- [X] Deletes serialization annotations - [X] Updates to ModernUO.Serialization.Annotations nuget - [X] Updates serializer to v2.0 - [X] Changes all `Serializable()` to `SerializationGenerator()` - [X] Updates to schema generator v2.0
167 lines
5.6 KiB
C#
167 lines
5.6 KiB
C#
using System;
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using System.Collections.Generic;
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using ModernUO.Serialization;
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using Server.Engines.Craft;
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namespace Server.Engines.BulkOrders
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{
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[SerializationGenerator(0, false)]
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public partial class SmallSmithBOD : SmallBOD
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{
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public static double[] m_BlacksmithMaterialChances =
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{
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0.501953125, // None
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0.250000000, // Dull Copper
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0.125000000, // Shadow Iron
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0.062500000, // Copper
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0.031250000, // Bronze
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0.015625000, // Gold
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0.007812500, // Agapite
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0.003906250, // Verite
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0.001953125 // Valorite
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};
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private SmallSmithBOD(SmallBulkEntry entry, BulkMaterialType mat, int amountMax, bool reqExceptional)
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: base(0x44E, 0, amountMax, entry.Type, entry.Number, entry.Graphic, reqExceptional, mat)
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{
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}
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[Constructible]
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public SmallSmithBOD()
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{
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var useMaterials = Utility.RandomBool();
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var entries = useMaterials ? SmallBulkEntry.BlacksmithArmor : SmallBulkEntry.BlacksmithWeapons;
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if (entries.Length <= 0)
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{
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return;
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}
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var hue = 0x44E;
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var amountMax = Utility.RandomList(10, 15, 20);
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var material = useMaterials
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? GetRandomMaterial(BulkMaterialType.DullCopper, m_BlacksmithMaterialChances)
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: BulkMaterialType.None;
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var reqExceptional = Utility.RandomBool() || material == BulkMaterialType.None;
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var entry = entries.RandomElement();
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Hue = hue;
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AmountMax = amountMax;
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Type = entry.Type;
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Number = entry.Number;
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Graphic = entry.Graphic;
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RequireExceptional = reqExceptional;
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Material = material;
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}
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public SmallSmithBOD(
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int amountCur, int amountMax, Type type, int number, int graphic, bool reqExceptional,
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BulkMaterialType mat
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) : base(0x44E, amountCur, amountMax, type, number, graphic, reqExceptional, mat)
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{
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}
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public override int ComputeFame() => SmithRewardCalculator.Instance.ComputeFame(this);
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public override int ComputeGold() => SmithRewardCalculator.Instance.ComputeGold(this);
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public override RewardGroup GetRewardGroup() =>
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SmithRewardCalculator.Instance.LookupRewards(SmithRewardCalculator.Instance.ComputePoints(this));
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public static SmallSmithBOD CreateRandomFor(Mobile m)
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{
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var useMaterials = Utility.RandomBool();
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var entries = useMaterials ? SmallBulkEntry.BlacksmithArmor : SmallBulkEntry.BlacksmithWeapons;
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if (entries.Length <= 0)
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{
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return null;
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}
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var theirSkill = m.Skills.Blacksmith.Base;
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int amountMax = theirSkill switch
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{
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>= 70.1 => Utility.RandomList(10, 15, 20, 20),
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>= 50.1 => Utility.RandomList(10, 15, 15, 20),
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_ => Utility.RandomList(10, 10, 15, 20)
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};
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var material = BulkMaterialType.None;
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if (useMaterials && theirSkill >= 70.1)
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{
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for (var i = 0; i < 20; ++i)
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{
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var check = GetRandomMaterial(BulkMaterialType.DullCopper, m_BlacksmithMaterialChances);
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var skillReq = check switch
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{
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BulkMaterialType.DullCopper => 65.0,
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BulkMaterialType.ShadowIron => 70.0,
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BulkMaterialType.Copper => 75.0,
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BulkMaterialType.Bronze => 80.0,
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BulkMaterialType.Gold => 85.0,
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BulkMaterialType.Agapite => 90.0,
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BulkMaterialType.Verite => 95.0,
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BulkMaterialType.Valorite => 100.0,
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BulkMaterialType.Spined => 65.0,
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BulkMaterialType.Horned => 80.0,
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BulkMaterialType.Barbed => 99.0,
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_ => 0.0
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};
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if (theirSkill >= skillReq)
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{
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material = check;
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break;
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}
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}
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}
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var excChance = theirSkill >= 70.1 ? (theirSkill + 80.0) / 200.0 : 0.0;
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var reqExceptional = excChance > Utility.RandomDouble();
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var system = DefBlacksmithy.CraftSystem;
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var validEntries = new List<SmallBulkEntry>();
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for (var i = 0; i < entries.Length; ++i)
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{
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var item = system.CraftItems.SearchFor(entries[i].Type);
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if (item != null)
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{
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var chance = item.GetSuccessChance(m, null, system, false, out var allRequiredSkills);
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if (allRequiredSkills && chance >= 0.0)
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{
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if (reqExceptional)
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{
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chance = item.GetExceptionalChance(system, chance, m);
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}
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if (chance > 0.0)
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{
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validEntries.Add(entries[i]);
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}
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}
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}
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}
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if (validEntries.Count <= 0)
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{
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return null;
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}
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var entry = validEntries.RandomElement();
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return new SmallSmithBOD(entry, material, amountMax, reqExceptional);
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}
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}
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}
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