fix: Codegens treasure/paragon chests & strongboxes (#948)

This commit is contained in:
Kamron Batman 2022-02-27 17:22:38 -08:00 committed by GitHub
parent 9bc6d5bdb8
commit 17f8d3563a
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
6 changed files with 431 additions and 518 deletions

View file

@ -1,214 +1,138 @@
using System;
namespace Server.Items
namespace Server.Items;
[Serializable(1, false)]
public partial class BaseTreasureChest : LockableContainer
{
public class BaseTreasureChest : LockableContainer
public enum TreasureLevel
{
public enum TreasureLevel
Level1,
Level2,
Level3,
Level4,
Level5,
Level6
}
private TimerExecutionToken _resetTimer;
public BaseTreasureChest(int itemID, TreasureLevel level = TreasureLevel.Level2) : base(itemID)
{
_level = level;
_minSpawnTime = TimeSpan.FromMinutes(10);
_maxSpawnTime = TimeSpan.FromMinutes(60);
Locked = true;
Movable = false;
SetLockLevel();
GenerateTreasure();
}
[SerializableField(0)]
[SerializableFieldAttr("[CommandProperty(AccessLevel.GameMaster)]")]
private TreasureLevel _level;
[SerializableField(1)]
[SerializableFieldAttr("[CommandProperty(AccessLevel.GameMaster)]")]
private TimeSpan _minSpawnTime;
[SerializableField(2)]
[SerializableFieldAttr("[CommandProperty(AccessLevel.GameMaster)]")]
private TimeSpan _maxSpawnTime;
[CommandProperty(AccessLevel.GameMaster)]
public override bool Locked
{
get => base.Locked;
set
{
Level1,
Level2,
Level3,
Level4,
Level5,
Level6
}
private TreasureResetTimer m_ResetTimer;
public BaseTreasureChest(int itemID, TreasureLevel level = TreasureLevel.Level2)
: base(itemID)
{
Level = level;
Locked = true;
Movable = false;
SetLockLevel();
GenerateTreasure();
}
public BaseTreasureChest(Serial serial) : base(serial)
{
}
[CommandProperty(AccessLevel.GameMaster)]
public TreasureLevel Level { get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public short MaxSpawnTime { get; set; } = 60;
[CommandProperty(AccessLevel.GameMaster)]
public short MinSpawnTime { get; set; } = 10;
[CommandProperty(AccessLevel.GameMaster)]
public override bool Locked
{
get => base.Locked;
set
if (base.Locked != value)
{
if (base.Locked != value)
base.Locked = value;
if (!value)
{
base.Locked = value;
if (!value)
{
StartResetTimer();
}
StartResetTimer();
}
}
}
public override bool IsDecoContainer => false;
public override string DefaultName
{
get
{
if (Locked)
{
return "a locked treasure chest";
}
return "a treasure chest";
}
}
public override void Serialize(IGenericWriter writer)
{
base.Serialize(writer);
writer.Write(0);
writer.Write((byte)Level);
writer.Write(MinSpawnTime);
writer.Write(MaxSpawnTime);
}
public override void Deserialize(IGenericReader reader)
{
base.Deserialize(reader);
var version = reader.ReadInt();
Level = (TreasureLevel)reader.ReadByte();
MinSpawnTime = reader.ReadShort();
MaxSpawnTime = reader.ReadShort();
if (!Locked)
{
StartResetTimer();
}
}
protected virtual void SetLockLevel()
{
RequiredSkill = Level switch
{
TreasureLevel.Level1 => LockLevel = 5,
TreasureLevel.Level2 => LockLevel = 20,
TreasureLevel.Level3 => LockLevel = 50,
TreasureLevel.Level4 => LockLevel = 70,
TreasureLevel.Level5 => LockLevel = 90,
TreasureLevel.Level6 => LockLevel = 100,
_ => RequiredSkill
};
}
private void StartResetTimer()
{
if (m_ResetTimer == null)
{
m_ResetTimer = new TreasureResetTimer(this);
}
else
{
m_ResetTimer.Delay = TimeSpan.FromMinutes(Utility.Random(MinSpawnTime, MaxSpawnTime));
}
m_ResetTimer.Start();
}
protected virtual void GenerateTreasure()
{
var MinGold = 1;
var MaxGold = 2;
switch (Level)
{
case TreasureLevel.Level1:
MinGold = 100;
MaxGold = 300;
break;
case TreasureLevel.Level2:
MinGold = 300;
MaxGold = 600;
break;
case TreasureLevel.Level3:
MinGold = 600;
MaxGold = 900;
break;
case TreasureLevel.Level4:
MinGold = 900;
MaxGold = 1200;
break;
case TreasureLevel.Level5:
MinGold = 1200;
MaxGold = 5000;
break;
case TreasureLevel.Level6:
MinGold = 5000;
MaxGold = 9000;
break;
}
DropItem(new Gold(MinGold, MaxGold));
}
public void ClearContents()
{
for (var i = Items.Count - 1; i >= 0; --i)
{
if (i < Items.Count)
{
Items[i].Delete();
}
}
}
public void Reset()
{
if (m_ResetTimer != null)
{
if (m_ResetTimer.Running)
{
m_ResetTimer.Stop();
}
}
Locked = true;
ClearContents();
GenerateTreasure();
}
private class TreasureResetTimer : Timer
{
private readonly BaseTreasureChest m_Chest;
public TreasureResetTimer(BaseTreasureChest chest) : base(
TimeSpan.FromMinutes(Utility.Random(chest.MinSpawnTime, chest.MaxSpawnTime))
)
{
m_Chest = chest;
}
protected override void OnTick()
{
m_Chest.Reset();
}
}
}
public override bool IsDecoContainer => false;
public override string DefaultName => Locked ? "a locked treasure chest" : "a treasure chest";
[AfterDeserialization]
private void AfterDeserialization()
{
if (!Locked)
{
StartResetTimer();
}
}
private void Deserialize(IGenericReader reader, int version)
{
_level = (TreasureLevel)reader.ReadByte();
_minSpawnTime = TimeSpan.FromMinutes(reader.ReadShort());
_maxSpawnTime = TimeSpan.FromMinutes(reader.ReadShort());
}
protected virtual void SetLockLevel()
{
RequiredSkill = _level switch
{
TreasureLevel.Level1 => LockLevel = 5,
TreasureLevel.Level2 => LockLevel = 20,
TreasureLevel.Level3 => LockLevel = 50,
TreasureLevel.Level4 => LockLevel = 70,
TreasureLevel.Level5 => LockLevel = 90,
TreasureLevel.Level6 => LockLevel = 100,
_ => LockLevel = 120
};
}
private void StartResetTimer()
{
_resetTimer.Cancel();
var randomDuration = Utility.RandomMinMax(_minSpawnTime.Ticks, _maxSpawnTime.Ticks);
Timer.StartTimer(TimeSpan.FromTicks(randomDuration), Reset, out _resetTimer);
}
protected virtual void GenerateTreasure()
{
var gold = _level switch
{
TreasureLevel.Level1 => Utility.RandomMinMax(100, 300),
TreasureLevel.Level2 => Utility.RandomMinMax(300, 600),
TreasureLevel.Level3 => Utility.RandomMinMax(600, 900),
TreasureLevel.Level4 => Utility.RandomMinMax(900, 1200),
TreasureLevel.Level5 => Utility.RandomMinMax(1200, 5000),
_ => Utility.RandomMinMax(5000, 9000),
};
DropItem(new Gold(gold));
}
public void ClearContents()
{
for (var i = Items.Count - 1; i >= 0; --i)
{
if (i < Items.Count)
{
Items[i].Delete();
}
}
}
public void Reset()
{
_resetTimer.Cancel();
Locked = true;
ClearContents();
GenerateTreasure();
}
}