Reorganizes Project (#41)
This commit is contained in:
parent
08bf44af9a
commit
3614a66aee
3499 changed files with 79 additions and 55 deletions
195
Projects/Scripts/Engines/BulkOrders/SmallSmithBOD.cs
Normal file
195
Projects/Scripts/Engines/BulkOrders/SmallSmithBOD.cs
Normal file
|
|
@ -0,0 +1,195 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Server.Engines.Craft;
|
||||
|
||||
namespace Server.Engines.BulkOrders
|
||||
{
|
||||
public class SmallSmithBOD : SmallBOD
|
||||
{
|
||||
public static double[] m_BlacksmithMaterialChances =
|
||||
{
|
||||
0.501953125, // None
|
||||
0.250000000, // Dull Copper
|
||||
0.125000000, // Shadow Iron
|
||||
0.062500000, // Copper
|
||||
0.031250000, // Bronze
|
||||
0.015625000, // Gold
|
||||
0.007812500, // Agapite
|
||||
0.003906250, // Verite
|
||||
0.001953125 // Valorite
|
||||
};
|
||||
|
||||
private SmallSmithBOD(SmallBulkEntry entry, BulkMaterialType mat, int amountMax, bool reqExceptional)
|
||||
: base(0x44E, 0, amountMax, entry.Type, entry.Number, entry.Graphic, reqExceptional, mat)
|
||||
{
|
||||
}
|
||||
|
||||
[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;
|
||||
Graphic = entry.Graphic;
|
||||
RequireExceptional = reqExceptional;
|
||||
Material = material;
|
||||
}
|
||||
|
||||
public SmallSmithBOD(int amountCur, int amountMax, Type type, int number, int graphic, bool reqExceptional,
|
||||
BulkMaterialType mat) : base(0x44E, amountCur, amountMax, type, number, graphic, reqExceptional, mat)
|
||||
{
|
||||
}
|
||||
|
||||
public SmallSmithBOD(Serial serial) : base(serial)
|
||||
{
|
||||
}
|
||||
|
||||
public override int ComputeFame() => SmithRewardCalculator.Instance.ComputeFame(this);
|
||||
|
||||
public override int ComputeGold() => SmithRewardCalculator.Instance.ComputeGold(this);
|
||||
|
||||
public override RewardGroup GetRewardGroup() =>
|
||||
SmithRewardCalculator.Instance.LookupRewards(SmithRewardCalculator.Instance.ComputePoints(this));
|
||||
|
||||
public static SmallSmithBOD CreateRandomFor(Mobile m)
|
||||
{
|
||||
bool useMaterials = Utility.RandomBool();
|
||||
|
||||
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
|
||||
amountMax = Utility.RandomList(10, 10, 15, 20);
|
||||
|
||||
BulkMaterialType material = BulkMaterialType.None;
|
||||
|
||||
if (useMaterials && theirSkill >= 70.1)
|
||||
for (int i = 0; i < 20; ++i)
|
||||
{
|
||||
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;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
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]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
base.Serialize(writer);
|
||||
|
||||
writer.Write(0); // version
|
||||
}
|
||||
|
||||
public override void Deserialize(GenericReader reader)
|
||||
{
|
||||
base.Deserialize(reader);
|
||||
|
||||
int version = reader.ReadInt();
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue