ModernUO/Projects/UOContent/Items/Addons/ArcheryButteAddon.cs

320 lines
9 KiB
C#

using System;
using System.Collections.Generic;
using ModernUO.Serialization;
namespace Server.Items
{
[SerializationGenerator(0, false)]
[FlippableAttribute(0x100A /*East*/, 0x100B /*South*/)]
public partial class ArcheryButte : AddonComponent
{
private static readonly TimeSpan UseDelay = TimeSpan.FromSeconds(2.0);
private Dictionary<Mobile, ScoreEntry> m_Entries;
[Constructible]
public ArcheryButte(int itemID = 0x100A) : base(itemID)
{
_minSkill = -25.0;
_maxSkill = +25.0;
}
[SerializableField(0)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private double _minSkill;
[SerializableField(1)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private double _maxSkill;
[CommandProperty(AccessLevel.GameMaster)]
public DateTime LastUse { get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public bool FacingEast
{
get => ItemID == 0x100A;
set => ItemID = value ? 0x100A : 0x100B;
}
[SerializableField(2)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _arrows;
[SerializableField(3)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _bolts;
public override void OnDoubleClick(Mobile from)
{
var inRange = from.InRange(GetWorldLocation(), 1);
if ((_arrows > 0 || _bolts > 0) && inRange)
{
Gather(from);
}
else if (from.Weapon is not BaseThrown || inRange)
{
Fire(from);
}
}
public void Gather(Mobile from)
{
from.LocalOverheadMessage(MessageType.Regular, 0x3B2, 500592); // You gather the arrows and bolts.
if (_arrows > 0)
{
from.AddToBackpack(new Arrow(_arrows));
}
if (_bolts > 0)
{
from.AddToBackpack(new Bolt(_bolts));
}
Arrows = 0;
Bolts = 0;
m_Entries = null;
}
private ScoreEntry GetEntryFor(Mobile from)
{
m_Entries ??= new Dictionary<Mobile, ScoreEntry>();
if (!m_Entries.TryGetValue(from, out var e))
{
m_Entries[from] = e = new ScoreEntry();
}
return e;
}
public void Fire(Mobile from)
{
if (from.Weapon is not BaseRanged bow)
{
SendLocalizedMessageTo(from, 500593); // You must practice with ranged weapons on this.
return;
}
if (Core.Now < LastUse + UseDelay)
{
return;
}
var worldLoc = GetWorldLocation();
if (FacingEast ? from.X <= worldLoc.X : from.Y <= worldLoc.Y)
{
from.LocalOverheadMessage(
MessageType.Regular,
0x3B2,
500596
); // You would do better to stand in front of the archery butte.
return;
}
if (FacingEast ? from.Y != worldLoc.Y : from.X != worldLoc.X)
{
from.LocalOverheadMessage(
MessageType.Regular,
0x3B2,
500597
); // You aren't properly lined up with the archery butte to get an accurate shot.
return;
}
if (!from.InRange(worldLoc, 6))
{
from.LocalOverheadMessage(
MessageType.Regular,
0x3B2,
500598
); // You are too far away from the archery butte to get an accurate shot.
return;
}
if (from.InRange(worldLoc, 4))
{
from.LocalOverheadMessage(MessageType.Regular, 0x3B2, 500599); // You are too close to the target.
return;
}
var pack = from.Backpack;
var ammoType = bow.AmmoType;
var isArrow = ammoType == typeof(Arrow);
var isBolt = ammoType == typeof(Bolt);
var isKnown = isArrow || isBolt;
if (pack?.ConsumeTotal(ammoType) != true)
{
if (isArrow)
{
from.LocalOverheadMessage(
MessageType.Regular,
0x3B2,
500594
); // You do not have any arrows with which to practice.
}
else if (isBolt)
{
from.LocalOverheadMessage(
MessageType.Regular,
0x3B2,
500595
); // You do not have any crossbow bolts with which to practice.
}
else
{
SendLocalizedMessageTo(from, 500593); // You must practice with ranged weapons on this.
}
return;
}
LastUse = Core.Now;
from.Direction = from.GetDirectionTo(GetWorldLocation());
bow.PlaySwingAnimation(from);
from.MovingEffect(this, bow.EffectID, 18, 1, false, false);
var se = GetEntryFor(from);
if (!from.CheckSkill(bow.Skill, _minSkill, _maxSkill))
{
from.PlaySound(bow.MissSound);
PublicOverheadMessage(MessageType.Regular, 0x3B2, 500604, from.Name); // You miss the target altogether.
se.Record(0);
if (se.Count == 1)
{
PublicOverheadMessage(MessageType.Regular, 0x3B2, 1062719, se.Total.ToString());
}
else
{
PublicOverheadMessage(MessageType.Regular, 0x3B2, 1042683, $"{se.Total}\t{se.Count}");
}
return;
}
Effects.PlaySound(Location, Map, 0x2B1);
var rand = Utility.RandomDouble();
int area, score, splitScore;
if (rand < 0.10)
{
area = 0; // bullseye
score = 50;
splitScore = 100;
}
else if (rand < 0.25)
{
area = 1; // inner ring
score = 10;
splitScore = 20;
}
else if (rand < 0.50)
{
area = 2; // middle ring
score = 5;
splitScore = 15;
}
else
{
area = 3; // outer ring
score = 2;
splitScore = 5;
}
var split = isKnown && (_arrows + _bolts) * 0.02 > Utility.RandomDouble();
if (split)
{
PublicOverheadMessage(
MessageType.Regular,
0x3B2,
1010027 + area,
$"{from.Name}\t{(isArrow ? "arrow" : "bolt")}"
);
}
else
{
PublicOverheadMessage(MessageType.Regular, 0x3B2, 1010035 + area, from.Name);
if (isArrow)
{
++Arrows;
}
else if (isBolt)
{
++Bolts;
}
}
se.Record(split ? splitScore : score);
if (se.Count == 1)
{
PublicOverheadMessage(MessageType.Regular, 0x3B2, 1062719, se.Total.ToString());
}
else
{
PublicOverheadMessage(MessageType.Regular, 0x3B2, 1042683, $"{se.Total}\t{se.Count}");
}
}
[AfterDeserialization]
private void AfterDeserialization()
{
if (_minSkill == 0.0 && _maxSkill == 30.0)
{
_minSkill = -25.0;
_maxSkill = +25.0;
}
}
private class ScoreEntry
{
public int Total { get; set; }
public int Count { get; set; }
public void Record(int score)
{
Total += score;
Count += 1;
}
}
}
[SerializationGenerator(0, false)]
public partial class ArcheryButteAddon : BaseAddon
{
[Constructible]
public ArcheryButteAddon()
{
AddComponent(new ArcheryButte(), 0, 0, 0);
}
public override BaseAddonDeed Deed => new ArcheryButteDeed();
}
[SerializationGenerator(0, false)]
public partial class ArcheryButteDeed : BaseAddonDeed
{
[Constructible]
public ArcheryButteDeed()
{
}
public override BaseAddon Addon => new ArcheryButteAddon();
public override int LabelNumber => 1024106; // archery butte
}
}