* 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
502 lines
15 KiB
C#
502 lines
15 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Server.Engines.Quests;
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using Server.Engines.Quests.Collector;
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using Server.Items;
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using Server.Mobiles;
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using Server.Network;
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using Server.Spells;
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namespace Server.Engines.Harvest
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{
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public class Fishing : HarvestSystem
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{
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private static Fishing m_System;
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private static MutateEntry[] m_MutateTable =
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{
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new MutateEntry(80.0, 80.0, 4080.0, true, typeof(SpecialFishingNet)),
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new MutateEntry(80.0, 80.0, 4080.0, true, typeof(BigFish)),
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new MutateEntry(90.0, 80.0, 4080.0, true, typeof(TreasureMap)),
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new MutateEntry(100.0, 80.0, 4080.0, true, typeof(MessageInABottle)),
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new MutateEntry(0.0, 125.0, -2375.0, false, typeof(PrizedFish), typeof(WondrousFish), typeof(TrulyRareFish),
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typeof(PeculiarFish)),
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new MutateEntry(0.0, 105.0, -420.0, false, typeof(Boots), typeof(Shoes), typeof(Sandals), typeof(ThighBoots)),
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new MutateEntry(0.0, 200.0, -200.0, false, new Type[] { null })
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};
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private static int[] m_WaterTiles =
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{
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0x00A8, 0x00AB,
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0x0136, 0x0137,
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0x5797, 0x579C,
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0x746E, 0x7485,
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0x7490, 0x74AB,
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0x74B5, 0x75D5
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};
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private Fishing()
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{
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HarvestDefinition fish = new HarvestDefinition
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{
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BankWidth = 8,
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BankHeight = 8,
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MinTotal = 5,
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MaxTotal = 15,
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MinRespawn = TimeSpan.FromMinutes(10.0),
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MaxRespawn = TimeSpan.FromMinutes(20.0),
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Skill = SkillName.Fishing,
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Tiles = m_WaterTiles,
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RangedTiles = true,
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MaxRange = 4,
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ConsumedPerHarvest = 1,
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ConsumedPerFeluccaHarvest = 1,
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EffectActions = new[] { 12 },
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EffectSounds = new int[0],
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EffectCounts = new[] { 1 },
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EffectDelay = TimeSpan.Zero,
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EffectSoundDelay = TimeSpan.FromSeconds(8.0),
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NoResourcesMessage = 503172, // The fish don't seem to be biting here.
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FailMessage = 503171, // You fish a while, but fail to catch anything.
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TimedOutOfRangeMessage = 500976, // You need to be closer to the water to fish!
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OutOfRangeMessage = 500976, // You need to be closer to the water to fish!
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PackFullMessage = 503176, // You do not have room in your backpack for a fish.
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ToolBrokeMessage = 503174 // You broke your fishing pole.
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};
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HarvestResource[] res = {
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new HarvestResource(00.0, 00.0, 100.0, 1043297, typeof(Fish))
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};
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HarvestVein[] veins = {
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new HarvestVein(100.0, 0.0, res[0], null)
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};
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fish.Resources = res;
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fish.Veins = veins;
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if (Core.ML)
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fish.BonusResources = new[]
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{
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new BonusHarvestResource(0, 99.4, null, null), //set to same chance as mining ml gems
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new BonusHarvestResource(80.0, .6, 1072597, typeof(WhitePearl))
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};
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Definition = fish;
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Definitions.Add(fish);
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}
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public static Fishing System => m_System ??= new Fishing();
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public HarvestDefinition Definition{ get; }
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public override void OnConcurrentHarvest(Mobile from, Item tool, HarvestDefinition def, object toHarvest)
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{
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from.SendLocalizedMessage(500972); // You are already fishing.
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}
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public override bool SpecialHarvest(Mobile from, Item tool, HarvestDefinition def, Map map, Point3D loc)
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{
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if (from is PlayerMobile player)
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{
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QuestSystem qs = player.Quest;
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if (qs is CollectorQuest)
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{
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QuestObjective obj = qs.FindObjective<FishPearlsObjective>();
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if (obj?.Completed == false)
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{
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if (Utility.RandomDouble() < 0.5)
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{
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player.SendLocalizedMessage(1055086, "",
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0x59); // You pull a shellfish out of the water, and find a rainbow pearl inside of it.
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obj.CurProgress++;
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}
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else
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{
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player.SendLocalizedMessage(1055087, "",
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0x2C); // You pull a shellfish out of the water, but it doesn't have a rainbow pearl.
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}
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return true;
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}
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}
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}
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return false;
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}
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public override Type MutateType(Type type, Mobile from, Item tool, HarvestDefinition def, Map map, Point3D loc,
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HarvestResource resource)
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{
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bool deepWater = SpecialFishingNet.FullValidation(map, loc.X, loc.Y);
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double skillBase = from.Skills.Fishing.Base;
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double skillValue = from.Skills.Fishing.Value;
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for (int i = 0; i < m_MutateTable.Length; ++i)
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{
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MutateEntry entry = m_MutateTable[i];
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if (!deepWater && entry.m_DeepWater)
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continue;
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if (skillBase >= entry.m_ReqSkill)
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{
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double chance = (skillValue - entry.m_MinSkill) / (entry.m_MaxSkill - entry.m_MinSkill);
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if (chance > Utility.RandomDouble())
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return entry.m_Types[Utility.Random(entry.m_Types.Length)];
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}
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}
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return type;
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}
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private static Map SafeMap(Map map) => map == null || map == Map.Internal ? Map.Trammel : map;
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public override bool CheckResources(Mobile from, Item tool, HarvestDefinition def, Map map, Point3D loc, bool timed)
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{
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return from?.Backpack?.FindItemsByType<SOS>().Any(sos =>
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(from.Map == Map.Felucca || from.Map == Map.Trammel) && from.InRange(sos.TargetLocation, 60)) ??
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base.CheckResources(from, tool, def, map, loc, timed);
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}
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public override Item Construct(Type type, Mobile from)
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{
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if (type == typeof(TreasureMap))
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{
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int level;
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if (from is PlayerMobile mobile && mobile.Young && mobile.Map == Map.Trammel &&
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TreasureMap.IsInHavenIsland(from))
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level = 0;
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else
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level = 1;
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return new TreasureMap(level, from.Map == Map.Felucca ? Map.Felucca : Map.Trammel);
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}
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if (type == typeof(MessageInABottle))
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return new MessageInABottle(from.Map == Map.Felucca ? Map.Felucca : Map.Trammel);
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Container pack = from.Backpack;
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if (pack != null)
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{
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List<SOS> messages = pack.FindItemsByType<SOS>();
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for (int i = 0; i < messages.Count; ++i)
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{
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SOS sos = messages[i];
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if ((from.Map == Map.Felucca || from.Map == Map.Trammel) && from.InRange(sos.TargetLocation, 60))
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{
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Item preLoot = null;
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switch (Utility.Random(8))
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{
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case 0: // Body parts
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{
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int[] list =
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{
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0x1CDD, 0x1CE5, // arm
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0x1CE0, 0x1CE8, // torso
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0x1CE1, 0x1CE9, // head
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0x1CE2, 0x1CEC // leg
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};
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preLoot = new ShipwreckedItem(Utility.RandomList(list));
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break;
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}
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case 1: // Bone parts
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{
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int[] list =
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{
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0x1AE0, 0x1AE1, 0x1AE2, 0x1AE3, 0x1AE4, // skulls
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0x1B09, 0x1B0A, 0x1B0B, 0x1B0C, 0x1B0D, 0x1B0E, 0x1B0F, 0x1B10, // bone piles
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0x1B15, 0x1B16 // pelvis bones
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};
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preLoot = new ShipwreckedItem(Utility.RandomList(list));
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break;
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}
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case 2: // Paintings and portraits
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{
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preLoot = new ShipwreckedItem(Utility.Random(0xE9F, 10));
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break;
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}
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case 3: // Pillows
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{
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preLoot = new ShipwreckedItem(Utility.Random(0x13A4, 11));
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break;
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}
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case 4: // Shells
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{
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preLoot = new ShipwreckedItem(Utility.Random(0xFC4, 9));
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break;
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}
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case 5: //Hats
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{
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if (Utility.RandomBool())
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preLoot = new SkullCap();
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else
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preLoot = new TricorneHat();
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break;
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}
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case 6: // Misc
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{
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int[] list =
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{
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0x1EB5, // unfinished barrel
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0xA2A, // stool
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0xC1F, // broken clock
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0x1047, 0x1048, // globe
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0x1EB1, 0x1EB2, 0x1EB3, 0x1EB4 // barrel staves
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};
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if (Utility.Random(list.Length + 1) == 0)
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preLoot = new Candelabra();
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else
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preLoot = new ShipwreckedItem(Utility.RandomList(list));
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break;
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}
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}
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if (preLoot != null)
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{
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((IShipwreckedItem)preLoot).IsShipwreckedItem = true;
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return preLoot;
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}
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LockableContainer chest;
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if (Utility.RandomBool())
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chest = new MetalGoldenChest();
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else
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chest = new WoodenChest();
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if (sos.IsAncient)
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chest.Hue = 0x481;
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TreasureMapChest.Fill(chest, Math.Max(1, Math.Min(4, sos.Level)));
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chest.DropItem(sos.IsAncient ? new FabledFishingNet() : new SpecialFishingNet());
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chest.Movable = true;
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chest.Locked = false;
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chest.TrapType = TrapType.None;
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chest.TrapPower = 0;
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chest.TrapLevel = 0;
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sos.Delete();
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return chest;
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}
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}
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}
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return base.Construct(type, from);
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}
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public override bool Give(Mobile m, Item item, bool placeAtFeet)
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{
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if (item is TreasureMap || item is MessageInABottle || item is SpecialFishingNet)
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{
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BaseCreature serp;
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if (0.25 > Utility.RandomDouble())
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serp = new DeepSeaSerpent();
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else
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serp = new SeaSerpent();
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int x = m.X, y = m.Y;
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Map map = m.Map;
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for (int i = 0; map != null && i < 20; ++i)
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{
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int tx = m.X - 10 + Utility.Random(21);
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int ty = m.Y - 10 + Utility.Random(21);
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LandTile t = map.Tiles.GetLandTile(tx, ty);
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if (t.Z == -5 && (t.ID >= 0xA8 && t.ID <= 0xAB || t.ID >= 0x136 && t.ID <= 0x137) &&
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!SpellHelper.CheckMulti(new Point3D(tx, ty, -5), map))
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{
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x = tx;
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y = ty;
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break;
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}
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}
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serp.MoveToWorld(new Point3D(x, y, -5), map);
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serp.Home = serp.Location;
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serp.RangeHome = 10;
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serp.PackItem(item);
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m.SendLocalizedMessage(503170); // Uh oh! That doesn't look like a fish!
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return true; // we don't want to give the item to the player, it's on the serpent
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}
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return base.Give(m, item, placeAtFeet || item is BigFish || item is WoodenChest || item is MetalGoldenChest);
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}
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public override void SendSuccessTo(Mobile from, Item item, HarvestResource resource)
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{
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if (item is BigFish fish)
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{
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from.SendLocalizedMessage(1042635); // Your fishing pole bends as you pull a big fish from the depths!
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fish.Fisher = from;
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}
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else if (item is WoodenChest || item is MetalGoldenChest)
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{
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from.SendLocalizedMessage(503175); // You pull up a heavy chest from the depths of the ocean!
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}
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else
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{
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int number;
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string name;
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if (item is BaseMagicFish)
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{
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number = 1008124;
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name = "a mess of small fish";
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}
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else if (item is Fish)
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{
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number = 1008124;
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name = item.ItemData.Name;
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}
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else if (item is BaseShoes)
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{
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number = 1008124;
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name = item.ItemData.Name;
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}
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else if (item is TreasureMap)
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{
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number = 1008125;
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name = "a sodden piece of parchment";
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}
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else if (item is MessageInABottle)
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{
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number = 1008125;
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name = "a bottle, with a message in it";
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}
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else if (item is SpecialFishingNet)
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{
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number = 1008125;
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name = "a special fishing net"; // TODO: this is just a guess--what should it really be named?
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}
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else
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{
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number = 1043297;
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if ((item.ItemData.Flags & TileFlag.ArticleA) != 0)
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name = $"a {item.ItemData.Name}";
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else if ((item.ItemData.Flags & TileFlag.ArticleAn) != 0)
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name = $"an {item.ItemData.Name}";
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else
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name = item.ItemData.Name;
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}
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NetState ns = from.NetState;
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if (ns == null)
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return;
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if (number == 1043297 || ns.HighSeas)
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from.SendLocalizedMessage(number, name);
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else
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from.SendLocalizedMessage(number, true, name);
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}
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}
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public override void OnHarvestStarted(Mobile from, Item tool, HarvestDefinition def, object toHarvest)
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{
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base.OnHarvestStarted(from, tool, def, toHarvest);
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if (GetHarvestDetails(from, tool, toHarvest, out _, out Map map, out Point3D loc))
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Timer.DelayCall(TimeSpan.FromSeconds(1.5),
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delegate
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{
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if (Core.ML)
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from.RevealingAction();
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Effects.SendLocationEffect(loc, map, 0x352D, 16, 4);
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Effects.PlaySound(loc, map, 0x364);
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});
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}
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public override void OnHarvestFinished(Mobile from, Item tool, HarvestDefinition def, HarvestVein vein,
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HarvestBank bank, HarvestResource resource, object harvested)
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{
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base.OnHarvestFinished(from, tool, def, vein, bank, resource, harvested);
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if (Core.ML)
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from.RevealingAction();
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}
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public override object GetLock(Mobile from, Item tool, HarvestDefinition def, object toHarvest) => this;
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public override bool BeginHarvesting(Mobile from, Item tool)
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{
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if (!base.BeginHarvesting(from, tool))
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return false;
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from.SendLocalizedMessage(500974); // What water do you want to fish in?
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return true;
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}
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public override bool CheckHarvest(Mobile from, Item tool)
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{
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if (!base.CheckHarvest(from, tool))
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return false;
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if (from.Mounted)
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{
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from.SendLocalizedMessage(500971); // You can't fish while riding!
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return false;
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}
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return true;
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}
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public override bool CheckHarvest(Mobile from, Item tool, HarvestDefinition def, object toHarvest)
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{
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if (!base.CheckHarvest(from, tool, def, toHarvest))
|
|
return false;
|
|
|
|
if (from.Mounted)
|
|
{
|
|
from.SendLocalizedMessage(500971); // You can't fish while riding!
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private class MutateEntry
|
|
{
|
|
public bool m_DeepWater;
|
|
public double m_ReqSkill, m_MinSkill, m_MaxSkill;
|
|
public Type[] m_Types;
|
|
|
|
public MutateEntry(double reqSkill, double minSkill, double maxSkill, bool deepWater, params Type[] types)
|
|
{
|
|
m_ReqSkill = reqSkill;
|
|
m_MinSkill = minSkill;
|
|
m_MaxSkill = maxSkill;
|
|
m_DeepWater = deepWater;
|
|
m_Types = types;
|
|
}
|
|
}
|
|
}
|
|
}
|