Fixes code according to modern code style. Fixes a few expression bugs.

This commit is contained in:
Kamron Batman 2018-09-15 09:58:51 -07:00
parent 89eea25e5f
commit 970fd563b2
3324 changed files with 441118 additions and 433755 deletions

View file

@ -2,159 +2,160 @@ using System;
namespace Server.Items
{
public class TreasureChestLevel3 : LockableContainer
{
private const int m_Level = 3;
public class TreasureChestLevel3 : LockableContainer
{
private const int m_Level = 3;
public override bool Decays => true;
[Constructible]
public TreasureChestLevel3()
: base(0xE41)
{
SetChestAppearance();
Movable = false;
public override bool IsDecoContainer => false;
TrapType = TrapType.PoisonTrap;
TrapPower = m_Level * Utility.Random(1, 25);
Locked = true;
public override TimeSpan DecayTime => TimeSpan.FromMinutes( Utility.Random( 15, 60 ) );
RequiredSkill = 84;
LockLevel = RequiredSkill - Utility.Random(1, 10);
MaxLockLevel = RequiredSkill + Utility.Random(1, 10);
;
private void SetChestAppearance()
{
bool UseFirstItemId = Utility.RandomBool();
switch( Utility.RandomList( 0, 1, 2 ) )
{
case 0:// Wooden Chest
ItemID = ( UseFirstItemId ? 0xe42 : 0xe43 );
GumpID = 0x49;
break;
// According to OSI, loot in level 3 chest is:
// Gold 250 - 350
// Arrows 10
// Reagents
// Scrolls
// Potions
// Gems
// Magic Wand
// Magic weapon
// Magic armour
// Magic clothing (not implemented)
// Magic jewelry (not implemented)
case 1:// Metal Chest
ItemID = ( UseFirstItemId ? 0x9ab : 0xe7c );
GumpID = 0x4A;
break;
// Gold
DropItem(new Gold(Utility.Random(180, 240)));
case 2:// Metal Golden Chest
ItemID = ( UseFirstItemId ? 0xe40 : 0xe41 );
GumpID = 0x42;
break;
}
}
// Drop bolts
//DropItem( new Arrow( 10 ) );
public override int DefaultGumpID => 0x42;
// Reagents
for (int i = Utility.Random(1, m_Level); i > 1; i--)
{
Item ReagentLoot = Loot.RandomReagent();
ReagentLoot.Amount = Utility.Random(1, 9);
DropItem(ReagentLoot);
}
public override int DefaultDropSound => 0x42;
// Scrolls
for (int i = Utility.Random(1, m_Level); i > 1; i--)
{
Item ScrollLoot = Loot.RandomScroll(0, 47, SpellbookType.Regular);
ScrollLoot.Amount = Utility.Random(1, 12);
DropItem(ScrollLoot);
}
public override Rectangle2D Bounds => new Rectangle2D( 18, 105, 144, 73 );
// Potions
for (int i = Utility.Random(1, m_Level); i > 1; i--)
{
Item PotionLoot = Loot.RandomPotion();
DropItem(PotionLoot);
}
[Constructible]
public TreasureChestLevel3()
: base( 0xE41 )
{
SetChestAppearance();
Movable = false;
// Gems
for (int i = Utility.Random(1, m_Level); i > 1; i--)
{
Item GemLoot = Loot.RandomGem();
GemLoot.Amount = Utility.Random(1, 9);
DropItem(GemLoot);
}
TrapType = TrapType.PoisonTrap;
TrapPower = m_Level * Utility.Random( 1, 25 );
Locked = true;
// Magic Wand
for (int i = Utility.Random(1, m_Level); i > 1; i--)
DropItem(Loot.RandomWand());
RequiredSkill = 84;
LockLevel = RequiredSkill - Utility.Random( 1, 10 );
MaxLockLevel = RequiredSkill + Utility.Random( 1, 10 ); ;
// Equipment
for (int i = Utility.Random(1, m_Level); i > 1; i--)
{
Item item = Loot.RandomArmorOrShieldOrWeapon();
// According to OSI, loot in level 3 chest is:
// Gold 250 - 350
// Arrows 10
// Reagents
// Scrolls
// Potions
// Gems
// Magic Wand
// Magic weapon
// Magic armour
// Magic clothing (not implemented)
// Magic jewelry (not implemented)
if (item is BaseWeapon weapon)
{
weapon.DamageLevel = (WeaponDamageLevel)Utility.Random(m_Level);
weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random(m_Level);
weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(m_Level);
weapon.Quality = WeaponQuality.Regular;
}
else if (item is BaseArmor armor)
{
armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(m_Level);
armor.Durability = (ArmorDurabilityLevel)Utility.Random(m_Level);
armor.Quality = ArmorQuality.Regular;
}
// Gold
DropItem( new Gold( Utility.Random( 180, 240 ) ) );
DropItem(item);
}
// Drop bolts
//DropItem( new Arrow( 10 ) );
// Clothing
for (int i = Utility.Random(1, 2); i > 1; i--)
DropItem(Loot.RandomClothing());
// Reagents
for( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
{
Item ReagentLoot = Loot.RandomReagent();
ReagentLoot.Amount = Utility.Random( 1, 9 );
DropItem( ReagentLoot );
}
// Jewelry
for (int i = Utility.Random(1, 2); i > 1; i--)
DropItem(Loot.RandomJewelry());
}
// Scrolls
for( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
{
Item ScrollLoot = Loot.RandomScroll( 0, 47, SpellbookType.Regular );
ScrollLoot.Amount = Utility.Random( 1, 12 );
DropItem( ScrollLoot );
}
public TreasureChestLevel3(Serial serial)
: base(serial)
{
}
// Potions
for( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
{
Item PotionLoot = Loot.RandomPotion();
DropItem( PotionLoot );
}
public override bool Decays => true;
// Gems
for( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
{
Item GemLoot = Loot.RandomGem();
GemLoot.Amount = Utility.Random( 1, 9 );
DropItem( GemLoot );
}
public override bool IsDecoContainer => false;
// Magic Wand
for( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
DropItem( Loot.RandomWand() );
public override TimeSpan DecayTime => TimeSpan.FromMinutes(Utility.Random(15, 60));
// Equipment
for( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
{
Item item = Loot.RandomArmorOrShieldOrWeapon();
public override int DefaultGumpID => 0x42;
if ( item is BaseWeapon weapon )
{
weapon.DamageLevel = ( WeaponDamageLevel )Utility.Random( m_Level );
weapon.AccuracyLevel = ( WeaponAccuracyLevel )Utility.Random( m_Level );
weapon.DurabilityLevel = ( WeaponDurabilityLevel )Utility.Random( m_Level );
weapon.Quality = WeaponQuality.Regular;
}
else if ( item is BaseArmor armor )
{
armor.ProtectionLevel = ( ArmorProtectionLevel )Utility.Random( m_Level );
armor.Durability = ( ArmorDurabilityLevel )Utility.Random( m_Level );
armor.Quality = ArmorQuality.Regular;
}
public override int DefaultDropSound => 0x42;
DropItem( item );
}
public override Rectangle2D Bounds => new Rectangle2D(18, 105, 144, 73);
// Clothing
for( int i = Utility.Random( 1, 2 ); i > 1; i-- )
DropItem( Loot.RandomClothing() );
private void SetChestAppearance()
{
bool UseFirstItemId = Utility.RandomBool();
switch (Utility.RandomList(0, 1, 2))
{
case 0: // Wooden Chest
ItemID = UseFirstItemId ? 0xe42 : 0xe43;
GumpID = 0x49;
break;
// Jewelry
for( int i = Utility.Random( 1, 2 ); i > 1; i-- )
DropItem( Loot.RandomJewelry() );
}
case 1: // Metal Chest
ItemID = UseFirstItemId ? 0x9ab : 0xe7c;
GumpID = 0x4A;
break;
public TreasureChestLevel3( Serial serial )
: base( serial )
{
}
case 2: // Metal Golden Chest
ItemID = UseFirstItemId ? 0xe40 : 0xe41;
GumpID = 0x42;
break;
}
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( ( int )1 ); // version
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(1); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
}