount = 1)
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{
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Consume(1);
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}
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public virtual void Consume(int amount)
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{
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Amount -= amount;
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if (Amount <= 0)
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if (Amount <= amount)
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{
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Delete();
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return;
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}
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Amount -= amount;
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}
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public virtual void ReplaceWith(Item newItem)
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@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using Server.Collections;
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using Server.Commands;
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using Server.Factions;
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using Server.Items;
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@ -453,23 +454,32 @@ namespace Server.Engines.Craft
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throw new ArgumentOutOfRangeException(nameof(types));
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}
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// TODO: Optimize allocation
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var items = new List<Item>[types.Length];
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var totals = new int[types.Length];
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// First pass, make sure we have enough
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for (var i = 0; i < types.Length; ++i)
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{
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items[i] = cont.FindItemsByType(types[i]);
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var itemList = items[i] = new List<Item>();
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var typeList = types[i];
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for (var j = 0; j < items[i].Count; ++j)
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// Since we are making our own list, we don't need to use EnumerateItems
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foreach (var item in cont.FindItems())
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{
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if (items[i][j] is not IHasQuantity hq)
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if (!item.InTypeList(typeList))
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{
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totals[i] += items[i][j].Amount;
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continue;
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}
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if (item is not IHasQuantity hq)
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{
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totals[i] += item.Amount;
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itemList.Add(item);
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}
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else if (hq is not BaseBeverage beverage || beverage.Content == RequiredBeverage)
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{
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totals[i] += hq.Quantity;
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itemList.Add(item);
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}
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}
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@ -479,6 +489,7 @@ namespace Server.Engines.Craft
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}
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}
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// Second pass, consume
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for (var i = 0; i < types.Length; ++i)
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{
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var need = amounts[i];
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@ -493,7 +504,7 @@ namespace Server.Engines.Craft
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if (theirAmount < need)
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{
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item.Delete();
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item.Consume(theirAmount);
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need -= theirAmount;
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}
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else
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@ -504,11 +515,6 @@ namespace Server.Engines.Craft
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}
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else
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{
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if (hq is BaseBeverage beverage && beverage.Content != RequiredBeverage)
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{
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continue;
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}
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var theirAmount = hq.Quantity;
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if (theirAmount < need)
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@ -1,3 +1,4 @@
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using System;
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using ModernUO.Serialization;
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using Server.Mobiles;
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@ -6,6 +7,30 @@ namespace Server.Items;
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[SerializationGenerator(0, false)]
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public partial class ClockworkAssembly : Item
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{
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private static Type[] _requiredParts =
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{
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typeof(PowerCrystal),
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typeof(Gears),
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typeof(BronzeIngot),
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typeof(IronIngot),
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};
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private static int[] _requiredPartsClilocs =
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{
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1071945, // You need a power crystal to construct a golem.
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1071946, // You need more gears to construct a golem.
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1071947, // You need more bronze ingots to construct a golem.
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1071948, // You need more iron ingots to construct a golem.
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};
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private static int[] _requiredAmounts =
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{
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1, // Power Crystal
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5, // Gears
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50, // Bronze Ingot
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50, // Iron Ingot
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};
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[Constructible]
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public ClockworkAssembly() : base(0x1EA8)
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{
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@ -13,13 +38,14 @@ public partial class ClockworkAssembly : Item
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Hue = 1102;
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}
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public override string DefaultName => "clockwork assembly";
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public override int LabelNumber => 1073426; // Clockwork Assembly
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public override void OnDoubleClick(Mobile from)
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{
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if (!IsChildOf(from.Backpack))
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{
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from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
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// The clockwork assembly must be in your backpack to construct a golem.
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from.SendLocalizedMessage(1071944);
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return;
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}
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@ -27,7 +53,7 @@ public partial class ClockworkAssembly : Item
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if (tinkerSkill < 60.0)
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{
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from.SendMessage("You must have at least 60.0 skill in tinkering to construct a golem.");
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from.SendLocalizedMessage(1071943); // You must be a Journeyman or higher Tinker to construct a golem.
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return;
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}
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@ -37,28 +63,14 @@ public partial class ClockworkAssembly : Item
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return;
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}
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double scalar;
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if (tinkerSkill >= 100.0)
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double scalar = tinkerSkill switch
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{
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scalar = 1.0;
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}
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else if (tinkerSkill >= 90.0)
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{
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scalar = 0.9;
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}
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else if (tinkerSkill >= 80.0)
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{
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scalar = 0.8;
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}
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else if (tinkerSkill >= 70.0)
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{
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scalar = 0.7;
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}
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else
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{
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scalar = 0.6;
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}
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>= 100.0 => 1.0,
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>= 90.0 => 0.9,
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>= 80.0 => 0.8,
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>= 70.0 => 0.7,
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_ => 0.6
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};
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var pack = from.Backpack;
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@ -67,59 +79,22 @@ public partial class ClockworkAssembly : Item
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return;
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}
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var res = pack.ConsumeTotal(
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new[]
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{
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typeof(PowerCrystal),
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typeof(IronIngot),
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typeof(BronzeIngot),
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typeof(Gears)
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},
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new[]
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{
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1,
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50,
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50,
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5
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}
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);
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var res = pack.ConsumeTotal(_requiredParts, _requiredAmounts);
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switch (res)
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if (res >= 0)
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{
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case 0:
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{
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from.SendMessage("You must have a power crystal to construct the golem.");
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break;
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}
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case 1:
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{
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from.SendMessage("You must have 50 iron ingots to construct the golem.");
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break;
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}
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case 2:
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{
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from.SendMessage("You must have 50 bronze ingots to construct the golem.");
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break;
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}
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case 3:
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{
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from.SendMessage("You must have 5 gears to construct the golem.");
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break;
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}
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default:
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{
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var g = new Golem(true, scalar);
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from.SendLocalizedMessage(_requiredPartsClilocs[res]);
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return;
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}
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if (g.SetControlMaster(from))
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{
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Delete();
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var g = new Golem(true, scalar);
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g.MoveToWorld(from.Location, from.Map);
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from.PlaySound(0x241);
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}
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if (g.SetControlMaster(from))
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{
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Delete();
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break;
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}
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g.MoveToWorld(from.Location, from.Map);
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from.PlaySound(0x241);
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}
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}
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}
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