Fixes several bugs and streamlines the BOD code. (#32)
This commit is contained in:
parent
a45094f2dc
commit
114dc1a16b
21 changed files with 500 additions and 777 deletions
|
|
@ -5,7 +5,6 @@ using Mat = Server.Engines.BulkOrders.BulkMaterialType;
|
|||
|
||||
namespace Server.Engines.BulkOrders
|
||||
{
|
||||
[TypeAlias("Scripts.Engines.BulkOrders.SmallSmithBOD")]
|
||||
public class SmallSmithBOD : SmallBOD
|
||||
{
|
||||
public static double[] m_BlacksmithMaterialChances =
|
||||
|
|
@ -21,9 +20,33 @@ namespace Server.Engines.BulkOrders
|
|||
0.001953125 // Valorite
|
||||
};
|
||||
|
||||
private SmallSmithBOD(SmallBulkEntry entry, BulkMaterialType material, int amountMax, bool reqExceptional)
|
||||
private SmallSmithBOD(SmallBulkEntry entry, BulkMaterialType mat, int amountMax, bool reqExceptional)
|
||||
: base(0x44E, 0, amountMax, entry.Type, entry.Number, entry.Graphic, reqExceptional, mat)
|
||||
{
|
||||
Hue = 0x44E;
|
||||
}
|
||||
|
||||
[Constructible]
|
||||
public SmallSmithBOD()
|
||||
{
|
||||
bool useMaterials = Utility.RandomBool();
|
||||
|
||||
SmallBulkEntry[] entries = useMaterials ? SmallBulkEntry.BlacksmithArmor :
|
||||
SmallBulkEntry.BlacksmithWeapons;
|
||||
|
||||
if (entries.Length <= 0)
|
||||
return;
|
||||
|
||||
int hue = 0x44E;
|
||||
int amountMax = Utility.RandomList(10, 15, 20);
|
||||
|
||||
BulkMaterialType material = useMaterials ? GetRandomMaterial(BulkMaterialType.DullCopper, m_BlacksmithMaterialChances)
|
||||
: BulkMaterialType.None;
|
||||
|
||||
bool reqExceptional = Utility.RandomBool() || material == BulkMaterialType.None;
|
||||
|
||||
SmallBulkEntry entry = entries[Utility.Random(entries.Length)];
|
||||
|
||||
Hue = hue;
|
||||
AmountMax = amountMax;
|
||||
Type = entry.Type;
|
||||
Number = entry.Number;
|
||||
|
|
@ -32,216 +55,128 @@ namespace Server.Engines.BulkOrders
|
|||
Material = material;
|
||||
}
|
||||
|
||||
[Constructible]
|
||||
public SmallSmithBOD()
|
||||
{
|
||||
SmallBulkEntry[] entries;
|
||||
bool useMaterials;
|
||||
|
||||
if (useMaterials = Utility.RandomBool())
|
||||
entries = SmallBulkEntry.BlacksmithArmor;
|
||||
else
|
||||
entries = SmallBulkEntry.BlacksmithWeapons;
|
||||
|
||||
if (entries.Length > 0)
|
||||
{
|
||||
int hue = 0x44E;
|
||||
int amountMax = Utility.RandomList(10, 15, 20);
|
||||
|
||||
BulkMaterialType material;
|
||||
|
||||
if (useMaterials)
|
||||
material = GetRandomMaterial(BulkMaterialType.DullCopper, m_BlacksmithMaterialChances);
|
||||
else
|
||||
material = BulkMaterialType.None;
|
||||
|
||||
bool reqExceptional = Utility.RandomBool() || material == BulkMaterialType.None;
|
||||
|
||||
SmallBulkEntry entry = entries[Utility.Random(entries.Length)];
|
||||
|
||||
Hue = hue;
|
||||
AmountMax = amountMax;
|
||||
Type = entry.Type;
|
||||
Number = entry.Number;
|
||||
Graphic = entry.Graphic;
|
||||
RequireExceptional = reqExceptional;
|
||||
Material = material;
|
||||
}
|
||||
}
|
||||
|
||||
public SmallSmithBOD(int amountCur, int amountMax, Type type, int number, int graphic, bool reqExceptional,
|
||||
BulkMaterialType mat)
|
||||
BulkMaterialType mat) : base(0x44E, amountCur, amountMax, type, number, graphic, reqExceptional, mat)
|
||||
{
|
||||
Hue = 0x44E;
|
||||
AmountMax = amountMax;
|
||||
AmountCur = amountCur;
|
||||
Type = type;
|
||||
Number = number;
|
||||
Graphic = graphic;
|
||||
RequireExceptional = reqExceptional;
|
||||
Material = mat;
|
||||
}
|
||||
|
||||
public SmallSmithBOD(Serial serial) : base(serial)
|
||||
{
|
||||
}
|
||||
|
||||
public override int ComputeFame()
|
||||
{
|
||||
return SmithRewardCalculator.Instance.ComputeFame(this);
|
||||
}
|
||||
public override int ComputeFame() => SmithRewardCalculator.Instance.ComputeFame(this);
|
||||
|
||||
public override int ComputeGold()
|
||||
{
|
||||
return SmithRewardCalculator.Instance.ComputeGold(this);
|
||||
}
|
||||
public override int ComputeGold() => SmithRewardCalculator.Instance.ComputeGold(this);
|
||||
|
||||
public override List<Item> ComputeRewards(bool full)
|
||||
{
|
||||
List<Item> list = new List<Item>();
|
||||
|
||||
RewardGroup rewardGroup =
|
||||
SmithRewardCalculator.Instance.LookupRewards(SmithRewardCalculator.Instance.ComputePoints(this));
|
||||
|
||||
if (rewardGroup != null)
|
||||
{
|
||||
if (full)
|
||||
{
|
||||
for (int i = 0; i < rewardGroup.Items.Length; ++i)
|
||||
{
|
||||
Item item = rewardGroup.Items[i].Construct();
|
||||
|
||||
if (item != null)
|
||||
list.Add(item);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
RewardItem rewardItem = rewardGroup.AcquireItem();
|
||||
|
||||
Item item = rewardItem?.Construct();
|
||||
|
||||
if (item != null)
|
||||
list.Add(item);
|
||||
}
|
||||
}
|
||||
|
||||
return list;
|
||||
}
|
||||
public override RewardGroup GetRewardGroup() =>
|
||||
SmithRewardCalculator.Instance.LookupRewards(SmithRewardCalculator.Instance.ComputePoints(this));
|
||||
|
||||
public static SmallSmithBOD CreateRandomFor(Mobile m)
|
||||
{
|
||||
SmallBulkEntry[] entries;
|
||||
bool useMaterials;
|
||||
bool useMaterials = Utility.RandomBool();
|
||||
|
||||
if (useMaterials = Utility.RandomBool())
|
||||
entries = SmallBulkEntry.BlacksmithArmor;
|
||||
SmallBulkEntry[] entries = useMaterials ? SmallBulkEntry.BlacksmithArmor :
|
||||
SmallBulkEntry.BlacksmithWeapons;
|
||||
|
||||
if (entries.Length <= 0)
|
||||
return null;
|
||||
|
||||
double theirSkill = m.Skills.Blacksmith.Base;
|
||||
int amountMax;
|
||||
|
||||
if (theirSkill >= 70.1)
|
||||
amountMax = Utility.RandomList(10, 15, 20, 20);
|
||||
else if (theirSkill >= 50.1)
|
||||
amountMax = Utility.RandomList(10, 15, 15, 20);
|
||||
else
|
||||
entries = SmallBulkEntry.BlacksmithWeapons;
|
||||
amountMax = Utility.RandomList(10, 10, 15, 20);
|
||||
|
||||
if (entries.Length > 0)
|
||||
{
|
||||
double theirSkill = m.Skills.Blacksmith.Base;
|
||||
int amountMax;
|
||||
BulkMaterialType material = BulkMaterialType.None;
|
||||
|
||||
if (theirSkill >= 70.1)
|
||||
amountMax = Utility.RandomList(10, 15, 20, 20);
|
||||
else if (theirSkill >= 50.1)
|
||||
amountMax = Utility.RandomList(10, 15, 15, 20);
|
||||
else
|
||||
amountMax = Utility.RandomList(10, 10, 15, 20);
|
||||
if (useMaterials && theirSkill >= 70.1)
|
||||
for (int i = 0; i < 20; ++i)
|
||||
{
|
||||
BulkMaterialType check = GetRandomMaterial(BulkMaterialType.DullCopper, m_BlacksmithMaterialChances);
|
||||
double skillReq = 0.0;
|
||||
|
||||
BulkMaterialType material = BulkMaterialType.None;
|
||||
|
||||
if (useMaterials && theirSkill >= 70.1)
|
||||
for (int i = 0; i < 20; ++i)
|
||||
switch (check)
|
||||
{
|
||||
BulkMaterialType check = GetRandomMaterial(BulkMaterialType.DullCopper, m_BlacksmithMaterialChances);
|
||||
double skillReq = 0.0;
|
||||
|
||||
switch (check)
|
||||
{
|
||||
case BulkMaterialType.DullCopper:
|
||||
skillReq = 65.0;
|
||||
break;
|
||||
case BulkMaterialType.ShadowIron:
|
||||
skillReq = 70.0;
|
||||
break;
|
||||
case BulkMaterialType.Copper:
|
||||
skillReq = 75.0;
|
||||
break;
|
||||
case BulkMaterialType.Bronze:
|
||||
skillReq = 80.0;
|
||||
break;
|
||||
case BulkMaterialType.Gold:
|
||||
skillReq = 85.0;
|
||||
break;
|
||||
case BulkMaterialType.Agapite:
|
||||
skillReq = 90.0;
|
||||
break;
|
||||
case BulkMaterialType.Verite:
|
||||
skillReq = 95.0;
|
||||
break;
|
||||
case BulkMaterialType.Valorite:
|
||||
skillReq = 100.0;
|
||||
break;
|
||||
case BulkMaterialType.Spined:
|
||||
skillReq = 65.0;
|
||||
break;
|
||||
case BulkMaterialType.Horned:
|
||||
skillReq = 80.0;
|
||||
break;
|
||||
case BulkMaterialType.Barbed:
|
||||
skillReq = 99.0;
|
||||
break;
|
||||
}
|
||||
|
||||
if (theirSkill >= skillReq)
|
||||
{
|
||||
material = check;
|
||||
case BulkMaterialType.DullCopper:
|
||||
skillReq = 65.0;
|
||||
break;
|
||||
case BulkMaterialType.ShadowIron:
|
||||
skillReq = 70.0;
|
||||
break;
|
||||
case BulkMaterialType.Copper:
|
||||
skillReq = 75.0;
|
||||
break;
|
||||
case BulkMaterialType.Bronze:
|
||||
skillReq = 80.0;
|
||||
break;
|
||||
case BulkMaterialType.Gold:
|
||||
skillReq = 85.0;
|
||||
break;
|
||||
case BulkMaterialType.Agapite:
|
||||
skillReq = 90.0;
|
||||
break;
|
||||
case BulkMaterialType.Verite:
|
||||
skillReq = 95.0;
|
||||
break;
|
||||
case BulkMaterialType.Valorite:
|
||||
skillReq = 100.0;
|
||||
break;
|
||||
case BulkMaterialType.Spined:
|
||||
skillReq = 65.0;
|
||||
break;
|
||||
case BulkMaterialType.Horned:
|
||||
skillReq = 80.0;
|
||||
break;
|
||||
case BulkMaterialType.Barbed:
|
||||
skillReq = 99.0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
double excChance = 0.0;
|
||||
|
||||
if (theirSkill >= 70.1)
|
||||
excChance = (theirSkill + 80.0) / 200.0;
|
||||
|
||||
bool reqExceptional = excChance > Utility.RandomDouble();
|
||||
|
||||
CraftSystem system = DefBlacksmithy.CraftSystem;
|
||||
|
||||
List<SmallBulkEntry> validEntries = new List<SmallBulkEntry>();
|
||||
|
||||
for (int i = 0; i < entries.Length; ++i)
|
||||
{
|
||||
CraftItem item = system.CraftItems.SearchFor(entries[i].Type);
|
||||
|
||||
if (item != null)
|
||||
if (theirSkill >= skillReq)
|
||||
{
|
||||
bool allRequiredSkills = true;
|
||||
double chance = item.GetSuccessChance(m, null, system, false, ref allRequiredSkills);
|
||||
|
||||
if (allRequiredSkills && chance >= 0.0)
|
||||
{
|
||||
if (reqExceptional)
|
||||
chance = item.GetExceptionalChance(system, chance, m);
|
||||
|
||||
if (chance > 0.0)
|
||||
validEntries.Add(entries[i]);
|
||||
}
|
||||
material = check;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (validEntries.Count > 0)
|
||||
double excChance = theirSkill >= 70.1 ? (theirSkill + 80.0) / 200.0 : 0.0;
|
||||
|
||||
bool reqExceptional = excChance > Utility.RandomDouble();
|
||||
|
||||
CraftSystem system = DefBlacksmithy.CraftSystem;
|
||||
|
||||
List<SmallBulkEntry> validEntries = new List<SmallBulkEntry>();
|
||||
|
||||
for (int i = 0; i < entries.Length; ++i)
|
||||
{
|
||||
CraftItem item = system.CraftItems.SearchFor(entries[i].Type);
|
||||
|
||||
if (item != null)
|
||||
{
|
||||
SmallBulkEntry entry = validEntries[Utility.Random(validEntries.Count)];
|
||||
return new SmallSmithBOD(entry, material, amountMax, reqExceptional);
|
||||
bool allRequiredSkills = true;
|
||||
double chance = item.GetSuccessChance(m, null, system, false, ref allRequiredSkills);
|
||||
|
||||
if (allRequiredSkills && chance >= 0.0)
|
||||
{
|
||||
if (reqExceptional)
|
||||
chance = item.GetExceptionalChance(system, chance, m);
|
||||
|
||||
if (chance > 0.0)
|
||||
validEntries.Add(entries[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
if (validEntries.Count <= 0)
|
||||
return null;
|
||||
|
||||
SmallBulkEntry entry = validEntries[Utility.Random(validEntries.Count)];
|
||||
return new SmallSmithBOD(entry, material, amountMax, reqExceptional);
|
||||
|
||||
}
|
||||
|
||||
public override void Serialize(GenericWriter writer)
|
||||
|
|
@ -258,4 +193,4 @@ namespace Server.Engines.BulkOrders
|
|||
int version = reader.ReadInt();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue