### Summary - Fixes resource commodities so the hue changes when setting the resource - Fixes some commodities not being able to be modified in-game.
140 lines
3.2 KiB
C#
140 lines
3.2 KiB
C#
using ModernUO.Serialization;
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namespace Server.Items;
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[Flippable(0x1BD7, 0x1BDA)]
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[SerializationGenerator(4, false)]
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public partial class Board : Item, ICommodity
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{
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[Constructible]
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public Board(int amount = 1) : this(CraftResource.RegularWood, amount)
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{
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}
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[Constructible]
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public Board(CraftResource resource, int amount = 1) : base(0x1BD7)
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{
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Stackable = true;
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Amount = amount;
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_resource = resource;
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Hue = CraftResources.GetHue(resource);
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}
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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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int ICommodity.DescriptionNumber
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{
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get
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{
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if (_resource >= CraftResource.OakWood && _resource <= CraftResource.YewWood)
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{
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return 1075052 + ((int)_resource - (int)CraftResource.OakWood);
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}
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return _resource switch
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{
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CraftResource.Bloodwood => 1075055,
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CraftResource.Frostwood => 1075056,
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CraftResource.Heartwood => 1075062, // WHY Osi. Why?
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_ => LabelNumber
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};
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}
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}
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bool ICommodity.IsDeedable => true;
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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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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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}
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[SerializationGenerator(0, false)]
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public partial class HeartwoodBoard : Board
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{
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[Constructible]
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public HeartwoodBoard(int amount = 1) : base(CraftResource.Heartwood, amount)
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{
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}
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}
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[SerializationGenerator(0, false)]
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public partial class BloodwoodBoard : Board
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{
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[Constructible]
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public BloodwoodBoard(int amount = 1) : base(CraftResource.Bloodwood, amount)
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{
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}
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}
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[SerializationGenerator(0, false)]
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public partial class FrostwoodBoard : Board
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{
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[Constructible]
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public FrostwoodBoard(int amount = 1) : base(CraftResource.Frostwood, amount)
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{
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}
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}
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[SerializationGenerator(0, false)]
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public partial class OakBoard : Board
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{
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[Constructible]
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public OakBoard(int amount = 1) : base(CraftResource.OakWood, amount)
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{
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}
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}
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[SerializationGenerator(0, false)]
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public partial class AshBoard : Board
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{
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[Constructible]
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public AshBoard(int amount = 1) : base(CraftResource.AshWood, amount)
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{
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}
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}
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[SerializationGenerator(0, false)]
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public partial class YewBoard : Board
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{
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[Constructible]
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public YewBoard(int amount = 1) : base(CraftResource.YewWood, amount)
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{
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}
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}
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