using System; using System.Collections.Generic; using System.Runtime.CompilerServices; using Server.Random; namespace Server.Engines.Harvest { public class HarvestDefinition { private HarvestVein[] m_Veins; public int BankWidth { get; set; } public int BankHeight { get; set; } public int MinTotal { get; set; } public int MaxTotal { get; set; } public int[] LandTiles { get; set; } public int[] StaticTiles { 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 TextDefinition NoResourcesMessage { get; set; } public TextDefinition OutOfRangeMessage { get; set; } public TextDefinition TimedOutOfRangeMessage { get; set; } public TextDefinition DoubleHarvestMessage { get; set; } public TextDefinition FailMessage { get; set; } public TextDefinition PackFullMessage { get; set; } public TextDefinition ToolBrokeMessage { get; set; } public HarvestResource[] Resources { get; set; } public HarvestVein[] Veins { get => m_Veins; set { m_Veins = value; var totalWeight = 0u; for (var i = 0; i < m_Veins.Length; i++) { totalWeight += m_Veins[i].VeinChance; } VeinWeights = totalWeight; } } public BonusHarvestResource[] BonusResources { get; set; } public bool RaceBonus { get; set; } public bool RandomizeVeins { get; set; } public uint VeinWeights { get; private set; } public Dictionary> Banks { get; } = new(); [MethodImpl(MethodImplOptions.AggressiveInlining)] public void SendMessageTo(Mobile from, TextDefinition message) { if (message?.Number > 0) { from.SendLocalizedMessage(message.Number); } else if (!string.IsNullOrWhiteSpace(message)) { from.SendMessage(message); } } public HarvestBank GetBank(Map map, int x, int y) { if (map == null || map == Map.Internal) { return null; } x /= BankWidth; y /= BankHeight; if (!Banks.TryGetValue(map, out var banks)) { Banks[map] = banks = new Dictionary(); } var key = new Point2D(x, y); if (!banks.TryGetValue(key, out var bank)) { 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]; } if (RandomizeVeins) { return GetVeinFrom((uint)Utility.Random(1000)); } // TODO: Introduce pulling primes from a config and writing them if they don't exist to the config var seed = (ulong)(x * 17 + y * 11 + map.MapID * 3); return GetVeinFrom((uint)StableRandom.First(seed, VeinWeights)); } public HarvestVein GetVeinFrom(uint randomValue) { if (Veins.Length == 1) { return Veins[0]; } for (var 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; } var randomValue = Utility.RandomDouble() * 100; for (var i = 0; i < BonusResources.Length; ++i) { if (randomValue <= BonusResources[i].Chance) { return BonusResources[i]; } randomValue -= BonusResources[i].Chance; } return null; } public bool Validate(int tileID, bool isLand) { var tiles = isLand ? LandTiles : StaticTiles; if (RangedTiles) { for (var i = 0; i < tiles.Length; i += 2) { if (tileID >= tiles[i] && tileID <= tiles[i + 1]) { return true; } } return false; } for (var i = 0; i < tiles.Length; ++i) { if (tiles[i] == tileID) { return true; } } return false; } } }