using System; using Server.Items; using Server.Network; using Server.Targeting; namespace Server.Engines.Harvest { public class Lumberjacking : HarvestSystem { private static Lumberjacking m_System; #region Tile lists private static int[] m_TreeTiles = { 0x4CCA, 0x4CCB, 0x4CCC, 0x4CCD, 0x4CD0, 0x4CD3, 0x4CD6, 0x4CD8, 0x4CDA, 0x4CDD, 0x4CE0, 0x4CE3, 0x4CE6, 0x4CF8, 0x4CFB, 0x4CFE, 0x4D01, 0x4D41, 0x4D42, 0x4D43, 0x4D44, 0x4D57, 0x4D58, 0x4D59, 0x4D5A, 0x4D5B, 0x4D6E, 0x4D6F, 0x4D70, 0x4D71, 0x4D72, 0x4D84, 0x4D85, 0x4D86, 0x52B5, 0x52B6, 0x52B7, 0x52B8, 0x52B9, 0x52BA, 0x52BB, 0x52BC, 0x52BD, 0x4CCE, 0x4CCF, 0x4CD1, 0x4CD2, 0x4CD4, 0x4CD5, 0x4CD7, 0x4CD9, 0x4CDB, 0x4CDC, 0x4CDE, 0x4CDF, 0x4CE1, 0x4CE2, 0x4CE4, 0x4CE5, 0x4CE7, 0x4CE8, 0x4CF9, 0x4CFA, 0x4CFC, 0x4CFD, 0x4CFF, 0x4D00, 0x4D02, 0x4D03, 0x4D45, 0x4D46, 0x4D47, 0x4D48, 0x4D49, 0x4D4A, 0x4D4B, 0x4D4C, 0x4D4D, 0x4D4E, 0x4D4F, 0x4D50, 0x4D51, 0x4D52, 0x4D53, 0x4D5C, 0x4D5D, 0x4D5E, 0x4D5F, 0x4D60, 0x4D61, 0x4D62, 0x4D63, 0x4D64, 0x4D65, 0x4D66, 0x4D67, 0x4D68, 0x4D69, 0x4D73, 0x4D74, 0x4D75, 0x4D76, 0x4D77, 0x4D78, 0x4D79, 0x4D7A, 0x4D7B, 0x4D7C, 0x4D7D, 0x4D7E, 0x4D7F, 0x4D87, 0x4D88, 0x4D89, 0x4D8A, 0x4D8B, 0x4D8C, 0x4D8D, 0x4D8E, 0x4D8F, 0x4D90, 0x4D95, 0x4D96, 0x4D97, 0x4D99, 0x4D9A, 0x4D9B, 0x4D9D, 0x4D9E, 0x4D9F, 0x4DA1, 0x4DA2, 0x4DA3, 0x4DA5, 0x4DA6, 0x4DA7, 0x4DA9, 0x4DAA, 0x4DAB, 0x52BE, 0x52BF, 0x52C0, 0x52C1, 0x52C2, 0x52C3, 0x52C4, 0x52C5, 0x52C6, 0x52C7 }; #endregion private Lumberjacking() { HarvestResource[] res; HarvestVein[] veins; #region Lumberjacking HarvestDefinition lumber = new HarvestDefinition(); // Resource banks are every 4x3 tiles lumber.BankWidth = 4; lumber.BankHeight = 3; // Every bank holds from 20 to 45 logs lumber.MinTotal = 20; lumber.MaxTotal = 45; // A resource bank will respawn its content every 20 to 30 minutes lumber.MinRespawn = TimeSpan.FromMinutes(20.0); lumber.MaxRespawn = TimeSpan.FromMinutes(30.0); // Skill checking is done on the Lumberjacking skill lumber.Skill = SkillName.Lumberjacking; // Set the list of harvestable tiles lumber.Tiles = m_TreeTiles; // Players must be within 2 tiles to harvest lumber.MaxRange = 2; // Ten logs per harvest action lumber.ConsumedPerHarvest = 10; lumber.ConsumedPerFeluccaHarvest = 20; // The chopping effect lumber.EffectActions = new[] { 13 }; lumber.EffectSounds = new[] { 0x13E }; lumber.EffectCounts = Core.AOS ? new[] { 1 } : new[] { 1, 2, 2, 2, 3 }; lumber.EffectDelay = TimeSpan.FromSeconds(1.6); lumber.EffectSoundDelay = TimeSpan.FromSeconds(0.9); lumber.NoResourcesMessage = 500493; // There's not enough wood here to harvest. lumber.FailMessage = 500495; // You hack at the tree for a while, but fail to produce any useable wood. lumber.OutOfRangeMessage = 500446; // That is too far away. lumber.PackFullMessage = 500497; // You can't place any wood into your backpack! lumber.ToolBrokeMessage = 500499; // You broke your axe. if (Core.ML) { res = new[] { new HarvestResource(00.0, 00.0, 100.0, 1072540, typeof(Log)), new HarvestResource(65.0, 25.0, 105.0, 1072541, typeof(OakLog)), new HarvestResource(80.0, 40.0, 120.0, 1072542, typeof(AshLog)), new HarvestResource(95.0, 55.0, 135.0, 1072543, typeof(YewLog)), new HarvestResource(100.0, 60.0, 140.0, 1072544, typeof(HeartwoodLog)), new HarvestResource(100.0, 60.0, 140.0, 1072545, typeof(BloodwoodLog)), new HarvestResource(100.0, 60.0, 140.0, 1072546, typeof(FrostwoodLog)) }; veins = new[] { new HarvestVein(49.0, 0.0, res[0], null), // Ordinary Logs new HarvestVein(30.0, 0.5, res[1], res[0]), // Oak new HarvestVein(10.0, 0.5, res[2], res[0]), // Ash new HarvestVein(05.0, 0.5, res[3], res[0]), // Yew new HarvestVein(03.0, 0.5, res[4], res[0]), // Heartwood new HarvestVein(02.0, 0.5, res[5], res[0]), // Bloodwood new HarvestVein(01.0, 0.5, res[6], res[0]) // Frostwood }; lumber.BonusResources = new[] { new BonusHarvestResource(0, 83.9, null, null), //Nothing new BonusHarvestResource(100, 10.0, 1072548, typeof(BarkFragment)), new BonusHarvestResource(100, 03.0, 1072550, typeof(LuminescentFungi)), new BonusHarvestResource(100, 02.0, 1072547, typeof(SwitchItem)), new BonusHarvestResource(100, 01.0, 1072549, typeof(ParasiticPlant)), new BonusHarvestResource(100, 00.1, 1072551, typeof(BrilliantAmber)) }; } else { res = new[] { new HarvestResource(00.0, 00.0, 100.0, 500498, typeof(Log)) }; veins = new[] { new HarvestVein(100.0, 0.0, res[0], null) }; } lumber.Resources = res; lumber.Veins = veins; lumber.RaceBonus = Core.ML; lumber.RandomizeVeins = Core.ML; Definition = lumber; Definitions.Add(lumber); #endregion } public static Lumberjacking System { get { if (m_System == null) m_System = new Lumberjacking(); return m_System; } } public HarvestDefinition Definition{ get; } public override bool CheckHarvest(Mobile from, Item tool) { if (!base.CheckHarvest(from, tool)) return false; if (tool.Parent != from) { from.SendLocalizedMessage(500487); // The axe must be equipped for any serious wood chopping. return false; } return true; } public override bool CheckHarvest(Mobile from, Item tool, HarvestDefinition def, object toHarvest) { if (!base.CheckHarvest(from, tool, def, toHarvest)) return false; if (tool.Parent != from) { from.SendLocalizedMessage(500487); // The axe must be equipped for any serious wood chopping. return false; } return true; } public override void OnBadHarvestTarget(Mobile from, Item tool, object toHarvest) { if (toHarvest is Mobile mobile) mobile.PrivateOverheadMessage(MessageType.Regular, 0x3B2, 500450, from.NetState); // You can only skin dead creatures. else if (toHarvest is Item item) item.LabelTo(from, 500464); // Use this on corpses to carve away meat and hide else if (toHarvest is StaticTarget || toHarvest is LandTarget) from.SendLocalizedMessage(500489); // You can't use an axe on that. else from.SendLocalizedMessage(1005213); // You can't do that } public override void OnHarvestStarted(Mobile from, Item tool, HarvestDefinition def, object toHarvest) { base.OnHarvestStarted(from, tool, def, toHarvest); if (Core.ML) from.RevealingAction(); } public static void Initialize() { Array.Sort(m_TreeTiles); } } }