namespace Server.Engines.BulkOrders { [Serializable(0, false)] public partial class LargeSmithBOD : LargeBOD { public static double[] m_BlacksmithMaterialChances = { 0.501953125, // None 0.250000000, // Dull Copper 0.125000000, // Shadow Iron 0.062500000, // Copper 0.031250000, // Bronze 0.015625000, // Gold 0.007812500, // Agapite 0.003906250, // Verite 0.001953125 // Valorite }; [Constructible] public LargeSmithBOD() { LargeBulkEntry[] entries; var useMaterials = true; var rand = Utility.Random(8); entries = rand switch { 0 => LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.LargeRing), 1 => LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.LargePlate), 2 => LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.LargeChain), 3 => LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.LargeAxes), 4 => LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.LargeFencing), 5 => LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.LargeMaces), 6 => LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.LargePolearms), 7 => LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.LargeSwords), _ => LargeBulkEntry.ConvertEntries(this, LargeBulkEntry.LargeRing) }; if (rand > 2 && rand < 8) { useMaterials = false; } var hue = 0x44E; var amountMax = Utility.RandomList(10, 15, 20, 20); var reqExceptional = Utility.RandomDouble() < 0.825; var material = useMaterials ? GetRandomMaterial(BulkMaterialType.DullCopper, m_BlacksmithMaterialChances) : BulkMaterialType.None; Hue = hue; AmountMax = amountMax; Entries = entries; RequireExceptional = reqExceptional; Material = material; } public LargeSmithBOD(int amountMax, bool reqExceptional, BulkMaterialType mat, LargeBulkEntry[] entries) : base(0x44E, amountMax, reqExceptional, mat, entries) { } public override int ComputeFame() => SmithRewardCalculator.Instance.ComputeFame(this); public override int ComputeGold() => SmithRewardCalculator.Instance.ComputeGold(this); public override RewardGroup GetRewardGroup() => SmithRewardCalculator.Instance.LookupRewards(SmithRewardCalculator.Instance.ComputePoints(this)); } }