181 lines
4 KiB
C#
181 lines
4 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Server.Engines.Harvest
|
|
{
|
|
public class HarvestDefinition
|
|
{
|
|
public int BankWidth { get; set; }
|
|
|
|
public int BankHeight { get; set; }
|
|
|
|
public int MinTotal { get; set; }
|
|
|
|
public int MaxTotal { get; set; }
|
|
|
|
public int[] Tiles { get; set; }
|
|
|
|
public bool RangedTiles { get; set; }
|
|
|
|
public TimeSpan MinRespawn { get; set; }
|
|
|
|
public TimeSpan MaxRespawn { get; set; }
|
|
|
|
public int MaxRange { get; set; }
|
|
|
|
public int ConsumedPerHarvest { get; set; }
|
|
|
|
public int ConsumedPerFeluccaHarvest { get; set; }
|
|
|
|
public bool PlaceAtFeetIfFull { get; set; }
|
|
|
|
public SkillName Skill { get; set; }
|
|
|
|
public int[] EffectActions { get; set; }
|
|
|
|
public int[] EffectCounts { get; set; }
|
|
|
|
public int[] EffectSounds { get; set; }
|
|
|
|
public TimeSpan EffectSoundDelay { get; set; }
|
|
|
|
public TimeSpan EffectDelay { get; set; }
|
|
|
|
public object NoResourcesMessage { get; set; }
|
|
|
|
public object OutOfRangeMessage { get; set; }
|
|
|
|
public object TimedOutOfRangeMessage { get; set; }
|
|
|
|
public object DoubleHarvestMessage { get; set; }
|
|
|
|
public object FailMessage { get; set; }
|
|
|
|
public object PackFullMessage { get; set; }
|
|
|
|
public object ToolBrokeMessage { get; set; }
|
|
|
|
public HarvestResource[] Resources { get; set; }
|
|
|
|
public HarvestVein[] Veins { get; set; }
|
|
|
|
public BonusHarvestResource[] BonusResources { get; set; }
|
|
|
|
public bool RaceBonus { get; set; }
|
|
|
|
public bool RandomizeVeins { get; set; }
|
|
|
|
public Dictionary<Map, Dictionary<Point2D, HarvestBank>> Banks { get; set; }
|
|
|
|
public void SendMessageTo( Mobile from, object message )
|
|
{
|
|
if ( message is int messageInt )
|
|
from.SendLocalizedMessage( messageInt );
|
|
else
|
|
from.SendMessage( message.ToString() );
|
|
}
|
|
|
|
public HarvestBank GetBank( Map map, int x, int y )
|
|
{
|
|
if ( map == null || map == Map.Internal )
|
|
return null;
|
|
|
|
x /= BankWidth;
|
|
y /= BankHeight;
|
|
|
|
Banks.TryGetValue( map, out Dictionary<Point2D, HarvestBank> banks );
|
|
|
|
if ( banks == null )
|
|
Banks[map] = banks = new Dictionary<Point2D, HarvestBank>();
|
|
|
|
Point2D key = new Point2D( x, y );
|
|
banks.TryGetValue( key, out HarvestBank bank );
|
|
|
|
if ( bank == null )
|
|
banks[key] = bank = new HarvestBank( this, GetVeinAt( map, x, y ) );
|
|
|
|
return bank;
|
|
}
|
|
|
|
public HarvestVein GetVeinAt( Map map, int x, int y )
|
|
{
|
|
if ( Veins.Length == 1 )
|
|
return Veins[0];
|
|
|
|
double randomValue;
|
|
|
|
if ( RandomizeVeins )
|
|
{
|
|
randomValue = Utility.RandomDouble();
|
|
}
|
|
else
|
|
{
|
|
Random random = new Random( ( x * 17 ) + ( y * 11 ) + ( map.MapID * 3 ) );
|
|
randomValue = random.NextDouble();
|
|
}
|
|
|
|
return GetVeinFrom( randomValue );
|
|
}
|
|
|
|
public HarvestVein GetVeinFrom( double randomValue )
|
|
{
|
|
if ( Veins.Length == 1 )
|
|
return Veins[0];
|
|
|
|
randomValue *= 100;
|
|
|
|
for ( int i = 0; i < Veins.Length; ++i )
|
|
{
|
|
if ( randomValue <= Veins[i].VeinChance )
|
|
return Veins[i];
|
|
|
|
randomValue -= Veins[i].VeinChance;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
public BonusHarvestResource GetBonusResource()
|
|
{
|
|
if ( BonusResources == null )
|
|
return null;
|
|
|
|
double randomValue = Utility.RandomDouble() * 100;
|
|
|
|
for ( int i = 0; i < BonusResources.Length; ++i )
|
|
{
|
|
if ( randomValue <= BonusResources[i].Chance )
|
|
return BonusResources[i];
|
|
|
|
randomValue -= BonusResources[i].Chance;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
public HarvestDefinition()
|
|
{
|
|
Banks = new Dictionary<Map, Dictionary<Point2D, HarvestBank>>();
|
|
}
|
|
|
|
public bool Validate( int tileID )
|
|
{
|
|
if ( RangedTiles )
|
|
{
|
|
bool contains = false;
|
|
|
|
for ( int i = 0; !contains && i < Tiles.Length; i += 2 )
|
|
contains = ( tileID >= Tiles[i] && tileID <= Tiles[i + 1] );
|
|
|
|
return contains;
|
|
}
|
|
|
|
int dist = -1;
|
|
|
|
for ( int i = 0; dist < 0 && i < Tiles.Length; ++i )
|
|
dist = ( Tiles[i] - tileID );
|
|
|
|
return ( dist == 0 );
|
|
}
|
|
}
|
|
}
|