ModernUO/Projects/Scripts/Engines/Craft/Core/Repair.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

507 lines
17 KiB
C#

using System;
using Server.Items;
using Server.Mobiles;
using Server.Targeting;
namespace Server.Engines.Craft
{
public class Repair
{
public static void Do(Mobile from, CraftSystem craftSystem, BaseTool tool)
{
from.Target = new InternalTarget(craftSystem, tool);
from.SendLocalizedMessage(1044276); // Target an item to repair.
}
public static void Do(Mobile from, CraftSystem craftSystem, RepairDeed deed)
{
from.Target = new InternalTarget(craftSystem, deed);
from.SendLocalizedMessage(1044276); // Target an item to repair.
}
private class InternalTarget : Target
{
private CraftSystem m_CraftSystem;
private RepairDeed m_Deed;
private BaseTool m_Tool;
public InternalTarget(CraftSystem craftSystem, BaseTool tool) : base(2, false, TargetFlags.None)
{
m_CraftSystem = craftSystem;
m_Tool = tool;
}
public InternalTarget(CraftSystem craftSystem, RepairDeed deed) : base(2, false, TargetFlags.None)
{
m_CraftSystem = craftSystem;
m_Deed = deed;
}
private int GetWeakenChance(Mobile mob, SkillName skill, int curHits, int maxHits) => 40 + (maxHits - curHits) - (int)((m_Deed?.SkillLevel ?? mob.Skills[skill].Value) / 10);
private bool CheckWeaken(Mobile mob, SkillName skill, int curHits, int maxHits) => GetWeakenChance(mob, skill, curHits, maxHits) > Utility.Random(100);
private int GetRepairDifficulty(int curHits, int maxHits) => (maxHits - curHits) * 1250 / Math.Max(maxHits, 1) - 250;
private bool CheckRepairDifficulty(Mobile mob, SkillName skill, int curHits, int maxHits)
{
double difficulty = GetRepairDifficulty(curHits, maxHits) * 0.1;
if (m_Deed != null)
{
double value = m_Deed.SkillLevel;
double minSkill = difficulty - 25.0;
double maxSkill = difficulty + 25;
if (value < minSkill)
return false; // Too difficult
if (value >= maxSkill)
return true; // No challenge
double chance = (value - minSkill) / (maxSkill - minSkill);
return chance >= Utility.RandomDouble();
}
return mob.CheckSkill(skill, difficulty - 25.0, difficulty + 25.0);
}
private bool CheckDeed(Mobile from)
{
if (m_Deed != null) return m_Deed.Check(from);
return true;
}
private bool IsSpecialClothing(BaseClothing clothing)
{
// Clothing repairable but not craftable
if (m_CraftSystem is DefTailoring)
return clothing is BearMask
|| clothing is DeerMask
|| clothing is TheMostKnowledgePerson
|| clothing is TheRobeOfBritanniaAri
|| clothing is EmbroideredOakLeafCloak;
return false;
}
private bool IsSpecialWeapon(BaseWeapon weapon)
{
// Weapons repairable but not craftable
if (m_CraftSystem is DefTinkering)
return weapon is Cleaver
|| weapon is Hatchet
|| weapon is Pickaxe
|| weapon is ButcherKnife
|| weapon is SkinningKnife;
if (m_CraftSystem is DefCarpentry)
{
return weapon is Club
|| weapon is BlackStaff
|| weapon is MagicWand
#region Temporary
// TODO: Make these items craftable
|| weapon is WildStaff;
#endregion
}
if (m_CraftSystem is DefBlacksmithy)
{
return weapon is Pitchfork
#region Temporary
// TODO: Make these items craftable
|| weapon is RadiantScimitar
|| weapon is WarCleaver
|| weapon is ElvenSpellblade
|| weapon is AssassinSpike
|| weapon is Leafblade
|| weapon is RuneBlade
|| weapon is ElvenMachete
|| weapon is OrnateAxe
|| weapon is DiamondMace;
#endregion
}
#region Temporary
// TODO: Make these items craftable
if (m_CraftSystem is DefBowFletching)
return weapon is ElvenCompositeLongbow
|| weapon is MagicalShortbow;
#endregion
return false;
}
private bool IsSpecialArmor(BaseArmor armor)
{
// Armor repairable but not craftable
#region Temporary
// TODO: Make these items craftable
if (m_CraftSystem is DefTailoring)
return armor is LeafTonlet
|| armor is LeafArms
|| armor is LeafChest
|| armor is LeafGloves
|| armor is LeafGorget
|| armor is LeafLegs
|| armor is HideChest
|| armor is HideGloves
|| armor is HideGorget
|| armor is HidePants
|| armor is HidePauldrons;
if (m_CraftSystem is DefCarpentry)
return armor is WingedHelm
|| armor is RavenHelm
|| armor is VultureHelm
|| armor is WoodlandArms
|| armor is WoodlandChest
|| armor is WoodlandGloves
|| armor is WoodlandGorget
|| armor is WoodlandLegs;
if (m_CraftSystem is DefBlacksmithy)
return armor is Circlet
|| armor is RoyalCirclet
|| armor is GemmedCirclet;
#endregion
return false;
}
protected override void OnTarget(Mobile from, object targeted)
{
int number;
if (!CheckDeed(from))
return;
bool usingDeed = m_Deed != null;
bool toDelete = false;
// TODO: Make an IRepairable
if (m_CraftSystem.CanCraft(from, m_Tool, targeted.GetType()) == 1044267)
{
number = 1044282; // You must be near a forge and and anvil to repair items. * Yes, there are two and's *
}
else if (m_CraftSystem is DefTinkering && targeted is Golem g)
{
int damage = g.HitsMax - g.Hits;
if (g.IsDeadBondedPet)
{
number = 500426; // You can't repair that.
}
else if (damage <= 0)
{
number = 500423; // That is already in full repair.
}
else
{
double skillValue = usingDeed ? m_Deed.SkillLevel : from.Skills.Tinkering.Value;
if (skillValue < 60.0)
{
number =
1044153; // You don't have the required skills to attempt this item. //TODO: How does OSI handle this with deeds with golems?
}
else if (!from.CanBeginAction<Golem>())
{
number = 501789; // You must wait before trying again.
}
else
{
if (damage > (int)(skillValue * 0.3))
damage = (int)(skillValue * 0.3);
damage += 30;
if (!from.CheckSkill(SkillName.Tinkering, 0.0, 100.0))
damage /= 2;
Container pack = from.Backpack;
if (pack != null)
{
int v = pack.ConsumeUpTo(typeof(IronIngot), (damage + 4) / 5);
if (v > 0)
{
g.Hits += v * 5;
number = 1044279; // You repair the item.
toDelete = true;
from.BeginAction<Golem>();
Timer.DelayCall(TimeSpan.FromSeconds(12.0), from.EndAction<Golem>);
}
else
{
number = 1044037; // You do not have sufficient metal to make that.
}
}
else
{
number = 1044037; // You do not have sufficient metal to make that.
}
}
}
}
else if (targeted is BaseWeapon weapon)
{
SkillName skill = m_CraftSystem.MainSkill;
int toWeaken = 0;
if (Core.AOS)
{
toWeaken = 1;
}
else if (skill != SkillName.Tailoring)
{
double skillLevel = usingDeed ? m_Deed.SkillLevel : from.Skills[skill].Base;
if (skillLevel >= 90.0)
toWeaken = 1;
else if (skillLevel >= 70.0)
toWeaken = 2;
else
toWeaken = 3;
}
if (m_CraftSystem.CraftItems.SearchForSubclass(weapon.GetType()) == null && !IsSpecialWeapon(weapon))
{
number = usingDeed
? 1061136
: 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
}
else if (!weapon.IsChildOf(from.Backpack) && (!Core.ML || weapon.Parent != from))
{
number = 1044275; // The item must be in your backpack to repair it.
}
else if (!Core.AOS && weapon.PoisonCharges != 0)
{
number = 1005012; // You cannot repair an item while a caustic substance is on it.
}
else if (weapon.MaxHitPoints <= 0 || weapon.HitPoints == weapon.MaxHitPoints)
{
number = 1044281; // That item is in full repair
}
else if (weapon.MaxHitPoints <= toWeaken)
{
number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
}
else
{
if (CheckWeaken(from, skill, weapon.HitPoints, weapon.MaxHitPoints))
{
weapon.MaxHitPoints -= toWeaken;
weapon.HitPoints = Math.Max(0, weapon.HitPoints - toWeaken);
}
if (CheckRepairDifficulty(from, skill, weapon.HitPoints, weapon.MaxHitPoints))
{
number = 1044279; // You repair the item.
m_CraftSystem.PlayCraftEffect(from);
weapon.HitPoints = weapon.MaxHitPoints;
}
else
{
number = usingDeed
? 1061137
: 1044280; // You fail to repair the item. [And the contract is destroyed]
m_CraftSystem.PlayCraftEffect(from);
}
toDelete = true;
}
}
else if (targeted is BaseArmor armor)
{
SkillName skill = m_CraftSystem.MainSkill;
int toWeaken = 0;
if (Core.AOS)
{
toWeaken = 1;
}
else if (skill != SkillName.Tailoring)
{
double skillLevel = usingDeed ? m_Deed.SkillLevel : from.Skills[skill].Base;
if (skillLevel >= 90.0)
toWeaken = 1;
else if (skillLevel >= 70.0)
toWeaken = 2;
else
toWeaken = 3;
}
if (m_CraftSystem.CraftItems.SearchForSubclass(armor.GetType()) == null && !IsSpecialArmor(armor))
{
number = usingDeed
? 1061136
: 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
}
else if (!armor.IsChildOf(from.Backpack) && (!Core.ML || armor.Parent != from))
{
number = 1044275; // The item must be in your backpack to repair it.
}
else if (armor.MaxHitPoints <= 0 || armor.HitPoints == armor.MaxHitPoints)
{
number = 1044281; // That item is in full repair
}
else if (armor.MaxHitPoints <= toWeaken)
{
number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
}
else
{
if (CheckWeaken(from, skill, armor.HitPoints, armor.MaxHitPoints))
{
armor.MaxHitPoints -= toWeaken;
armor.HitPoints = Math.Max(0, armor.HitPoints - toWeaken);
}
if (CheckRepairDifficulty(from, skill, armor.HitPoints, armor.MaxHitPoints))
{
number = 1044279; // You repair the item.
m_CraftSystem.PlayCraftEffect(from);
armor.HitPoints = armor.MaxHitPoints;
}
else
{
number = usingDeed
? 1061137
: 1044280; // You fail to repair the item. [And the contract is destroyed]
m_CraftSystem.PlayCraftEffect(from);
}
toDelete = true;
}
}
else if (targeted is BaseClothing clothing)
{
SkillName skill = m_CraftSystem.MainSkill;
int toWeaken = 0;
if (Core.AOS)
{
toWeaken = 1;
}
else if (skill != SkillName.Tailoring)
{
double skillLevel = usingDeed ? m_Deed.SkillLevel : from.Skills[skill].Base;
if (skillLevel >= 90.0)
toWeaken = 1;
else if (skillLevel >= 70.0)
toWeaken = 2;
else
toWeaken = 3;
}
if (m_CraftSystem.CraftItems.SearchForSubclass(clothing.GetType()) == null &&
!IsSpecialClothing(clothing) && !(clothing is TribalMask || clothing is HornedTribalMask))
{
number = usingDeed
? 1061136
: 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
}
else if (!clothing.IsChildOf(from.Backpack) && (!Core.ML || clothing.Parent != from))
{
number = 1044275; // The item must be in your backpack to repair it.
}
else if (clothing.MaxHitPoints <= 0 || clothing.HitPoints == clothing.MaxHitPoints)
{
number = 1044281; // That item is in full repair
}
else if (clothing.MaxHitPoints <= toWeaken)
{
number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
}
else
{
if (CheckWeaken(from, skill, clothing.HitPoints, clothing.MaxHitPoints))
{
clothing.MaxHitPoints -= toWeaken;
clothing.HitPoints = Math.Max(0, clothing.HitPoints - toWeaken);
}
if (CheckRepairDifficulty(from, skill, clothing.HitPoints, clothing.MaxHitPoints))
{
number = 1044279; // You repair the item.
m_CraftSystem.PlayCraftEffect(from);
clothing.HitPoints = clothing.MaxHitPoints;
}
else
{
number = usingDeed
? 1061137
: 1044280; // You fail to repair the item. [And the contract is destroyed]
m_CraftSystem.PlayCraftEffect(from);
}
toDelete = true;
}
}
else if (!usingDeed && targeted is BlankScroll scroll)
{
SkillName skill = m_CraftSystem.MainSkill;
if (from.Skills[skill].Value >= 50.0)
{
scroll.Consume(1);
RepairDeed deed = new RepairDeed(RepairDeed.GetTypeFor(m_CraftSystem), from.Skills[skill].Value,
from);
from.AddToBackpack(deed);
number = 500442; // You create the item and put it in your backpack.
}
else
{
number = 1047005; // You must be at least apprentice level to create a repair service contract.
}
}
else if (targeted is Item)
{
number = usingDeed
? 1061136
: 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
}
else
{
number = 500426; // You can't repair that.
}
if (!usingDeed)
{
m_CraftSystem.GetContext(from);
from.SendGump(new CraftGump(from, m_CraftSystem, m_Tool, number));
}
else
{
from.SendLocalizedMessage(number);
if (toDelete)
m_Deed.Delete();
}
}
}
}
}