ModernUO/Projects/Scripts/Engines/Plants/ReproductionGump.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

254 lines
7.7 KiB
C#

using Server.Gumps;
using Server.Network;
namespace Server.Engines.Plants
{
public class ReproductionGump : Gump
{
private PlantItem m_Plant;
public ReproductionGump(PlantItem plant) : base(20, 20)
{
m_Plant = plant;
DrawBackground();
AddButton(70, 67, 0xD4, 0xD4, 1); // Main menu
AddItem(57, 65, 0x1600);
AddLabel(108, 67, 0x835, "Reproduction");
if (m_Plant.PlantStatus == PlantStatus.Stage9)
{
AddButton(212, 67, 0xD4, 0xD4, 2); // Set to decorative
AddItem(202, 68, 0xC61);
AddLabel(216, 66, 0x21, "/");
}
AddButton(80, 116, 0xD4, 0xD4, 3); // Pollination
AddItem(66, 117, 0x1AA2);
AddPollinationState(106, 116);
AddButton(128, 116, 0xD4, 0xD4, 4); // Resources
AddItem(113, 120, 0x1021);
AddResourcesState(149, 116);
AddButton(177, 116, 0xD4, 0xD4, 5); // Seeds
AddItem(160, 121, 0xDCF);
AddSeedsState(199, 116);
AddButton(70, 163, 0xD2, 0xD2, 6); // Gather pollen
AddItem(56, 164, 0x1AA2);
AddButton(138, 163, 0xD2, 0xD2, 7); // Gather resources
AddItem(123, 167, 0x1021);
AddButton(212, 163, 0xD2, 0xD2, 8); // Gather seeds
AddItem(195, 168, 0xDCF);
}
private void DrawBackground()
{
AddBackground(50, 50, 200, 150, 0xE10);
AddImage(60, 90, 0xE17);
AddImage(120, 90, 0xE17);
AddImage(60, 145, 0xE17);
AddImage(120, 145, 0xE17);
AddItem(45, 45, 0xCEF);
AddItem(45, 118, 0xCF0);
AddItem(211, 45, 0xCEB);
AddItem(211, 118, 0xCEC);
}
private void AddPollinationState(int x, int y)
{
PlantSystem system = m_Plant.PlantSystem;
if (!system.PollenProducing)
AddLabel(x, y, 0x35, "-");
else if (!system.Pollinated)
AddLabel(x, y, 0x21, "!");
else
AddLabel(x, y, 0x3F, "+");
}
private void AddResourcesState(int x, int y)
{
PlantResourceInfo resInfo = PlantResourceInfo.GetInfo(m_Plant.PlantType, m_Plant.PlantHue);
PlantSystem system = m_Plant.PlantSystem;
int totalResources = system.AvailableResources + system.LeftResources;
if (resInfo == null || totalResources == 0)
AddLabel(x + 5, y, 0x21, "X");
else
AddLabel(x, y, PlantHueInfo.GetInfo(m_Plant.PlantHue).GumpHue,
$"{system.AvailableResources}/{totalResources}");
}
private void AddSeedsState(int x, int y)
{
PlantSystem system = m_Plant.PlantSystem;
int totalSeeds = system.AvailableSeeds + system.LeftSeeds;
if (!m_Plant.Reproduces || totalSeeds == 0)
AddLabel(x + 5, y, 0x21, "X");
else
AddLabel(x, y, PlantHueInfo.GetInfo(system.SeedHue).GumpHue,
$"{system.AvailableSeeds}/{totalSeeds}");
}
public override void OnResponse(NetState sender, RelayInfo info)
{
Mobile from = sender.Mobile;
if (info.ButtonID == 0 || m_Plant.Deleted || m_Plant.PlantStatus >= PlantStatus.DecorativePlant ||
m_Plant.PlantStatus == PlantStatus.BowlOfDirt)
return;
if (info.ButtonID >= 6 && info.ButtonID <= 8 && !from.InRange(m_Plant.GetWorldLocation(), 3))
{
from.LocalOverheadMessage(MessageType.Regular, 0x3E9, 500446); // That is too far away.
return;
}
if (!m_Plant.IsUsableBy(from))
{
m_Plant.LabelTo(from, 1061856); // You must have the item in your backpack or locked down in order to use it.
return;
}
switch (info.ButtonID)
{
case 1: // Main menu
{
from.SendGump(new MainPlantGump(m_Plant));
break;
}
case 2: // Set to decorative
{
if (m_Plant.PlantStatus == PlantStatus.Stage9) from.SendGump(new SetToDecorativeGump(m_Plant));
break;
}
case 3: // Pollination
{
ContentPackets.SendDisplayHelpTopic(from.NetState, 67, true); // POLLINATION STATE
from.SendGump(new ReproductionGump(m_Plant));
break;
}
case 4: // Resources
{
ContentPackets.SendDisplayHelpTopic(from.NetState, 69, true); // RESOURCE PRODUCTION
from.SendGump(new ReproductionGump(m_Plant));
break;
}
case 5: // Seeds
{
ContentPackets.SendDisplayHelpTopic(from.NetState, 68, true); // SEED PRODUCTION
from.SendGump(new ReproductionGump(m_Plant));
break;
}
case 6: // Gather pollen
{
if (!m_Plant.IsCrossable)
{
m_Plant.LabelTo(from, 1053050); // You cannot gather pollen from a mutated plant!
}
else if (!m_Plant.PlantSystem.PollenProducing)
{
m_Plant.LabelTo(from,
1053051); // You cannot gather pollen from a plant in this stage of development!
}
else if (m_Plant.PlantSystem.Health < PlantHealth.Healthy)
{
m_Plant.LabelTo(from, 1053052); // You cannot gather pollen from an unhealthy plant!
}
else
{
from.Target = new PollinateTarget(m_Plant);
from.SendLocalizedMessage(1053054); // Target the plant you wish to cross-pollinate to.
break;
}
from.SendGump(new ReproductionGump(m_Plant));
break;
}
case 7: // Gather resources
{
PlantResourceInfo resInfo = PlantResourceInfo.GetInfo(m_Plant.PlantType, m_Plant.PlantHue);
PlantSystem system = m_Plant.PlantSystem;
if (resInfo == null)
{
if (m_Plant.IsCrossable)
m_Plant.LabelTo(from, 1053056); // This plant has no resources to gather!
else
m_Plant.LabelTo(from, 1053055); // Mutated plants do not produce resources!
}
else if (system.AvailableResources == 0)
m_Plant.LabelTo(from, 1053056); // This plant has no resources to gather!
else
{
Item resource = resInfo.CreateResource();
if (from.PlaceInBackpack(resource))
{
system.AvailableResources--;
m_Plant.LabelTo(from, 1053059); // You gather resources from the plant.
}
else
{
resource.Delete();
m_Plant.LabelTo(from,
1053058); // You attempt to gather as many resources as you can hold, but your backpack is full.
}
}
from.SendGump(new ReproductionGump(m_Plant));
break;
}
case 8: // Gather seeds
{
PlantSystem system = m_Plant.PlantSystem;
if (!m_Plant.Reproduces)
m_Plant.LabelTo(from, 1053060); // Mutated plants do not produce seeds!
else if (system.AvailableSeeds == 0)
m_Plant.LabelTo(from, 1053061); // This plant has no seeds to gather!
else
{
Seed seed = new Seed(system.SeedType, system.SeedHue, true);
if (from.PlaceInBackpack(seed))
{
system.AvailableSeeds--;
m_Plant.LabelTo(from, 1053063); // You gather seeds from the plant.
}
else
{
seed.Delete();
m_Plant.LabelTo(from,
1053062); // You attempt to gather as many seeds as you can hold, but your backpack is full.
}
}
from.SendGump(new ReproductionGump(m_Plant));
break;
}
}
}
}
}