using System; using System.Collections.Generic; using Server.Engines.Craft; namespace Server.Engines.BulkOrders { public class SmallTailorBOD : SmallBOD { public static double[] m_TailoringMaterialChances = { 0.857421875, // None 0.125000000, // Spined 0.015625000, // Horned 0.001953125 // Barbed }; private SmallTailorBOD(SmallBulkEntry entry, BulkMaterialType mat, int amountMax, bool reqExceptional) : base(0x483, 0, amountMax, entry.Type, entry.Number, entry.Graphic, reqExceptional, mat) { } [Constructible] public SmallTailorBOD() { bool useMaterials = Utility.RandomBool(); SmallBulkEntry[] entries = useMaterials ? SmallBulkEntry.TailorLeather : SmallBulkEntry.TailorCloth; if (entries.Length <= 0) return; int hue = 0x483; int amountMax = Utility.RandomList(10, 15, 20); BulkMaterialType material = useMaterials ? GetRandomMaterial(BulkMaterialType.Spined, m_TailoringMaterialChances) : BulkMaterialType.None; bool reqExceptional = Utility.RandomBool() || material == BulkMaterialType.None; SmallBulkEntry entry = entries[Utility.Random(entries.Length)]; Hue = hue; AmountMax = amountMax; Type = entry.Type; Number = entry.Number; Graphic = entry.Graphic; RequireExceptional = reqExceptional; Material = material; } public SmallTailorBOD(int amountCur, int amountMax, Type type, int number, int graphic, bool reqExceptional, BulkMaterialType mat) : base(0x483, amountCur, amountMax, type, number, graphic, reqExceptional, mat) { } public SmallTailorBOD(Serial serial) : base(serial) { } public override int ComputeFame() => TailorRewardCalculator.Instance.ComputeFame(this); public override int ComputeGold() => TailorRewardCalculator.Instance.ComputeGold(this); public override RewardGroup GetRewardGroup() => TailorRewardCalculator.Instance.LookupRewards(TailorRewardCalculator.Instance.ComputePoints(this)); public static SmallTailorBOD CreateRandomFor(Mobile m) { SmallBulkEntry[] entries; bool useMaterials = Utility.RandomBool(); double theirSkill = m.Skills.Tailoring.Base; // Ugly, but the easiest leather BOD is Leather Cap which requires at least 6.2 skill. if (useMaterials && theirSkill >= 6.2) entries = SmallBulkEntry.TailorLeather; else entries = SmallBulkEntry.TailorCloth; if (entries.Length > 0) { int amountMax; if (theirSkill >= 70.1) amountMax = Utility.RandomList(10, 15, 20, 20); else if (theirSkill >= 50.1) amountMax = Utility.RandomList(10, 15, 15, 20); else amountMax = Utility.RandomList(10, 10, 15, 20); BulkMaterialType material = BulkMaterialType.None; if (useMaterials && theirSkill >= 70.1) for (int i = 0; i < 20; ++i) { BulkMaterialType check = GetRandomMaterial(BulkMaterialType.Spined, m_TailoringMaterialChances); double skillReq = 0.0; switch (check) { case BulkMaterialType.DullCopper: skillReq = 65.0; break; case BulkMaterialType.Bronze: skillReq = 80.0; break; case BulkMaterialType.Gold: skillReq = 85.0; break; case BulkMaterialType.Agapite: skillReq = 90.0; break; case BulkMaterialType.Verite: skillReq = 95.0; break; case BulkMaterialType.Valorite: skillReq = 100.0; break; case BulkMaterialType.Spined: skillReq = 65.0; break; case BulkMaterialType.Horned: skillReq = 80.0; break; case BulkMaterialType.Barbed: skillReq = 99.0; break; } if (theirSkill >= skillReq) { material = check; break; } } double excChance = 0.0; if (theirSkill >= 70.1) excChance = (theirSkill + 80.0) / 200.0; bool reqExceptional = excChance > Utility.RandomDouble(); CraftSystem system = DefTailoring.CraftSystem; List validEntries = new List(); for (int i = 0; i < entries.Length; ++i) { CraftItem item = system.CraftItems.SearchFor(entries[i].Type); if (item != null) { bool allRequiredSkills = true; double chance = item.GetSuccessChance(m, null, system, false, ref 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) { SmallBulkEntry entry = validEntries[Utility.Random(validEntries.Count)]; return new SmallTailorBOD(entry, material, amountMax, reqExceptional); } } return null; } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write(0); // version } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); } } }