Adds assemblies config, fixes crash bugs. (#134)
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3223 changed files with 191 additions and 191 deletions
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@ -1,86 +0,0 @@
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namespace Server.Engines.BulkOrders
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{
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public class LargeSmithBOD : LargeBOD
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{
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public static double[] m_BlacksmithMaterialChances =
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{
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0.501953125, // None
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0.250000000, // Dull Copper
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0.125000000, // Shadow Iron
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0.062500000, // Copper
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0.031250000, // Bronze
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0.015625000, // Gold
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0.007812500, // Agapite
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0.003906250, // Verite
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0.001953125 // Valorite
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};
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[Constructible]
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public LargeSmithBOD()
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{
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LargeBulkEntry[] entries;
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bool useMaterials = true;
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int rand = Utility.Random(8);
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entries = rand switch
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{
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0 => LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.LargeRing),
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1 => LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.LargePlate),
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2 => LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.LargeChain),
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3 => LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.LargeAxes),
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4 => LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.LargeFencing),
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5 => LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.LargeMaces),
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6 => LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.LargePolearms),
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7 => LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.LargeSwords),
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_ => LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.LargeRing)
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};
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if (rand > 2 && rand < 8)
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useMaterials = false;
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int hue = 0x44E;
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int amountMax = Utility.RandomList(10, 15, 20, 20);
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bool reqExceptional = Utility.RandomDouble() < 0.825;
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BulkMaterialType material = useMaterials ? GetRandomMaterial(BulkMaterialType.DullCopper, m_BlacksmithMaterialChances)
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: BulkMaterialType.None;
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Hue = hue;
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AmountMax = amountMax;
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Entries = entries;
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RequireExceptional = reqExceptional;
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Material = material;
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}
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public LargeSmithBOD(int amountMax, bool reqExceptional, BulkMaterialType mat, LargeBulkEntry[] entries)
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: base(0x44E, amountMax, reqExceptional, mat, entries)
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{
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}
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public LargeSmithBOD(Serial serial) : base(serial)
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{
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}
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public override int ComputeFame() => SmithRewardCalculator.Instance.ComputeFame(this);
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public override int ComputeGold() => SmithRewardCalculator.Instance.ComputeGold(this);
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public override RewardGroup GetRewardGroup() =>
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SmithRewardCalculator.Instance.LookupRewards(SmithRewardCalculator.Instance.ComputePoints(this));
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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}
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}
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}
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