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; HarvestDefinition lumber = new HarvestDefinition { BankWidth = 4, BankHeight = 3, MinTotal = 20, MaxTotal = 45, MinRespawn = TimeSpan.FromMinutes(20.0), MaxRespawn = TimeSpan.FromMinutes(30.0), Skill = SkillName.Lumberjacking, Tiles = m_TreeTiles, MaxRange = 2, ConsumedPerHarvest = 10, ConsumedPerFeluccaHarvest = 20, EffectActions = new[] { 13 }, EffectSounds = new[] { 0x13E }, EffectCounts = Core.AOS ? new[] { 1 } : new[] { 1, 2, 2, 2, 3 }, EffectDelay = TimeSpan.FromSeconds(1.6), EffectSoundDelay = TimeSpan.FromSeconds(0.9), NoResourcesMessage = 500493, // There's not enough wood here to harvest. FailMessage = 500495, // You hack at the tree for a while, but fail to produce any useable wood. OutOfRangeMessage = 500446, // That is too far away. PackFullMessage = 500497, // You can't place any wood into your backpack! 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); } public static Lumberjacking System => m_System ?? (m_System = new Lumberjacking()); 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); } } }