ModernUO/Projects/Scripts/Engines/BulkOrders/Rewards.cs
Kamron Batman 179cb50557 Updates Packets & Randomizer (#43)
* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand.

* WIP - Rewriting packets.

* Cleanup and updates README

* Converts more packets

* Fixes header

* Converts Effects packets.

* Forgot the send command

* Adds the start of containers packets.

* Adds message packets with caching

* Extends the send methods

* Starts to add Acquire methods

* Converted the packets

* Cleanup

* Cleanup

* Adds more packets

* Adds more packets

* Fixes clearing arrays from pool. Adds Mobile Incoming

* Converts more packets.

* Moves more packets

* Moves more packets

* Test compression

* Merges

* Migrating to an idiomatic syntax that also supports compression, and proxying.

* Optimize the stack alloc. Changes attributes

* Converted container packets

* Visual Studio doesn't auto save files. I am still getting used to subpar IDEs.

* Adds static packet caching. Will profile later. Converts more packets

* Fixes packets and changes how compression is configured

* WIP - Adds basics for Gumps. Not finished though.

* Fix file

* Fixes formatting

* Changed SpanWriter to be more idiomatic.

* Fixes Span vs RawSpan and missing stackallocs

* Converts over some more gumps

* WIP - Deletes 32bit support.

* Drops RDRand32 support.

* Fixes gump compilation

* Converting gump components

* Removes old huffman compression function

* Revert signature for backwards compatibility

* WIP - Converting more gump components

* Creates ArraySet for the strings. Updates AppendTo to reference that.

* Converts the maining gump components

* Cleans up gump components

* Cleans up directives

* Cleans up ArraySet and moves it. Adds null-coalescing-assignment

* Cleanup, Target Packets, and C# 8 changes.

* Removed OPL Packet

* World packets

* Fixing packet uses

* Cleans up code. Fixes packet uses in various places.

* More cleanup for packets

* Code cleanup

* Converts more packet uses and cleans up more code

* More code cleanup

* Finishes fixing the packets in Item

* Updates secure trade packets

* Updates core and gets it to compile.

* Moved packets to scripts. Fixed account handler use of packets

* Code cleanup

* Updates chat packets

* Code cleanuo

* Adds party packets, but need to implement them.

* Party packets WIP

* Finishes party packets

* Rearrange movement namespaces and classes

* Finishes plant packets

* Code Formatting

* Fixes moving effects

* Code cleanup, eliminates equipinfo

* Adds more packets. Fixes bugs with various packets.

* Finishes mahjon packets

* Fixes mahjong packet

* Code cleanup

* Finishes mahjong packets

* Adds Map packets

* Add multifacet maps and charts

* Cleans up some packets with UTF8

* Optimizes packets

* Cleans up more packets. Moves the MessageHelper

* Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets.

* Updates protocol extensions packet receiver

* Fixes a few bugs. Fixes a few more packets.

* Code cleanup and fixing more packets

* Fixes packet effects

* Cleaned up more code

* Buff Icon cleanup

* Removed unused constructors

* Code Cleanup. Adds BoatHS Packets

* Moves house files. Updates house foundation packets.

* Deployment cleanup

* Fixes:

* Code cleanup

* More code cleanup

* More code cleanup

* Cleaned up BaseHouse

* Enforces styling

* Converts foreach to linq where possible.

* Dont need that

* Goals/Readme updates

* Removes 32bit support at the highest level. Turns on HRT by default.

* Code cleanup. Fixes extended features packet.

* Fixes various bugs

* Code cleanup

* Code cleanup

* Code cleanup. Fixes gump X/Y assignment.

* Code cleanup using |= operator

* More code cleanup

* Cleanup

* Fixes spacing issues. Thanks Visual Studio. You suck.

* Compiler error

* Fixes NPE from RunUO 2.7

* Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README

* Fixes more packets. Stupid trailing nulls.

* Fixes various bugs.

* Fixes for gumps

* Fixes more gump stuff. Going to split it out later since it is getting insane

* Recoded the gump writing

* WIP

* *Added output path of scripts project to dev branch
*Activated debugging in code
2019-11-11 12:40:16 +01:00

727 lines
24 KiB
C#

using System;
using Server.Items;
namespace Server.Engines.BulkOrders
{
public delegate Item ConstructCallback(int type);
public sealed class RewardType
{
public RewardType(int points, params Type[] types)
{
Points = points;
Types = types;
}
public int Points{ get; }
public Type[] Types{ get; }
public bool Contains(Type type)
{
for (int i = 0; i < Types.Length; ++i)
if (Types[i] == type)
return true;
return false;
}
}
public sealed class RewardItem
{
public RewardItem(int weight, ConstructCallback constructor, int type = 0)
{
Weight = weight;
Constructor = constructor;
Type = type;
}
public int Weight{ get; }
public ConstructCallback Constructor{ get; }
public int Type{ get; }
public Item Construct()
{
try
{
return Constructor(Type);
}
catch
{
return null;
}
}
}
public sealed class RewardGroup
{
public RewardGroup(int points, params RewardItem[] items)
{
Points = points;
Items = items;
}
public int Points{ get; }
public RewardItem[] Items{ get; }
public RewardItem AcquireItem()
{
if (Items.Length == 0)
return null;
if (Items.Length == 1)
return Items[0];
int totalWeight = 0;
for (int i = 0; i < Items.Length; ++i)
totalWeight += Items[i].Weight;
int randomWeight = Utility.Random(totalWeight);
for (int i = 0; i < Items.Length; ++i)
{
RewardItem item = Items[i];
if (randomWeight < item.Weight)
return item;
randomWeight -= item.Weight;
}
return null;
}
}
public abstract class RewardCalculator
{
public RewardGroup[] Groups{ get; set; }
public abstract int ComputePoints(int quantity, bool exceptional, BulkMaterialType material, int itemCount,
Type type);
public abstract int ComputeGold(int quantity, bool exceptional, BulkMaterialType material, int itemCount, Type type);
public virtual int ComputeFame(SmallBOD bod)
{
int points = ComputePoints(bod) / 50;
return points * points;
}
public virtual int ComputeFame(LargeBOD bod)
{
int points = ComputePoints(bod) / 50;
return points * points;
}
public virtual int ComputePoints(SmallBOD bod) => ComputePoints(bod.AmountMax, bod.RequireExceptional, bod.Material, 1, bod.Type);
public virtual int ComputePoints(LargeBOD bod) =>
ComputePoints(bod.AmountMax, bod.RequireExceptional, bod.Material, bod.Entries.Length,
bod.Entries[0].Details.Type);
public virtual int ComputeGold(SmallBOD bod) => ComputeGold(bod.AmountMax, bod.RequireExceptional, bod.Material, 1, bod.Type);
public virtual int ComputeGold(LargeBOD bod) =>
ComputeGold(bod.AmountMax, bod.RequireExceptional, bod.Material, bod.Entries.Length,
bod.Entries[0].Details.Type);
public virtual RewardGroup LookupRewards(int points)
{
for (int i = Groups.Length - 1; i >= 1; --i)
{
RewardGroup group = Groups[i];
if (points >= group.Points)
return group;
}
return Groups[0];
}
public virtual int LookupTypePoints(RewardType[] types, Type type)
{
for (int i = 0; i < types.Length; ++i)
if (types[i].Contains(type))
return types[i].Points;
return 0;
}
}
public sealed class SmithRewardCalculator : RewardCalculator
{
private static readonly ConstructCallback SturdyShovel = CreateSturdyShovel;
private static readonly ConstructCallback SturdyPickaxe = CreateSturdyPickaxe;
private static readonly ConstructCallback MiningGloves = CreateMiningGloves;
private static readonly ConstructCallback GargoylesPickaxe = CreateGargoylesPickaxe;
private static readonly ConstructCallback ProspectorsTool = CreateProspectorsTool;
private static readonly ConstructCallback PowderOfTemperament = CreatePowderOfTemperament;
private static readonly ConstructCallback RunicHammer = CreateRunicHammer;
private static readonly ConstructCallback PowerScroll = CreatePowerScroll;
private static readonly ConstructCallback ColoredAnvil = CreateColoredAnvil;
private static readonly ConstructCallback AncientHammer = CreateAncientHammer;
public static readonly SmithRewardCalculator Instance = new SmithRewardCalculator();
private static int[][][] m_GoldTable =
{
new[] // 1-part (regular)
{
new[] { 150, 250, 250, 400, 400, 750, 750, 1200, 1200 },
new[] { 225, 375, 375, 600, 600, 1125, 1125, 1800, 1800 },
new[] { 300, 500, 750, 800, 1050, 1500, 2250, 2400, 4000 }
},
new[] // 1-part (exceptional)
{
new[] { 250, 400, 400, 750, 750, 1500, 1500, 3000, 3000 },
new[] { 375, 600, 600, 1125, 1125, 2250, 2250, 4500, 4500 },
new[] { 500, 800, 1200, 1500, 2500, 3000, 6000, 6000, 12000 }
},
new[] // Ringmail (regular)
{
new[] { 3000, 5000, 5000, 7500, 7500, 10000, 10000, 15000, 15000 },
new[] { 4500, 7500, 7500, 11250, 11500, 15000, 15000, 22500, 22500 },
new[] { 6000, 10000, 15000, 15000, 20000, 20000, 30000, 30000, 50000 }
},
new[] // Ringmail (exceptional)
{
new[] { 5000, 10000, 10000, 15000, 15000, 25000, 25000, 50000, 50000 },
new[] { 7500, 15000, 15000, 22500, 22500, 37500, 37500, 75000, 75000 },
new[] { 10000, 20000, 30000, 30000, 50000, 50000, 100000, 100000, 200000 }
},
new[] // Chainmail (regular)
{
new[] { 4000, 7500, 7500, 10000, 10000, 15000, 15000, 25000, 25000 },
new[] { 6000, 11250, 11250, 15000, 15000, 22500, 22500, 37500, 37500 },
new[] { 8000, 15000, 20000, 20000, 30000, 30000, 50000, 50000, 100000 }
},
new[] // Chainmail (exceptional)
{
new[] { 7500, 15000, 15000, 25000, 25000, 50000, 50000, 100000, 100000 },
new[] { 11250, 22500, 22500, 37500, 37500, 75000, 75000, 150000, 150000 },
new[] { 15000, 30000, 50000, 50000, 100000, 100000, 200000, 200000, 200000 }
},
new[] // Platemail (regular)
{
new[] { 5000, 10000, 10000, 15000, 15000, 25000, 25000, 50000, 50000 },
new[] { 7500, 15000, 15000, 22500, 22500, 37500, 37500, 75000, 75000 },
new[] { 10000, 20000, 30000, 30000, 50000, 50000, 100000, 100000, 200000 }
},
new[] // Platemail (exceptional)
{
new[] { 10000, 25000, 25000, 50000, 50000, 100000, 100000, 100000, 100000 },
new[] { 15000, 37500, 37500, 75000, 75000, 150000, 150000, 150000, 150000 },
new[] { 20000, 50000, 100000, 100000, 200000, 200000, 200000, 200000, 200000 }
},
new[] // 2-part weapons (regular)
{
new[] { 3000, 0, 0, 0, 0, 0, 0, 0, 0 },
new[] { 4500, 0, 0, 0, 0, 0, 0, 0, 0 },
new[] { 6000, 0, 0, 0, 0, 0, 0, 0, 0 }
},
new[] // 2-part weapons (exceptional)
{
new[] { 5000, 0, 0, 0, 0, 0, 0, 0, 0 },
new[] { 7500, 0, 0, 0, 0, 0, 0, 0, 0 },
new[] { 10000, 0, 0, 0, 0, 0, 0, 0, 0 }
},
new[] // 5-part weapons (regular)
{
new[] { 4000, 0, 0, 0, 0, 0, 0, 0, 0 },
new[] { 6000, 0, 0, 0, 0, 0, 0, 0, 0 },
new[] { 8000, 0, 0, 0, 0, 0, 0, 0, 0 }
},
new[] // 5-part weapons (exceptional)
{
new[] { 7500, 0, 0, 0, 0, 0, 0, 0, 0 },
new[] { 11250, 0, 0, 0, 0, 0, 0, 0, 0 },
new[] { 15000, 0, 0, 0, 0, 0, 0, 0, 0 }
},
new[] // 6-part weapons (regular)
{
new[] { 4000, 0, 0, 0, 0, 0, 0, 0, 0 },
new[] { 6000, 0, 0, 0, 0, 0, 0, 0, 0 },
new[] { 10000, 0, 0, 0, 0, 0, 0, 0, 0 }
},
new[] // 6-part weapons (exceptional)
{
new[] { 7500, 0, 0, 0, 0, 0, 0, 0, 0 },
new[] { 11250, 0, 0, 0, 0, 0, 0, 0, 0 },
new[] { 15000, 0, 0, 0, 0, 0, 0, 0, 0 }
}
};
private RewardType[] m_Types =
{
// Armors
new RewardType(200, typeof(RingmailGloves), typeof(RingmailChest), typeof(RingmailArms), typeof(RingmailLegs)),
new RewardType(300, typeof(ChainCoif), typeof(ChainLegs), typeof(ChainChest)),
new RewardType(400, typeof(PlateArms), typeof(PlateLegs), typeof(PlateHelm), typeof(PlateGorget),
typeof(PlateGloves), typeof(PlateChest)),
// Weapons
new RewardType(200, typeof(Bardiche), typeof(Halberd)),
new RewardType(300, typeof(Dagger), typeof(ShortSpear), typeof(Spear), typeof(WarFork),
typeof(Kryss)), //OSI put the dagger in there. Odd, ain't it.
new RewardType(350, typeof(Axe), typeof(BattleAxe), typeof(DoubleAxe), typeof(ExecutionersAxe),
typeof(LargeBattleAxe), typeof(TwoHandedAxe)),
new RewardType(350, typeof(Broadsword), typeof(Cutlass), typeof(Katana), typeof(Longsword),
typeof(Scimitar), /*typeof( ThinLongsword ),*/ typeof(VikingSword)),
new RewardType(350, typeof(WarAxe), typeof(HammerPick), typeof(Mace), typeof(Maul), typeof(WarHammer),
typeof(WarMace))
};
public SmithRewardCalculator()
{
Groups = new[]
{
new RewardGroup(0, new RewardItem(1, SturdyShovel)),
new RewardGroup(25, new RewardItem(1, SturdyPickaxe)),
new RewardGroup(50, new RewardItem(45, SturdyShovel), new RewardItem(45, SturdyPickaxe),
new RewardItem(10, MiningGloves, 1)),
new RewardGroup(200, new RewardItem(45, GargoylesPickaxe), new RewardItem(45, ProspectorsTool),
new RewardItem(10, MiningGloves, 3)),
new RewardGroup(400, new RewardItem(2, GargoylesPickaxe), new RewardItem(2, ProspectorsTool),
new RewardItem(1, PowderOfTemperament)),
new RewardGroup(450, new RewardItem(9, PowderOfTemperament), new RewardItem(1, MiningGloves, 5)),
new RewardGroup(500, new RewardItem(1, RunicHammer, 1)),
new RewardGroup(550, new RewardItem(3, RunicHammer, 1), new RewardItem(2, RunicHammer, 2)),
new RewardGroup(600, new RewardItem(1, RunicHammer, 2)),
new RewardGroup(625, new RewardItem(3, RunicHammer, 2), new RewardItem(6, PowerScroll, 5),
new RewardItem(1, ColoredAnvil)),
new RewardGroup(650, new RewardItem(1, RunicHammer, 3)),
new RewardGroup(675, new RewardItem(1, ColoredAnvil), new RewardItem(6, PowerScroll, 10),
new RewardItem(3, RunicHammer, 3)),
new RewardGroup(700, new RewardItem(1, RunicHammer, 4)),
new RewardGroup(750, new RewardItem(1, AncientHammer, 10)),
new RewardGroup(800, new RewardItem(1, PowerScroll, 15)),
new RewardGroup(850, new RewardItem(1, AncientHammer, 15)),
new RewardGroup(900, new RewardItem(1, PowerScroll, 20)),
new RewardGroup(950, new RewardItem(1, RunicHammer, 5)),
new RewardGroup(1000, new RewardItem(1, AncientHammer, 30)),
new RewardGroup(1050, new RewardItem(1, RunicHammer, 6)),
new RewardGroup(1100, new RewardItem(1, AncientHammer, 60)),
new RewardGroup(1150, new RewardItem(1, RunicHammer, 7)),
new RewardGroup(1200, new RewardItem(1, RunicHammer, 8))
};
}
public override int ComputePoints(int quantity, bool exceptional, BulkMaterialType material, int itemCount,
Type type)
{
int points = 0;
if (quantity == 10)
points += 10;
else if (quantity == 15)
points += 25;
else if (quantity == 20)
points += 50;
if (exceptional)
points += 200;
if (itemCount > 1)
points += LookupTypePoints(m_Types, type);
if (material >= BulkMaterialType.DullCopper && material <= BulkMaterialType.Valorite)
points += 200 + 50 * (material - BulkMaterialType.DullCopper);
return points;
}
private int ComputeType(Type type, int itemCount)
{
// Item count of 1 means it's a small BOD.
if (itemCount == 1)
return 0;
int typeIdx = 0;
// Loop through the RewardTypes defined earlier and find the correct one.
for (; typeIdx < 7; ++typeIdx)
if (m_Types[typeIdx].Contains(type))
break;
// Types 5, 6 and 7 are Large Weapon BODs with the same rewards.
if (typeIdx > 5)
typeIdx = 5;
return (typeIdx + 1) * 2;
}
public override int ComputeGold(int quantity, bool exceptional, BulkMaterialType material, int itemCount, Type type)
{
int[][][] goldTable = m_GoldTable;
int typeIndex = ComputeType(type, itemCount);
int quanIndex = quantity switch
{
20 => 2,
15 => 1,
_ => 0
};
int mtrlIndex = material >= BulkMaterialType.DullCopper && material <= BulkMaterialType.Valorite
? 1 + (material - BulkMaterialType.DullCopper)
: 0;
if (exceptional)
typeIndex++;
int gold = goldTable[typeIndex][quanIndex][mtrlIndex];
int min = gold * 9 / 10;
int max = gold * 10 / 9;
return Utility.RandomMinMax(min, max);
}
#region Constructors
private static Item CreateSturdyShovel(int type) => new SturdyShovel();
private static Item CreateSturdyPickaxe(int type) => new SturdyPickaxe();
private static Item CreateMiningGloves(int type)
{
return type switch
{
1 => (Item)new LeatherGlovesOfMining(1),
3 => new StuddedGlovesOfMining(3),
5 => new RingmailGlovesOfMining(5),
_ => throw new InvalidOperationException()
};
}
private static Item CreateGargoylesPickaxe(int type) => new GargoylesPickaxe();
private static Item CreateProspectorsTool(int type) => new ProspectorsTool();
private static Item CreatePowderOfTemperament(int type) => new PowderOfTemperament();
private static Item CreateRunicHammer(int type)
{
if (type >= 1 && type <= 8)
return new RunicHammer(CraftResource.Iron + type, Core.AOS ? 55 - type * 5 : 50);
throw new InvalidOperationException();
}
private static Item CreatePowerScroll(int type)
{
if (type == 5 || type == 10 || type == 15 || type == 20)
return new PowerScroll(SkillName.Blacksmith, 100 + type);
throw new InvalidOperationException();
}
private static Item CreateColoredAnvil(int type) => new ColoredAnvil();
private static Item CreateAncientHammer(int type)
{
if (type == 10 || type == 15 || type == 30 || type == 60)
return new AncientSmithyHammer(type);
throw new InvalidOperationException();
}
#endregion
}
public sealed class TailorRewardCalculator : RewardCalculator
{
private static readonly ConstructCallback Cloth = CreateCloth;
private static readonly ConstructCallback Sandals = CreateSandals;
private static readonly ConstructCallback StretchedHide = CreateStretchedHide;
private static readonly ConstructCallback RunicKit = CreateRunicKit;
private static readonly ConstructCallback Tapestry = CreateTapestry;
private static readonly ConstructCallback PowerScroll = CreatePowerScroll;
private static readonly ConstructCallback BearRug = CreateBearRug;
private static readonly ConstructCallback ClothingBlessDeed = CreateCBD;
public static readonly TailorRewardCalculator Instance = new TailorRewardCalculator();
private static int[][][] m_AosGoldTable =
{
new[] // 1-part (regular)
{
new[] { 150, 150, 300, 300 },
new[] { 225, 225, 450, 450 },
new[] { 300, 400, 600, 750 }
},
new[] // 1-part (exceptional)
{
new[] { 300, 300, 600, 600 },
new[] { 450, 450, 900, 900 },
new[] { 600, 750, 1200, 1800 }
},
new[] // 4-part (regular)
{
new[] { 4000, 4000, 5000, 5000 },
new[] { 6000, 6000, 7500, 7500 },
new[] { 8000, 10000, 10000, 15000 }
},
new[] // 4-part (exceptional)
{
new[] { 5000, 5000, 7500, 7500 },
new[] { 7500, 7500, 11250, 11250 },
new[] { 10000, 15000, 15000, 20000 }
},
new[] // 5-part (regular)
{
new[] { 5000, 5000, 7500, 7500 },
new[] { 7500, 7500, 11250, 11250 },
new[] { 10000, 15000, 15000, 20000 }
},
new[] // 5-part (exceptional)
{
new[] { 7500, 7500, 10000, 10000 },
new[] { 11250, 11250, 15000, 15000 },
new[] { 15000, 20000, 20000, 30000 }
},
new[] // 6-part (regular)
{
new[] { 7500, 7500, 10000, 10000 },
new[] { 11250, 11250, 15000, 15000 },
new[] { 15000, 20000, 20000, 30000 }
},
new[] // 6-part (exceptional)
{
new[] { 10000, 10000, 15000, 15000 },
new[] { 15000, 15000, 22500, 22500 },
new[] { 20000, 30000, 30000, 50000 }
}
};
private static int[][][] m_OldGoldTable =
{
new[] // 1-part (regular)
{
new[] { 150, 150, 300, 300 },
new[] { 225, 225, 450, 450 },
new[] { 300, 400, 600, 750 }
},
new[] // 1-part (exceptional)
{
new[] { 300, 300, 600, 600 },
new[] { 450, 450, 900, 900 },
new[] { 600, 750, 1200, 1800 }
},
new[] // 4-part (regular)
{
new[] { 3000, 3000, 4000, 4000 },
new[] { 4500, 4500, 6000, 6000 },
new[] { 6000, 8000, 8000, 10000 }
},
new[] // 4-part (exceptional)
{
new[] { 4000, 4000, 5000, 5000 },
new[] { 6000, 6000, 7500, 7500 },
new[] { 8000, 10000, 10000, 15000 }
},
new[] // 5-part (regular)
{
new[] { 4000, 4000, 5000, 5000 },
new[] { 6000, 6000, 7500, 7500 },
new[] { 8000, 10000, 10000, 15000 }
},
new[] // 5-part (exceptional)
{
new[] { 5000, 5000, 7500, 7500 },
new[] { 7500, 7500, 11250, 11250 },
new[] { 10000, 15000, 15000, 20000 }
},
new[] // 6-part (regular)
{
new[] { 5000, 5000, 7500, 7500 },
new[] { 7500, 7500, 11250, 11250 },
new[] { 10000, 15000, 15000, 20000 }
},
new[] // 6-part (exceptional)
{
new[] { 7500, 7500, 10000, 10000 },
new[] { 11250, 11250, 15000, 15000 },
new[] { 15000, 20000, 20000, 30000 }
}
};
public TailorRewardCalculator()
{
Groups = new[]
{
new RewardGroup(0, new RewardItem(1, Cloth)),
new RewardGroup(50, new RewardItem(1, Cloth, 1)),
new RewardGroup(100, new RewardItem(1, Cloth, 2)),
new RewardGroup(150, new RewardItem(9, Cloth, 3), new RewardItem(1, Sandals)),
new RewardGroup(200, new RewardItem(4, Cloth, 4), new RewardItem(1, Sandals)),
new RewardGroup(300, new RewardItem(1, StretchedHide)),
new RewardGroup(350, new RewardItem(1, RunicKit, 1)),
new RewardGroup(400, new RewardItem(2, PowerScroll, 5), new RewardItem(3, Tapestry)),
new RewardGroup(450, new RewardItem(1, BearRug)),
new RewardGroup(500, new RewardItem(1, PowerScroll, 10)),
new RewardGroup(550, new RewardItem(1, ClothingBlessDeed)),
new RewardGroup(575, new RewardItem(1, PowerScroll, 15)),
new RewardGroup(600, new RewardItem(1, RunicKit, 2)),
new RewardGroup(650, new RewardItem(1, PowerScroll, 20)),
new RewardGroup(700, new RewardItem(1, RunicKit, 3))
};
}
public override int ComputePoints(int quantity, bool exceptional, BulkMaterialType material, int itemCount,
Type type)
{
int points = 0;
if (quantity == 10)
points += 10;
else if (quantity == 15)
points += 25;
else if (quantity == 20)
points += 50;
if (exceptional)
points += 100;
if (itemCount == 4)
points += 300;
else if (itemCount == 5)
points += 400;
else if (itemCount == 6)
points += 500;
if (material == BulkMaterialType.Spined)
points += 50;
else if (material == BulkMaterialType.Horned)
points += 100;
else if (material == BulkMaterialType.Barbed)
points += 150;
return points;
}
public override int ComputeGold(int quantity, bool exceptional, BulkMaterialType material, int itemCount, Type type)
{
int[][][] goldTable = Core.AOS ? m_AosGoldTable : m_OldGoldTable;
int typeIndex = itemCount switch
{
6 => 3,
5 => 2,
4 => 1,
_ => 0
} * 2 + (exceptional ? 1 : 0);
int quanIndex = quantity switch
{
20 => 2,
15 => 1,
_ => 0
};
int mtrlIndex = material switch
{
BulkMaterialType.Barbed => 3,
BulkMaterialType.Horned => 2,
BulkMaterialType.Spined => 1,
_ => 0
};
int gold = goldTable[typeIndex][quanIndex][mtrlIndex];
int min = gold * 9 / 10;
int max = gold * 10 / 9;
return Utility.RandomMinMax(min, max);
}
#region Constructors
private static readonly int[][] m_ClothHues =
{
new[] { 0x483, 0x48C, 0x488, 0x48A },
new[] { 0x495, 0x48B, 0x486, 0x485 },
new[] { 0x48D, 0x490, 0x48E, 0x491 },
new[] { 0x48F, 0x494, 0x484, 0x497 },
new[] { 0x489, 0x47F, 0x482, 0x47E }
};
private static Item CreateCloth(int type)
{
if (type >= 0 && type < m_ClothHues.Length)
{
UncutCloth cloth = new UncutCloth(100);
cloth.Hue = m_ClothHues[type][Utility.Random(m_ClothHues[type].Length)];
return cloth;
}
throw new InvalidOperationException();
}
private static int[] m_SandalHues =
{
0x489, 0x47F, 0x482,
0x47E, 0x48F, 0x494,
0x484, 0x497
};
private static Item CreateSandals(int type) => new Sandals(m_SandalHues[Utility.Random(m_SandalHues.Length)]);
private static Item CreateStretchedHide(int type)
{
return Utility.Random(4) switch
{
1 => (Item)new SmallStretchedHideSouthDeed(),
2 => new MediumStretchedHideEastDeed(),
3 => new MediumStretchedHideSouthDeed(),
_ => new SmallStretchedHideEastDeed()
};
}
private static Item CreateTapestry(int type)
{
return Utility.Random(4) switch
{
1 => (Item)new LightFlowerTapestrySouthDeed(),
2 => new DarkFlowerTapestryEastDeed(),
3 => new DarkFlowerTapestrySouthDeed(),
_ => new LightFlowerTapestryEastDeed()
};
}
private static Item CreateBearRug(int type)
{
return Utility.Random(4) switch
{
1 => (Item)new BrownBearRugSouthDeed(),
2 => new PolarBearRugEastDeed(),
3 => new PolarBearRugSouthDeed(),
_ => new BrownBearRugEastDeed()
};
}
private static Item CreateRunicKit(int type) =>
type >= 1 && type <= 3
? new RunicSewingKit(CraftResource.RegularLeather + type, 60 - type * 15)
: throw new InvalidOperationException();
private static Item CreatePowerScroll(int type) =>
type == 5 || type == 10 || type == 15 || type == 20
? new PowerScroll(SkillName.Tailoring, 100 + type)
: throw new InvalidOperationException();
private static Item CreatePowerScroll(int type)
{
if (type == 5 || type == 10 || type == 15 || type == 20)
return new PowerScroll(SkillName.Tailoring, 100 + type);
throw new InvalidOperationException();
}
private static Item CreateCBD(int type) => new ClothingBlessDeed();
#endregion
}
}