using System; using System.Collections.Generic; namespace Server.Engines.Harvest { public class HarvestDefinition { public int BankWidth { get; set; } public int BankHeight { get; set; } public int MinTotal { get; set; } public int MaxTotal { get; set; } public int[] Tiles { get; set; } public bool RangedTiles { get; set; } public TimeSpan MinRespawn { get; set; } public TimeSpan MaxRespawn { get; set; } public int MaxRange { get; set; } public int ConsumedPerHarvest { get; set; } public int ConsumedPerFeluccaHarvest { get; set; } public bool PlaceAtFeetIfFull { get; set; } public SkillName Skill { get; set; } public int[] EffectActions { get; set; } public int[] EffectCounts { get; set; } public int[] EffectSounds { get; set; } public TimeSpan EffectSoundDelay { get; set; } public TimeSpan EffectDelay { get; set; } public object NoResourcesMessage { get; set; } public object OutOfRangeMessage { get; set; } public object TimedOutOfRangeMessage { get; set; } public object DoubleHarvestMessage { get; set; } public object FailMessage { get; set; } public object PackFullMessage { get; set; } public object ToolBrokeMessage { get; set; } public HarvestResource[] Resources { get; set; } public HarvestVein[] Veins { get; set; } public BonusHarvestResource[] BonusResources { get; set; } public bool RaceBonus { get; set; } public bool RandomizeVeins { get; set; } public Dictionary> Banks { get; set; } public void SendMessageTo( Mobile from, object message ) { if ( message is int messageInt ) from.SendLocalizedMessage( messageInt ); else from.SendMessage( message.ToString() ); } public HarvestBank GetBank( Map map, int x, int y ) { if ( map == null || map == Map.Internal ) return null; x /= BankWidth; y /= BankHeight; Banks.TryGetValue( map, out Dictionary banks ); if ( banks == null ) Banks[map] = banks = new Dictionary(); Point2D key = new Point2D( x, y ); banks.TryGetValue( key, out HarvestBank bank ); if ( bank == null ) banks[key] = bank = new HarvestBank( this, GetVeinAt( map, x, y ) ); return bank; } public HarvestVein GetVeinAt( Map map, int x, int y ) { if ( Veins.Length == 1 ) return Veins[0]; double randomValue; if ( RandomizeVeins ) { randomValue = Utility.RandomDouble(); } else { Random random = new Random( ( x * 17 ) + ( y * 11 ) + ( map.MapID * 3 ) ); randomValue = random.NextDouble(); } return GetVeinFrom( randomValue ); } public HarvestVein GetVeinFrom( double randomValue ) { if ( Veins.Length == 1 ) return Veins[0]; randomValue *= 100; for ( int i = 0; i < Veins.Length; ++i ) { if ( randomValue <= Veins[i].VeinChance ) return Veins[i]; randomValue -= Veins[i].VeinChance; } return null; } public BonusHarvestResource GetBonusResource() { if ( BonusResources == null ) return null; double randomValue = Utility.RandomDouble() * 100; for ( int i = 0; i < BonusResources.Length; ++i ) { if ( randomValue <= BonusResources[i].Chance ) return BonusResources[i]; randomValue -= BonusResources[i].Chance; } return null; } public HarvestDefinition() { Banks = new Dictionary>(); } public bool Validate( int tileID ) { if ( RangedTiles ) { bool contains = false; for ( int i = 0; !contains && i < Tiles.Length; i += 2 ) contains = ( tileID >= Tiles[i] && tileID <= Tiles[i + 1] ); return contains; } int dist = -1; for ( int i = 0; dist < 0 && i < Tiles.Length; ++i ) dist = ( Tiles[i] - tileID ); return ( dist == 0 ); } } }