using System; using System.Collections.Generic; using Server.Engines.Craft; namespace Server.Engines.BulkOrders { [Serializable(0, false)] public partial class SmallSmithBOD : SmallBOD { 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 }; private SmallSmithBOD(SmallBulkEntry entry, BulkMaterialType mat, int amountMax, bool reqExceptional) : base(0x44E, 0, amountMax, entry.Type, entry.Number, entry.Graphic, reqExceptional, mat) { } [Constructible] public SmallSmithBOD() { var useMaterials = Utility.RandomBool(); var entries = useMaterials ? SmallBulkEntry.BlacksmithArmor : SmallBulkEntry.BlacksmithWeapons; if (entries.Length <= 0) { return; } var hue = 0x44E; var amountMax = Utility.RandomList(10, 15, 20); var material = useMaterials ? GetRandomMaterial(BulkMaterialType.DullCopper, m_BlacksmithMaterialChances) : BulkMaterialType.None; var reqExceptional = Utility.RandomBool() || material == BulkMaterialType.None; var entry = entries.RandomElement(); Hue = hue; AmountMax = amountMax; Type = entry.Type; Number = entry.Number; Graphic = entry.Graphic; RequireExceptional = reqExceptional; Material = material; } public SmallSmithBOD( int amountCur, int amountMax, Type type, int number, int graphic, bool reqExceptional, BulkMaterialType mat ) : base(0x44E, amountCur, amountMax, type, number, graphic, reqExceptional, mat) { } 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)); public static SmallSmithBOD CreateRandomFor(Mobile m) { var useMaterials = Utility.RandomBool(); var entries = useMaterials ? SmallBulkEntry.BlacksmithArmor : SmallBulkEntry.BlacksmithWeapons; if (entries.Length <= 0) { return null; } var theirSkill = m.Skills.Blacksmith.Base; int amountMax = theirSkill switch { >= 70.1 => Utility.RandomList(10, 15, 20, 20), >= 50.1 => Utility.RandomList(10, 15, 15, 20), _ => Utility.RandomList(10, 10, 15, 20) }; var material = BulkMaterialType.None; if (useMaterials && theirSkill >= 70.1) { for (var i = 0; i < 20; ++i) { var check = GetRandomMaterial(BulkMaterialType.DullCopper, m_BlacksmithMaterialChances); var skillReq = check switch { BulkMaterialType.DullCopper => 65.0, BulkMaterialType.ShadowIron => 70.0, BulkMaterialType.Copper => 75.0, BulkMaterialType.Bronze => 80.0, BulkMaterialType.Gold => 85.0, BulkMaterialType.Agapite => 90.0, BulkMaterialType.Verite => 95.0, BulkMaterialType.Valorite => 100.0, BulkMaterialType.Spined => 65.0, BulkMaterialType.Horned => 80.0, BulkMaterialType.Barbed => 99.0, _ => 0.0 }; if (theirSkill >= skillReq) { material = check; break; } } } var excChance = theirSkill >= 70.1 ? (theirSkill + 80.0) / 200.0 : 0.0; var reqExceptional = excChance > Utility.RandomDouble(); var system = DefBlacksmithy.CraftSystem; var validEntries = new List(); for (var i = 0; i < entries.Length; ++i) { var item = system.CraftItems.SearchFor(entries[i].Type); if (item != null) { var chance = item.GetSuccessChance(m, null, system, false, out var allRequiredSkills); if (allRequiredSkills && chance >= 0.0) { if (reqExceptional) { chance = item.GetExceptionalChance(system, chance, m); } if (chance > 0.0) { validEntries.Add(entries[i]); } } } } if (validEntries.Count <= 0) { return null; } var entry = validEntries.RandomElement(); return new SmallSmithBOD(entry, material, amountMax, reqExceptional); } } }