### Summary - Fixes resource commodities so the hue changes when setting the resource - Fixes some commodities not being able to be modified in-game.
178 lines
4 KiB
C#
178 lines
4 KiB
C#
using ModernUO.Serialization;
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namespace Server.Items;
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[SerializationGenerator(2, false)]
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public abstract partial class BaseIngot : Item, ICommodity
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{
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public BaseIngot(CraftResource resource, int amount = 1) : base(0x1BF2)
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{
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Stackable = true;
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Amount = amount;
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Hue = CraftResources.GetHue(resource);
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_resource = resource;
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}
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public override double DefaultWeight => 0.1;
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[SerializableProperty(0)]
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[CommandProperty(AccessLevel.GameMaster)]
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public CraftResource Resource
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{
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get => _resource;
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set
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{
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if (_resource != value)
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{
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_resource = value;
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Hue = CraftResources.GetHue(value);
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InvalidateProperties();
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this.MarkDirty();
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}
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}
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}
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public override int LabelNumber
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{
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get
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{
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if (_resource >= CraftResource.DullCopper && _resource <= CraftResource.Valorite)
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{
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return 1042684 + (_resource - CraftResource.DullCopper);
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}
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return 1042692;
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}
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}
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int ICommodity.DescriptionNumber => LabelNumber;
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bool ICommodity.IsDeedable => true;
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private void Deserialize(IGenericReader reader, int version)
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{
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_resource = (CraftResource)reader.ReadInt();
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}
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public override void AddNameProperty(IPropertyList list)
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{
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if (Amount > 1)
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{
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list.Add(1050039, $"{Amount}\t{1027154:#}"); // ~1_NUMBER~ ~2_ITEMNAME~
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}
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else
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{
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list.Add(1027154); // ingots
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}
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}
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public override void GetProperties(IPropertyList list)
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{
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base.GetProperties(list);
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if (!CraftResources.IsStandard(_resource))
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{
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var num = CraftResources.GetLocalizationNumber(_resource);
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if (num > 0)
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{
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list.Add(num);
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}
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else
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{
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list.Add(CraftResources.GetName(_resource));
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}
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}
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}
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}
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[SerializationGenerator(0, false)]
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[Flippable(0x1BF2, 0x1BEF)]
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public partial class IronIngot : BaseIngot
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{
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[Constructible]
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public IronIngot(int amount = 1) : base(CraftResource.Iron, amount)
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{
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}
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}
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[SerializationGenerator(0, false)]
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[Flippable(0x1BF2, 0x1BEF)]
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public partial class DullCopperIngot : BaseIngot
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{
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[Constructible]
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public DullCopperIngot(int amount = 1) : base(CraftResource.DullCopper, amount)
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{
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}
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}
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[SerializationGenerator(0, false)]
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[Flippable(0x1BF2, 0x1BEF)]
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public partial class ShadowIronIngot : BaseIngot
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{
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[Constructible]
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public ShadowIronIngot(int amount = 1) : base(CraftResource.ShadowIron, amount)
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{
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}
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}
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[SerializationGenerator(0, false)]
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[Flippable(0x1BF2, 0x1BEF)]
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public partial class CopperIngot : BaseIngot
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{
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[Constructible]
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public CopperIngot(int amount = 1) : base(CraftResource.Copper, amount)
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{
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}
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}
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[SerializationGenerator(0, false)]
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[Flippable(0x1BF2, 0x1BEF)]
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public partial class BronzeIngot : BaseIngot
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{
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[Constructible]
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public BronzeIngot(int amount = 1) : base(CraftResource.Bronze, amount)
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{
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}
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}
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[SerializationGenerator(0, false)]
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[Flippable(0x1BF2, 0x1BEF)]
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public partial class GoldIngot : BaseIngot
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{
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[Constructible]
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public GoldIngot(int amount = 1) : base(CraftResource.Gold, amount)
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{
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}
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}
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[SerializationGenerator(0, false)]
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[Flippable(0x1BF2, 0x1BEF)]
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public partial class AgapiteIngot : BaseIngot
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{
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[Constructible]
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public AgapiteIngot(int amount = 1) : base(CraftResource.Agapite, amount)
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{
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}
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}
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[SerializationGenerator(0, false)]
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[Flippable(0x1BF2, 0x1BEF)]
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public partial class VeriteIngot : BaseIngot
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{
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[Constructible]
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public VeriteIngot(int amount = 1) : base(CraftResource.Verite, amount)
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{
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}
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}
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[SerializationGenerator(0, false)]
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[Flippable(0x1BF2, 0x1BEF)]
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public partial class ValoriteIngot : BaseIngot
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{
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[Constructible]
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public ValoriteIngot(int amount = 1) : base(CraftResource.Valorite, amount)
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{
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}
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}
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