ModernUO/Projects/UOContent/Engines/VeteranRewards/Character Statue Maker/CharacterStatue.cs
2020-08-01 08:40:06 -07:00

661 lines
16 KiB
C#

using System;
using System.Collections.Generic;
using Server.Accounting;
using Server.ContextMenus;
using Server.Engines.VeteranRewards;
using Server.Gumps;
using Server.Items;
using Server.Multis;
using Server.Network;
using Server.Spells;
using Server.Targeting;
namespace Server.Mobiles
{
public enum StatueType
{
Marble,
Jade,
Bronze
}
public enum StatuePose
{
Ready,
Casting,
Salute,
AllPraiseMe,
Fighting,
HandsOnHips
}
public enum StatueMaterial
{
Antique,
Dark,
Medium,
Light
}
public class CharacterStatue : Mobile, IRewardItem
{
private int m_Animation;
private int m_Frames;
private StatueMaterial m_Material;
private StatuePose m_Pose;
private Mobile m_SculptedBy;
private StatueType m_Type;
public CharacterStatue(Mobile from, StatueType type)
{
m_Type = type;
m_Pose = StatuePose.Ready;
m_Material = StatueMaterial.Antique;
Direction = Direction.South;
AccessLevel = AccessLevel.Counselor;
Hits = HitsMax;
Blessed = true;
Frozen = true;
CloneBody(from);
CloneClothes(from);
InvalidateHues();
}
public CharacterStatue(Serial serial) : base(serial)
{
}
[CommandProperty(AccessLevel.GameMaster)]
public StatueType StatueType
{
get => m_Type;
set
{
m_Type = value;
InvalidateHues();
InvalidatePose();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public StatuePose Pose
{
get => m_Pose;
set
{
m_Pose = value;
InvalidatePose();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public StatueMaterial Material
{
get => m_Material;
set
{
m_Material = value;
InvalidateHues();
InvalidatePose();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public Mobile SculptedBy
{
get => m_SculptedBy;
set
{
m_SculptedBy = value;
InvalidateProperties();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public DateTime SculptedOn { get; set; }
public CharacterStatuePlinth Plinth { get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public bool IsRewardItem { get; set; }
public override void OnDoubleClick(Mobile from)
{
DisplayPaperdollTo(from);
}
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
if (m_SculptedBy != null)
{
if (m_SculptedBy.ShowFameTitle && (m_SculptedBy.Player || m_SculptedBy.Body.IsHuman) &&
m_SculptedBy.Fame >= 10000)
list.Add(1076202,
$"{(m_SculptedBy.Female ? "Lady" : "Lord")} {m_SculptedBy.Name}"); // Sculpted by ~1_Name~
else
list.Add(1076202, m_SculptedBy.Name); // Sculpted by ~1_Name~
}
}
public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
{
base.GetContextMenuEntries(from, list);
if (from.Alive && m_SculptedBy != null)
{
BaseHouse house = BaseHouse.FindHouseAt(this);
if (house?.IsCoOwner(from) == true || from.AccessLevel > AccessLevel.Counselor)
list.Add(new DemolishEntry(this));
}
}
public override void OnAfterDelete()
{
base.OnAfterDelete();
if (Plinth?.Deleted == false)
Plinth.Delete();
}
protected override void OnMapChange(Map oldMap)
{
InvalidatePose();
if (Plinth != null)
Plinth.Map = Map;
}
protected override void OnLocationChange(Point3D oldLocation)
{
InvalidatePose();
if (Plinth != null)
Plinth.Location = new Point3D(X, Y, Z - 5);
}
public override bool CanBeRenamedBy(Mobile from) => false;
public override bool CanBeDamaged() => false;
public void OnRequestedAnimation(Mobile from)
{
from.Send(new UpdateStatueAnimation(this, 1, m_Animation, m_Frames));
}
public override void OnAosSingleClick(Mobile from)
{
}
public override void Serialize(IGenericWriter writer)
{
base.Serialize(writer);
writer.WriteEncodedInt(0); // version
writer.Write((int)m_Type);
writer.Write((int)m_Pose);
writer.Write((int)m_Material);
writer.Write(m_SculptedBy);
writer.Write(SculptedOn);
writer.Write(Plinth);
writer.Write(IsRewardItem);
}
public override void Deserialize(IGenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadEncodedInt();
m_Type = (StatueType)reader.ReadInt();
m_Pose = (StatuePose)reader.ReadInt();
m_Material = (StatueMaterial)reader.ReadInt();
m_SculptedBy = reader.ReadMobile();
SculptedOn = reader.ReadDateTime();
Plinth = reader.ReadItem() as CharacterStatuePlinth;
IsRewardItem = reader.ReadBool();
InvalidatePose();
Frozen = true;
if (m_SculptedBy == null || Map == Map.Internal) // Remove preview statues
Timer.DelayCall(Delete);
}
public void Sculpt(Mobile by)
{
m_SculptedBy = by;
SculptedOn = DateTime.UtcNow;
InvalidateProperties();
}
public bool Demolish(Mobile by)
{
CharacterStatueDeed deed = new CharacterStatueDeed(null);
if (by.PlaceInBackpack(deed))
{
Delete();
deed.Statue = this;
deed.StatueType = m_Type;
deed.IsRewardItem = IsRewardItem;
Plinth?.Delete();
return true;
}
by.SendLocalizedMessage(500720); // You don't have enough room in your backpack!
deed.Delete();
return false;
}
public void Restore(CharacterStatue from)
{
m_Material = from.Material;
m_Pose = from.Pose;
Direction = from.Direction;
CloneBody(from);
CloneClothes(from);
InvalidateHues();
InvalidatePose();
}
public void CloneBody(Mobile from)
{
Name = from.Name;
BodyValue = from.BodyValue;
Female = from.Female;
HairItemID = from.HairItemID;
FacialHairItemID = from.FacialHairItemID;
}
public void CloneClothes(Mobile from)
{
for (int i = Items.Count - 1; i >= 0; i--)
Items[i].Delete();
for (int i = from.Items.Count - 1; i >= 0; i--)
{
Item item = from.Items[i];
if (item.Layer != Layer.Backpack && item.Layer != Layer.Mount && item.Layer != Layer.Bank)
AddItem(CloneItem(item));
}
}
public Item CloneItem(Item item)
{
Item cloned = new Item(item.ItemID)
{
Layer = item.Layer,
Name = item.Name,
Hue = item.Hue,
Weight = item.Weight,
Movable = false
};
return cloned;
}
public void InvalidateHues()
{
Hue = 0xB8F + (int)m_Type * 4 + (int)m_Material;
HairHue = Hue;
if (FacialHairItemID > 0)
FacialHairHue = Hue;
for (int i = Items.Count - 1; i >= 0; i--)
Items[i].Hue = Hue;
Plinth?.InvalidateHue();
}
public void InvalidatePose()
{
switch (m_Pose)
{
case StatuePose.Ready:
m_Animation = 4;
m_Frames = 0;
break;
case StatuePose.Casting:
m_Animation = 16;
m_Frames = 2;
break;
case StatuePose.Salute:
m_Animation = 33;
m_Frames = 1;
break;
case StatuePose.AllPraiseMe:
m_Animation = 17;
m_Frames = 4;
break;
case StatuePose.Fighting:
m_Animation = 31;
m_Frames = 5;
break;
case StatuePose.HandsOnHips:
m_Animation = 6;
m_Frames = 1;
break;
}
if (Map != null)
{
ProcessDelta();
Packet p = null;
IPooledEnumerable<NetState> eable = Map.GetClientsInRange(Location);
foreach (NetState state in eable)
{
state.Mobile.ProcessDelta();
p ??= Packet.Acquire(new UpdateStatueAnimation(this, 1, m_Animation, m_Frames));
state.Send(p);
}
Packet.Release(p);
eable.Free();
}
}
private class DemolishEntry : ContextMenuEntry
{
private readonly CharacterStatue m_Statue;
public DemolishEntry(CharacterStatue statue) : base(6275, 2) => m_Statue = statue;
public override void OnClick()
{
if (m_Statue.Deleted)
return;
m_Statue.Demolish(Owner.From);
}
}
}
public class CharacterStatueDeed : Item, IRewardItem
{
private bool m_IsRewardItem;
private StatueType m_Type;
public CharacterStatueDeed(CharacterStatue statue) : base(0x14F0)
{
Statue = statue;
if (statue != null)
{
m_Type = statue.StatueType;
m_IsRewardItem = statue.IsRewardItem;
}
LootType = LootType.Blessed;
Weight = 1.0;
}
public CharacterStatueDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber
{
get
{
StatueType t = m_Type;
if (Statue != null) t = Statue.StatueType;
return t switch
{
StatueType.Marble => 1076189,
StatueType.Jade => 1076188,
StatueType.Bronze => 1076190,
_ => 1076173
};
}
}
[CommandProperty(AccessLevel.GameMaster)]
public CharacterStatue Statue { get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public StatueType StatueType
{
get
{
if (Statue != null)
return Statue.StatueType;
return m_Type;
}
set => m_Type = value;
}
[CommandProperty(AccessLevel.GameMaster)]
public bool IsRewardItem
{
get => m_IsRewardItem;
set
{
m_IsRewardItem = value;
InvalidateProperties();
}
}
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
if (m_IsRewardItem)
list.Add(1076222); // 6th Year Veteran Reward
if (Statue != null)
list.Add(1076231, Statue.Name); // Statue of ~1_Name~
}
public override void OnDoubleClick(Mobile from)
{
if (from.Account is Account acct && from.AccessLevel == AccessLevel.Player)
{
TimeSpan time = TimeSpan.FromDays(RewardSystem.RewardInterval.TotalDays * 6) -
(DateTime.UtcNow - acct.Created);
if (time > TimeSpan.Zero)
{
from.SendLocalizedMessage(1008126, true,
Math.Ceiling(time.TotalDays / RewardSystem.RewardInterval.TotalDays)
.ToString()); // Your account is not old enough to use this item. Months until you can use this item :
return;
}
}
if (IsChildOf(from.Backpack))
{
if (!from.IsBodyMod)
{
from.SendLocalizedMessage(1076194); // Select a place where you would like to put your statue.
from.Target = new CharacterStatueTarget(this, StatueType);
}
else
{
from.SendLocalizedMessage(1073648); // You may only proceed while in your original state...
}
}
else
{
from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
}
}
public override void OnDelete()
{
base.OnDelete();
Statue?.Delete();
}
public override void Serialize(IGenericWriter writer)
{
base.Serialize(writer);
writer.WriteEncodedInt(1); // version
writer.Write((int)m_Type);
writer.Write(Statue);
writer.Write(m_IsRewardItem);
}
public override void Deserialize(IGenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadEncodedInt();
if (version >= 1) m_Type = (StatueType)reader.ReadInt();
Statue = reader.ReadMobile() as CharacterStatue;
m_IsRewardItem = reader.ReadBool();
}
}
public class CharacterStatueTarget : Target
{
private readonly Item m_Maker;
private readonly StatueType m_Type;
public CharacterStatueTarget(Item maker, StatueType type) : base(-1, true, TargetFlags.None)
{
m_Maker = maker;
m_Type = type;
}
protected override void OnTarget(Mobile from, object targeted)
{
IPoint3D p = targeted as IPoint3D;
Map map = from.Map;
if (p == null || map == null || m_Maker?.Deleted != false)
return;
if (m_Maker.IsChildOf(from.Backpack))
{
SpellHelper.GetSurfaceTop(ref p);
BaseHouse house = null;
Point3D loc = new Point3D(p);
if (targeted is Item item && !item.IsLockedDown && !item.IsSecure && !(item is AddonComponent))
{
from.SendLocalizedMessage(1076191); // Statues can only be placed in houses.
return;
}
if (from.IsBodyMod)
{
from.SendLocalizedMessage(1073648); // You may only proceed while in your original state...
return;
}
AddonFitResult result = CouldFit(loc, map, from, ref house);
if (result == AddonFitResult.Valid)
{
CharacterStatue statue = new CharacterStatue(from, m_Type);
CharacterStatuePlinth plinth = new CharacterStatuePlinth(statue);
house.Addons.Add(plinth);
if (m_Maker is IRewardItem rewardItem)
statue.IsRewardItem = rewardItem.IsRewardItem;
statue.Plinth = plinth;
plinth.MoveToWorld(loc, map);
statue.InvalidatePose();
/*
* TODO: Previously the maker wasn't deleted until after statue
* customization, leading to redeeding issues. Exact OSI behavior
* needs looking into.
*/
m_Maker.Delete();
statue.Sculpt(from);
from.CloseGump<CharacterStatueGump>();
from.SendGump(new CharacterStatueGump(m_Maker, statue, from));
}
else if (result == AddonFitResult.Blocked)
{
from.SendLocalizedMessage(500269); // You cannot build that there.
}
else if (result == AddonFitResult.NotInHouse)
{
from.SendLocalizedMessage(
1076192); // Statues can only be placed in houses where you are the owner or co-owner.
}
else if (result == AddonFitResult.DoorTooClose)
{
from.SendLocalizedMessage(500271); // You cannot build near the door.
}
}
else
{
from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
}
}
public static AddonFitResult CouldFit(Point3D p, Map map, Mobile from, ref BaseHouse house)
{
if (!map.CanFit(p.X, p.Y, p.Z, 20, true))
return AddonFitResult.Blocked;
if (!BaseAddon.CheckHouse(from, p, map, 20, ref house))
return AddonFitResult.NotInHouse;
return CheckDoors(p, 20, house);
}
public static AddonFitResult CheckDoors(Point3D p, int height, BaseHouse house)
{
List<BaseDoor> doors = house.Doors;
for (int i = 0; i < doors.Count; i++)
{
BaseDoor door = doors[i];
Point3D doorLoc = door.GetWorldLocation();
int doorHeight = door.ItemData.CalcHeight;
if (Utility.InRange(doorLoc, p, 1) &&
(p.Z == doorLoc.Z || (p.Z + height > doorLoc.Z && doorLoc.Z + doorHeight > p.Z)))
return AddonFitResult.DoorTooClose;
}
return AddonFitResult.Valid;
}
}
}