Adds more formatting

This commit is contained in:
Kamron Batman 2018-08-19 21:28:24 +08:00
parent e77d695684
commit f674ec2be0
68 changed files with 530 additions and 876 deletions

View file

@ -45,19 +45,14 @@ namespace Server.Items
{
foreach( Item i in Items )
{
if ( i != null && !i.Deleted )
if (i?.Deleted != false)
continue;
switch (i)
{
if ( i is BaseWeapon )
{
if ( CraftResources.GetType( ( (BaseWeapon)i ).Resource ) == CraftResourceType.Metal )
return true;
}
if ( i is BaseArmor )
{
if ( CraftResources.GetType( ( (BaseArmor)i ).Resource ) == CraftResourceType.Metal )
return true;
}
if ( i is DragonBardingDeed )
case BaseWeapon weapon when CraftResources.GetType( weapon.Resource ) == CraftResourceType.Metal:
case BaseArmor armor when CraftResources.GetType( armor.Resource ) == CraftResourceType.Metal:
case DragonBardingDeed _:
return true;
}
}
@ -68,20 +63,18 @@ namespace Server.Items
{
foreach( Item i in Items )
{
if ( i != null && !i.Deleted )
if (!(i is IScissorable && !i.Deleted))
continue;
switch (i)
{
if ( i is IScissorable )
{
if ( i is BaseClothing )
return true;
if ( i is BaseArmor )
{
if ( CraftResources.GetType( ( (BaseArmor)i ).Resource ) == CraftResourceType.Leather )
return true;
}
if ( ( i is Cloth ) || ( i is BoltOfCloth ) || ( i is Hides ) || ( i is BonePile ) )
return true;
}
case BaseClothing _:
case BaseArmor armor when CraftResources.GetType( armor.Resource ) == CraftResourceType.Leather:
case Cloth _:
case BoltOfCloth _:
case Hides _:
case BonePile _:
return true;
}
}
return false;
@ -128,7 +121,7 @@ namespace Server.Items
Type resourceType = info.ResourceTypes[ 0 ];
Item ingot = (Item)Activator.CreateInstance( resourceType );
if ( item is DragonBardingDeed || ( item is BaseArmor && ( (BaseArmor)item ).PlayerConstructed ) || ( item is BaseWeapon && ( (BaseWeapon)item ).PlayerConstructed ) || ( item is BaseClothing && ( (BaseClothing)item ).PlayerConstructed ) )
if ( item is DragonBardingDeed || ( item is BaseArmor armor && armor.PlayerConstructed ) || ( item is BaseWeapon weapon && weapon.PlayerConstructed ) || ( item is BaseClothing clothing && clothing.PlayerConstructed ) )
{
double mining = from.Skills[ SkillName.Mining ].Value;
if ( mining > 100.0 )
@ -176,7 +169,7 @@ namespace Server.Items
bool ToolFound = false;
foreach( Item tool in tools )
{
if ( tool is BaseTool && ( (BaseTool)tool ).CraftSystem == DefBlacksmithy.CraftSystem )
if ( tool is BaseTool baseTool && baseTool.CraftSystem == DefBlacksmithy.CraftSystem )
ToolFound = true;
}
@ -186,8 +179,7 @@ namespace Server.Items
return;
}
bool anvil, forge;
DefBlacksmithy.CheckAnvilAndForge( from, 2, out anvil, out forge );
DefBlacksmithy.CheckAnvilAndForge( from, 2, out _, out var forge );
if ( !forge )
{
@ -204,31 +196,28 @@ namespace Server.Items
for(int i = Smeltables.Count - 1; i >= 0; i--)
{
Item item = Smeltables[ i ];
if ( item is BaseArmor )
{
if ( Resmelt( from, item, ( (BaseArmor)item ).Resource ) )
salvaged++;
else
notSalvaged++;
}
else if ( item is BaseWeapon )
{
if ( Resmelt( from, item, ( (BaseWeapon)item ).Resource ) )
salvaged++;
else
notSalvaged++;
}
else if ( item is DragonBardingDeed )
{
if ( Resmelt( from, item, ( (DragonBardingDeed)item ).Resource ) )
salvaged++;
else
notSalvaged++;
}
}
switch (Smeltables[i])
{
case BaseArmor armor when Resmelt( from, armor, armor.Resource ):
salvaged++;
break;
case BaseArmor _:
notSalvaged++;
break;
case BaseWeapon weapon when Resmelt( from, weapon, weapon.Resource ):
salvaged++;
break;
case BaseWeapon _:
notSalvaged++;
break;
case DragonBardingDeed deed when Resmelt( from, deed, deed.Resource ):
salvaged++;
break;
case DragonBardingDeed _:
notSalvaged++;
break;
}
}
if ( m_Failure )
{
from.SendLocalizedMessage( 1079975 ); // You failed to smelt some metal for lack of skill.
@ -240,8 +229,7 @@ namespace Server.Items
private void SalvageCloth( Mobile from )
{
Scissors scissors = from.Backpack.FindItemByType( typeof( Scissors ) ) as Scissors;
if ( scissors == null )
if ( !(from.Backpack.FindItemByType( typeof( Scissors ) ) is Scissors scissors) )
{
from.SendLocalizedMessage( 1079823 ); // You need scissors in order to salvage cloth.
return;
@ -258,22 +246,18 @@ namespace Server.Items
{
Item item = scissorables[i];
if ( item is IScissorable )
{
IScissorable scissorable = (IScissorable)item;
if (!(item is IScissorable scissorable))
continue;
if ( Scissors.CanScissor( from, scissorable ) && scissorable.Scissor( from, scissors ) )
++salvaged;
else
++notSalvaged;
}
if ( Scissors.CanScissor( from, scissorable ) && scissorable.Scissor( from, scissors ) )
++salvaged;
else
++notSalvaged;
}
from.SendLocalizedMessage( 1079974, String.Format( "{0}\t{1}", salvaged, salvaged + notSalvaged ) ); // Salvaged: ~1_COUNT~/~2_NUM~ tailored items
Container pack = from.Backpack;
foreach (Item i in ((Container)this).FindItemsByType(typeof(Item), true))
foreach (Item i in this.FindItemsByType(typeof(Item), true))
{
if ( ( i is Leather ) || ( i is Cloth ) || ( i is SpinedLeather ) || ( i is HornedLeather ) || ( i is BarbedLeather ) || ( i is Bandage ) || ( i is Bone ) )
{