Fixes code according to modern code style. Fixes a few expression bugs.
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parent
89eea25e5f
commit
970fd563b2
3324 changed files with 441118 additions and 433755 deletions
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@ -2,214 +2,214 @@ using System;
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namespace Server.Items
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{
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public class BaseTreasureChest : LockableContainer
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{
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private TreasureResetTimer m_ResetTimer;
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public class BaseTreasureChest : LockableContainer
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{
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public enum TreasureLevel
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{
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Level1,
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Level2,
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Level3,
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Level4,
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Level5,
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Level6
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public TreasureLevel Level { get; set; }
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private TreasureResetTimer m_ResetTimer;
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[CommandProperty( AccessLevel.GameMaster )]
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public short MaxSpawnTime { get; set; } = 60;
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public BaseTreasureChest(int itemID) : this(itemID, TreasureLevel.Level2)
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{
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public short MinSpawnTime { get; set; } = 10;
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public BaseTreasureChest(int itemID, TreasureLevel level) : base(itemID)
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{
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Level = level;
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Locked = true;
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Movable = false;
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[CommandProperty( AccessLevel.GameMaster )]
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public override bool Locked {
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get => base.Locked;
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set {
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if ( base.Locked != value ) {
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base.Locked = value;
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SetLockLevel();
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GenerateTreasure();
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}
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if ( !value )
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StartResetTimer();
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}
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}
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}
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public BaseTreasureChest(Serial serial) : base(serial)
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{
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}
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public override bool IsDecoContainer => false;
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[CommandProperty(AccessLevel.GameMaster)]
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public TreasureLevel Level{ get; set; }
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public BaseTreasureChest( int itemID ) : this( itemID, TreasureLevel.Level2 )
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{
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public short MaxSpawnTime{ get; set; } = 60;
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public BaseTreasureChest( int itemID, TreasureLevel level ) : base( itemID )
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{
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Level = level;
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Locked = true;
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Movable = false;
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[CommandProperty(AccessLevel.GameMaster)]
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public short MinSpawnTime{ get; set; } = 10;
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SetLockLevel();
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GenerateTreasure();
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public override bool Locked
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{
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get => base.Locked;
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set
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{
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if (base.Locked != value)
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{
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base.Locked = value;
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public BaseTreasureChest( Serial serial ) : base( serial )
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{
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}
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if (!value)
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StartResetTimer();
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}
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}
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}
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public override string DefaultName
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{
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get
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{
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if ( Locked )
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return "a locked treasure chest";
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public override bool IsDecoContainer => false;
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return "a treasure chest";
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}
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}
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public override string DefaultName
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{
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get
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{
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if (Locked)
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return "a locked treasure chest";
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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return "a treasure chest";
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}
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}
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writer.Write( (int) 0 );
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writer.Write( (byte) Level );
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writer.Write( MinSpawnTime );
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writer.Write( MaxSpawnTime );
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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writer.Write(0);
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writer.Write((byte)Level);
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writer.Write(MinSpawnTime);
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writer.Write(MaxSpawnTime);
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}
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int version = reader.ReadInt();
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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Level = (TreasureLevel)reader.ReadByte();
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MinSpawnTime = reader.ReadShort();
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MaxSpawnTime = reader.ReadShort();
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int version = reader.ReadInt();
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if ( !Locked )
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StartResetTimer();
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}
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Level = (TreasureLevel)reader.ReadByte();
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MinSpawnTime = reader.ReadShort();
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MaxSpawnTime = reader.ReadShort();
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protected virtual void SetLockLevel()
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{
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switch( Level )
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{
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case TreasureLevel.Level1:
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RequiredSkill = LockLevel = 5;
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break;
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if (!Locked)
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StartResetTimer();
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}
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case TreasureLevel.Level2:
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RequiredSkill = LockLevel = 20;
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break;
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protected virtual void SetLockLevel()
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{
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switch (Level)
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{
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case TreasureLevel.Level1:
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RequiredSkill = LockLevel = 5;
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break;
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case TreasureLevel.Level3:
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RequiredSkill = LockLevel = 50;
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break;
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case TreasureLevel.Level2:
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RequiredSkill = LockLevel = 20;
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break;
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case TreasureLevel.Level4:
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RequiredSkill = LockLevel = 70;
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break;
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case TreasureLevel.Level3:
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RequiredSkill = LockLevel = 50;
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break;
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case TreasureLevel.Level5:
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RequiredSkill = LockLevel = 90;
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break;
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case TreasureLevel.Level4:
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RequiredSkill = LockLevel = 70;
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break;
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case TreasureLevel.Level6:
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RequiredSkill = LockLevel = 100;
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break;
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}
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}
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case TreasureLevel.Level5:
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RequiredSkill = LockLevel = 90;
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break;
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private void StartResetTimer()
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{
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if ( m_ResetTimer == null )
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m_ResetTimer = new TreasureResetTimer( this );
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else
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m_ResetTimer.Delay = TimeSpan.FromMinutes( Utility.Random( MinSpawnTime, MaxSpawnTime ));
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case TreasureLevel.Level6:
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RequiredSkill = LockLevel = 100;
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break;
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}
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}
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m_ResetTimer.Start();
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}
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private void StartResetTimer()
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{
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if (m_ResetTimer == null)
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m_ResetTimer = new TreasureResetTimer(this);
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else
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m_ResetTimer.Delay = TimeSpan.FromMinutes(Utility.Random(MinSpawnTime, MaxSpawnTime));
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protected virtual void GenerateTreasure()
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{
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int MinGold = 1;
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int MaxGold = 2;
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m_ResetTimer.Start();
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}
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switch( Level )
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{
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case TreasureLevel.Level1:
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MinGold = 100;
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MaxGold = 300;
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break;
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protected virtual void GenerateTreasure()
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{
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int MinGold = 1;
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int MaxGold = 2;
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case TreasureLevel.Level2:
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MinGold = 300;
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MaxGold = 600;
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break;
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switch (Level)
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{
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case TreasureLevel.Level1:
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MinGold = 100;
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MaxGold = 300;
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break;
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case TreasureLevel.Level3:
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MinGold = 600;
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MaxGold = 900;
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break;
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case TreasureLevel.Level2:
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MinGold = 300;
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MaxGold = 600;
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break;
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case TreasureLevel.Level4:
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MinGold = 900;
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MaxGold = 1200;
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break;
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case TreasureLevel.Level3:
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MinGold = 600;
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MaxGold = 900;
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break;
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case TreasureLevel.Level5:
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MinGold = 1200;
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MaxGold = 5000;
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break;
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case TreasureLevel.Level4:
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MinGold = 900;
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MaxGold = 1200;
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break;
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case TreasureLevel.Level6:
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MinGold = 5000;
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MaxGold = 9000;
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break;
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}
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case TreasureLevel.Level5:
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MinGold = 1200;
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MaxGold = 5000;
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break;
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DropItem( new Gold( MinGold, MaxGold ) );
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}
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case TreasureLevel.Level6:
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MinGold = 5000;
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MaxGold = 9000;
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break;
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}
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public void ClearContents()
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{
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for ( int i = Items.Count - 1; i >= 0; --i )
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{
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if ( i < Items.Count )
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Items[i].Delete();
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}
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}
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DropItem(new Gold(MinGold, MaxGold));
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}
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public void Reset()
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{
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if ( m_ResetTimer != null )
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{
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if ( m_ResetTimer.Running )
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m_ResetTimer.Stop();
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}
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public void ClearContents()
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{
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for (int i = Items.Count - 1; i >= 0; --i)
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if (i < Items.Count)
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Items[i].Delete();
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}
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Locked = true;
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ClearContents();
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GenerateTreasure();
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}
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public void Reset()
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{
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if (m_ResetTimer != null)
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if (m_ResetTimer.Running)
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m_ResetTimer.Stop();
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public enum TreasureLevel
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{
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Level1,
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Level2,
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Level3,
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Level4,
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Level5,
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Level6,
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};
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Locked = true;
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ClearContents();
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GenerateTreasure();
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}
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private class TreasureResetTimer : Timer
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{
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private BaseTreasureChest m_Chest;
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private class TreasureResetTimer : Timer
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{
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private BaseTreasureChest m_Chest;
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public TreasureResetTimer( BaseTreasureChest chest ) : base ( TimeSpan.FromMinutes( Utility.Random( chest.MinSpawnTime, chest.MaxSpawnTime ) ) )
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{
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m_Chest = chest;
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Priority = TimerPriority.OneMinute;
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}
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public TreasureResetTimer(BaseTreasureChest chest) : base(
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TimeSpan.FromMinutes(Utility.Random(chest.MinSpawnTime, chest.MaxSpawnTime)))
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{
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m_Chest = chest;
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Priority = TimerPriority.OneMinute;
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}
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protected override void OnTick()
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{
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m_Chest.Reset();
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}
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}
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}
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}
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protected override void OnTick()
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{
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m_Chest.Reset();
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}
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}
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}
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}
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