using System; using Server.Items; using Server.Mobiles; using Server.Targeting; namespace Server.Engines.Craft { public class Repair { public static void Do(Mobile from, CraftSystem craftSystem, BaseTool tool) { from.Target = new InternalTarget(craftSystem, tool); from.SendLocalizedMessage(1044276); // Target an item to repair. } public static void Do(Mobile from, CraftSystem craftSystem, RepairDeed deed) { from.Target = new InternalTarget(craftSystem, deed); from.SendLocalizedMessage(1044276); // Target an item to repair. } private class InternalTarget : Target { private readonly CraftSystem m_CraftSystem; private readonly RepairDeed m_Deed; private readonly BaseTool m_Tool; public InternalTarget(CraftSystem craftSystem, BaseTool tool) : base(2, false, TargetFlags.None) { m_CraftSystem = craftSystem; m_Tool = tool; } public InternalTarget(CraftSystem craftSystem, RepairDeed deed) : base(2, false, TargetFlags.None) { m_CraftSystem = craftSystem; m_Deed = deed; } private int GetWeakenChance(Mobile mob, SkillName skill, int curHits, int maxHits) => 40 + (maxHits - curHits) - (int)((m_Deed?.SkillLevel ?? mob.Skills[skill].Value) / 10); private bool CheckWeaken(Mobile mob, SkillName skill, int curHits, int maxHits) => GetWeakenChance(mob, skill, curHits, maxHits) > Utility.Random(100); private int GetRepairDifficulty(int curHits, int maxHits) => (maxHits - curHits) * 1250 / Math.Max(maxHits, 1) - 250; private bool CheckRepairDifficulty(Mobile mob, SkillName skill, int curHits, int maxHits) { double difficulty = GetRepairDifficulty(curHits, maxHits) * 0.1; if (m_Deed != null) { double value = m_Deed.SkillLevel; double minSkill = difficulty - 25.0; double maxSkill = difficulty + 25; if (value < minSkill) return false; // Too difficult if (value >= maxSkill) return true; // No challenge double chance = (value - minSkill) / (maxSkill - minSkill); return chance >= Utility.RandomDouble(); } return mob.CheckSkill(skill, difficulty - 25.0, difficulty + 25.0); } private bool CheckDeed(Mobile from) { if (m_Deed != null) return m_Deed.Check(from); return true; } private bool IsSpecialClothing(BaseClothing clothing) { // Clothing repairable but not craftable if (m_CraftSystem is DefTailoring) return clothing is BearMask || clothing is DeerMask || clothing is TheMostKnowledgePerson || clothing is TheRobeOfBritanniaAri || clothing is EmbroideredOakLeafCloak; return false; } private bool IsSpecialWeapon(BaseWeapon weapon) { // Weapons repairable but not craftable if (m_CraftSystem is DefTinkering) return weapon is Cleaver || weapon is Hatchet || weapon is Pickaxe || weapon is ButcherKnife || weapon is SkinningKnife; if (m_CraftSystem is DefCarpentry) { return weapon is Club || weapon is BlackStaff || weapon is MagicWand // TODO: Make these items craftable || weapon is WildStaff; } if (m_CraftSystem is DefBlacksmithy) { return weapon is Pitchfork // TODO: Make these items craftable || weapon is RadiantScimitar || weapon is WarCleaver || weapon is ElvenSpellblade || weapon is AssassinSpike || weapon is Leafblade || weapon is RuneBlade || weapon is ElvenMachete || weapon is OrnateAxe || weapon is DiamondMace; } // TODO: Make these items craftable if (m_CraftSystem is DefBowFletching) return weapon is ElvenCompositeLongbow || weapon is MagicalShortbow; return false; } private bool IsSpecialArmor(BaseArmor armor) { // Armor repairable but not craftable // TODO: Make these items craftable if (m_CraftSystem is DefTailoring) return armor is LeafTonlet || armor is LeafArms || armor is LeafChest || armor is LeafGloves || armor is LeafGorget || armor is LeafLegs || armor is HideChest || armor is HideGloves || armor is HideGorget || armor is HidePants || armor is HidePauldrons; if (m_CraftSystem is DefCarpentry) return armor is WingedHelm || armor is RavenHelm || armor is VultureHelm || armor is WoodlandArms || armor is WoodlandChest || armor is WoodlandGloves || armor is WoodlandGorget || armor is WoodlandLegs; if (m_CraftSystem is DefBlacksmithy) return armor is Circlet || armor is RoyalCirclet || armor is GemmedCirclet; return false; } protected override void OnTarget(Mobile from, object targeted) { int number; if (!CheckDeed(from)) return; bool usingDeed = m_Deed != null; bool toDelete = false; // TODO: Make an IRepairable if (m_CraftSystem.CanCraft(from, m_Tool, targeted.GetType()) == 1044267) { number = 1044282; // You must be near a forge and and anvil to repair items. * Yes, there are two and's * } else if (m_CraftSystem is DefTinkering && targeted is Golem g) { int damage = g.HitsMax - g.Hits; if (g.IsDeadBondedPet) { number = 500426; // You can't repair that. } else if (damage <= 0) { number = 500423; // That is already in full repair. } else { double skillValue = usingDeed ? m_Deed.SkillLevel : from.Skills.Tinkering.Value; if (skillValue < 60.0) { number = 1044153; // You don't have the required skills to attempt this item. //TODO: How does OSI handle this with deeds with golems? } else if (!from.CanBeginAction()) { number = 501789; // You must wait before trying again. } else { if (damage > (int)(skillValue * 0.3)) damage = (int)(skillValue * 0.3); damage += 30; if (!from.CheckSkill(SkillName.Tinkering, 0.0, 100.0)) damage /= 2; Container pack = from.Backpack; if (pack != null) { int v = pack.ConsumeUpTo(typeof(IronIngot), (damage + 4) / 5); if (v > 0) { g.Hits += v * 5; number = 1044279; // You repair the item. toDelete = true; from.BeginAction(); Timer.DelayCall(TimeSpan.FromSeconds(12.0), from.EndAction); } else { number = 1044037; // You do not have sufficient metal to make that. } } else { number = 1044037; // You do not have sufficient metal to make that. } } } } else if (targeted is BaseWeapon weapon) { SkillName skill = m_CraftSystem.MainSkill; int toWeaken = 0; if (Core.AOS) { toWeaken = 1; } else if (skill != SkillName.Tailoring) { double skillLevel = usingDeed ? m_Deed.SkillLevel : from.Skills[skill].Base; if (skillLevel >= 90.0) toWeaken = 1; else if (skillLevel >= 70.0) toWeaken = 2; else toWeaken = 3; } if (m_CraftSystem.CraftItems.SearchForSubclass(weapon.GetType()) == null && !IsSpecialWeapon(weapon)) { number = usingDeed ? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract. } else if (!weapon.IsChildOf(from.Backpack) && (!Core.ML || weapon.Parent != from)) { number = 1044275; // The item must be in your backpack to repair it. } else if (!Core.AOS && weapon.PoisonCharges != 0) { number = 1005012; // You cannot repair an item while a caustic substance is on it. } else if (weapon.MaxHitPoints <= 0 || weapon.HitPoints == weapon.MaxHitPoints) { number = 1044281; // That item is in full repair } else if (weapon.MaxHitPoints <= toWeaken) { number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again. } else { if (CheckWeaken(from, skill, weapon.HitPoints, weapon.MaxHitPoints)) { weapon.MaxHitPoints -= toWeaken; weapon.HitPoints = Math.Max(0, weapon.HitPoints - toWeaken); } if (CheckRepairDifficulty(from, skill, weapon.HitPoints, weapon.MaxHitPoints)) { number = 1044279; // You repair the item. m_CraftSystem.PlayCraftEffect(from); weapon.HitPoints = weapon.MaxHitPoints; } else { number = usingDeed ? 1061137 : 1044280; // You fail to repair the item. [And the contract is destroyed] m_CraftSystem.PlayCraftEffect(from); } toDelete = true; } } else if (targeted is BaseArmor armor) { SkillName skill = m_CraftSystem.MainSkill; int toWeaken = 0; if (Core.AOS) { toWeaken = 1; } else if (skill != SkillName.Tailoring) { double skillLevel = usingDeed ? m_Deed.SkillLevel : from.Skills[skill].Base; if (skillLevel >= 90.0) toWeaken = 1; else if (skillLevel >= 70.0) toWeaken = 2; else toWeaken = 3; } if (m_CraftSystem.CraftItems.SearchForSubclass(armor.GetType()) == null && !IsSpecialArmor(armor)) { number = usingDeed ? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract. } else if (!armor.IsChildOf(from.Backpack) && (!Core.ML || armor.Parent != from)) { number = 1044275; // The item must be in your backpack to repair it. } else if (armor.MaxHitPoints <= 0 || armor.HitPoints == armor.MaxHitPoints) { number = 1044281; // That item is in full repair } else if (armor.MaxHitPoints <= toWeaken) { number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again. } else { if (CheckWeaken(from, skill, armor.HitPoints, armor.MaxHitPoints)) { armor.MaxHitPoints -= toWeaken; armor.HitPoints = Math.Max(0, armor.HitPoints - toWeaken); } if (CheckRepairDifficulty(from, skill, armor.HitPoints, armor.MaxHitPoints)) { number = 1044279; // You repair the item. m_CraftSystem.PlayCraftEffect(from); armor.HitPoints = armor.MaxHitPoints; } else { number = usingDeed ? 1061137 : 1044280; // You fail to repair the item. [And the contract is destroyed] m_CraftSystem.PlayCraftEffect(from); } toDelete = true; } } else if (targeted is BaseClothing clothing) { SkillName skill = m_CraftSystem.MainSkill; int toWeaken = 0; if (Core.AOS) { toWeaken = 1; } else if (skill != SkillName.Tailoring) { double skillLevel = usingDeed ? m_Deed.SkillLevel : from.Skills[skill].Base; if (skillLevel >= 90.0) toWeaken = 1; else if (skillLevel >= 70.0) toWeaken = 2; else toWeaken = 3; } if (m_CraftSystem.CraftItems.SearchForSubclass(clothing.GetType()) == null && !IsSpecialClothing(clothing) && !(clothing is TribalMask || clothing is HornedTribalMask)) { number = usingDeed ? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract. } else if (!clothing.IsChildOf(from.Backpack) && (!Core.ML || clothing.Parent != from)) { number = 1044275; // The item must be in your backpack to repair it. } else if (clothing.MaxHitPoints <= 0 || clothing.HitPoints == clothing.MaxHitPoints) { number = 1044281; // That item is in full repair } else if (clothing.MaxHitPoints <= toWeaken) { number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again. } else { if (CheckWeaken(from, skill, clothing.HitPoints, clothing.MaxHitPoints)) { clothing.MaxHitPoints -= toWeaken; clothing.HitPoints = Math.Max(0, clothing.HitPoints - toWeaken); } if (CheckRepairDifficulty(from, skill, clothing.HitPoints, clothing.MaxHitPoints)) { number = 1044279; // You repair the item. m_CraftSystem.PlayCraftEffect(from); clothing.HitPoints = clothing.MaxHitPoints; } else { number = usingDeed ? 1061137 : 1044280; // You fail to repair the item. [And the contract is destroyed] m_CraftSystem.PlayCraftEffect(from); } toDelete = true; } } else if (!usingDeed && targeted is BlankScroll scroll) { SkillName skill = m_CraftSystem.MainSkill; if (from.Skills[skill].Value >= 50.0) { scroll.Consume(1); RepairDeed deed = new RepairDeed(RepairDeed.GetTypeFor(m_CraftSystem), from.Skills[skill].Value, from); from.AddToBackpack(deed); number = 500442; // You create the item and put it in your backpack. } else { number = 1047005; // You must be at least apprentice level to create a repair service contract. } } else if (targeted is Item) { number = usingDeed ? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract. } else { number = 500426; // You can't repair that. } if (!usingDeed) { CraftContext context = m_CraftSystem.GetContext(from); from.SendGump(new CraftGump(from, m_CraftSystem, m_Tool, number)); } else { from.SendLocalizedMessage(number); if (toDelete) m_Deed.Delete(); } } } } }