ModernUO/Projects/Scripts/Engines/Craft/DefGlassblowing.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

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);
}
}
}
}