* 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
110 lines
4.5 KiB
C#
110 lines
4.5 KiB
C#
using System;
|
|
using Server.Items;
|
|
using Server.Mobiles;
|
|
|
|
namespace Server.Engines.Craft
|
|
{
|
|
public class DefGlassblowing : CraftSystem
|
|
{
|
|
private static CraftSystem m_CraftSystem;
|
|
|
|
private DefGlassblowing() : base(1, 1, 1.25) // base( 1, 2, 1.7 )
|
|
{
|
|
}
|
|
|
|
public override SkillName MainSkill => SkillName.Alchemy;
|
|
|
|
public override int GumpTitleNumber => 1044622;
|
|
|
|
public static CraftSystem CraftSystem => m_CraftSystem ??= new DefGlassblowing();
|
|
|
|
public override double GetChanceAtMin(CraftItem item) => item.ItemType == typeof(HollowPrism) ? 0.5 : 0.0;
|
|
|
|
public override int CanCraft(Mobile from, BaseTool tool, Type itemType)
|
|
{
|
|
if (tool?.Deleted != false || tool.UsesRemaining < 0)
|
|
return 1044038; // You have worn out your tool!
|
|
if (!BaseTool.CheckTool(tool, from))
|
|
return 1048146; // If you have a tool equipped, you must use that tool.
|
|
if (!(from is PlayerMobile mobile && mobile.Glassblowing && mobile.Skills.Alchemy.Base >= 100.0))
|
|
return 1044634; // You havent learned glassblowing.
|
|
if (!BaseTool.CheckAccessible(tool, from))
|
|
return 1044263; // The tool must be on your person to use.
|
|
|
|
DefBlacksmithy.CheckAnvilAndForge(from, 2, out _, out bool forge);
|
|
|
|
return forge ? 0 : 1044628; // You must be near a forge to blow glass.
|
|
}
|
|
|
|
public override void PlayCraftEffect(Mobile from)
|
|
{
|
|
from.PlaySound(0x2B); // bellows
|
|
|
|
//if ( from.Body.Type == BodyType.Human && !from.Mounted )
|
|
// from.Animate( 9, 5, 1, true, false, 0 );
|
|
|
|
//new InternalTimer( from ).Start();
|
|
}
|
|
|
|
public override int PlayEndingEffect(Mobile from, bool failed, bool lostMaterial, bool toolBroken, int quality,
|
|
bool makersMark, CraftItem item)
|
|
{
|
|
if (toolBroken)
|
|
from.SendLocalizedMessage(1044038); // You have worn out your tool
|
|
|
|
if (failed)
|
|
{
|
|
if (lostMaterial)
|
|
return 1044043; // You failed to create the item, and some of your materials are lost.
|
|
return 1044157; // You failed to create the item, but no materials were lost.
|
|
}
|
|
|
|
from.PlaySound(0x41); // glass breaking
|
|
|
|
if (quality == 0)
|
|
return 502785; // You were barely able to make this item. It's quality is below average.
|
|
if (makersMark && quality == 2)
|
|
return 1044156; // You create an exceptional quality item and affix your maker's mark.
|
|
if (quality == 2)
|
|
return 1044155; // You create an exceptional quality item.
|
|
return 1044154; // You create the item.
|
|
}
|
|
|
|
public override void InitCraftList()
|
|
{
|
|
int index = AddCraft(typeof(Bottle), 1044050, 1023854, 52.5, 102.5, typeof(Sand), 1044625, 1, 1044627);
|
|
SetUseAllRes(index, true);
|
|
|
|
AddCraft(typeof(SmallFlask), 1044050, 1044610, 52.5, 102.5, typeof(Sand), 1044625, 2, 1044627);
|
|
AddCraft(typeof(MediumFlask), 1044050, 1044611, 52.5, 102.5, typeof(Sand), 1044625, 3, 1044627);
|
|
AddCraft(typeof(CurvedFlask), 1044050, 1044612, 55.0, 105.0, typeof(Sand), 1044625, 2, 1044627);
|
|
AddCraft(typeof(LongFlask), 1044050, 1044613, 57.5, 107.5, typeof(Sand), 1044625, 4, 1044627);
|
|
AddCraft(typeof(LargeFlask), 1044050, 1044623, 60.0, 110.0, typeof(Sand), 1044625, 5, 1044627);
|
|
AddCraft(typeof(AniSmallBlueFlask), 1044050, 1044614, 60.0, 110.0, typeof(Sand), 1044625, 5, 1044627);
|
|
AddCraft(typeof(AniLargeVioletFlask), 1044050, 1044615, 60.0, 110.0, typeof(Sand), 1044625, 5, 1044627);
|
|
AddCraft(typeof(AniRedRibbedFlask), 1044050, 1044624, 60.0, 110.0, typeof(Sand), 1044625, 7, 1044627);
|
|
AddCraft(typeof(EmptyVialsWRack), 1044050, 1044616, 65.0, 115.0, typeof(Sand), 1044625, 8, 1044627);
|
|
AddCraft(typeof(FullVialsWRack), 1044050, 1044617, 65.0, 115.0, typeof(Sand), 1044625, 9, 1044627);
|
|
AddCraft(typeof(SpinningHourglass), 1044050, 1044618, 75.0, 125.0, typeof(Sand), 1044625, 10, 1044627);
|
|
|
|
if (Core.ML)
|
|
{
|
|
index = AddCraft(typeof(HollowPrism), 1044050, 1072895, 100.0, 150.0, typeof(Sand), 1044625, 8, 1044627);
|
|
SetNeededExpansion(index, Expansion.ML);
|
|
}
|
|
}
|
|
|
|
// Delay to synchronize the sound with the hit on the anvil
|
|
private class InternalTimer : Timer
|
|
{
|
|
private Mobile m_From;
|
|
|
|
public InternalTimer(Mobile from) : base(TimeSpan.FromSeconds(0.7)) => m_From = from;
|
|
|
|
protected override void OnTick()
|
|
{
|
|
m_From.PlaySound(0x2A);
|
|
}
|
|
}
|
|
}
|
|
}
|