ModernUO/Projects/Scripts/Engines/Quests/Collector/Items/Obsidian.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

258 lines
7.4 KiB
C#

using System.Collections.Generic;
using Server.ContextMenus;
using Server.Network;
using Server.Targeting;
namespace Server.Engines.Quests.Collector
{
public class Obsidian : Item
{
private const int m_Partial = 2;
private const int m_Completed = 10;
private static readonly string[] m_Names =
{
null,
"an aggressive cavalier",
"a beguiling rogue",
"a benevolent physician",
"a brilliant artisan",
"a capricious adventurer",
"a clever beggar",
"a convincing charlatan",
"a creative inventor",
"a creative tinker",
"a cunning knave",
"a dauntless explorer",
"a despicable ruffian",
"an earnest malcontent",
"an exultant animal tamer",
"a famed adventurer",
"a fanatical crusader",
"a fastidious clerk",
"a fearless hunter",
"a festive harlequin",
"a fidgety assassin",
"a fierce soldier",
"a fierce warrior",
"a frugal magnate",
"a glib pundit",
"a gnomic shaman",
"a graceful noblewoman",
"a idiotic madman",
"a imaginative designer",
"an inept conjurer",
"an innovative architect",
"an inventive blacksmith",
"a judicious mayor",
"a masterful chef",
"a masterful woodworker",
"a melancholy clown",
"a melodic bard",
"a merciful guard",
"a mirthful jester",
"a nervous surgeon",
"a peaceful scholar",
"a prolific gardener",
"a quixotic knight",
"a regal aristocrat",
"a resourceful smith",
"a reticent alchemist",
"a sanctified priest",
"a scheming patrician",
"a shrewd mage",
"a singing minstrel",
"a skilled tailor",
"a squeamish assassin",
"a stoic swordsman",
"a studious scribe",
"a thought provoking writer",
"a treacherous scoundrel",
"a troubled poet",
"an unflappable wizard",
"a valiant warrior",
"a wayward fool"
};
private int m_Quantity;
private string m_StatueName;
[Constructible]
public Obsidian() : base(0x1EA7)
{
Hue = 0x497;
m_Quantity = 1;
m_StatueName = "";
}
public Obsidian(Serial serial) : base(serial)
{
}
[CommandProperty(AccessLevel.GameMaster)]
public int Quantity
{
get => m_Quantity;
set
{
if (value <= 1)
m_Quantity = 1;
else if (value >= m_Completed)
m_Quantity = m_Completed;
else
m_Quantity = value;
if (m_Quantity < m_Partial)
ItemID = 0x1EA7;
else if (m_Quantity < m_Completed)
ItemID = 0x1F13;
else
ItemID = 0x12CB;
InvalidateProperties();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public string StatueName
{
get => m_StatueName;
set
{
m_StatueName = value;
InvalidateProperties();
}
}
public override bool ForceShowProperties => ObjectPropertyList.Enabled;
public static string RandomName(Mobile from)
{
int index = Utility.Random(m_Names.Length);
if (m_Names[index] == null)
return from.Name;
return m_Names[index];
}
public override void AddNameProperty(ObjectPropertyList list)
{
if (m_Quantity < m_Partial)
list.Add(1055137); // a section of an obsidian statue
else if (m_Quantity < m_Completed)
list.Add(1055138); // a partially reconstructed obsidian statue
else
list.Add(1055139, m_StatueName); // an obsidian statue of ~1_STATUE_NAME~
}
public override void OnSingleClick(Mobile from)
{
if (m_Quantity < m_Partial)
LabelTo(from, 1055137); // a section of an obsidian statue
else if (m_Quantity < m_Completed)
LabelTo(from, 1055138); // a partially reconstructed obsidian statue
else
LabelTo(from, 1055139, m_StatueName); // an obsidian statue of ~1_STATUE_NAME~
}
public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
{
base.GetContextMenuEntries(from, list);
if (from.Alive && m_Quantity >= m_Partial && m_Quantity < m_Completed && IsChildOf(from.Backpack))
list.Add(new DisassembleEntry(this));
}
public override void OnDoubleClick(Mobile from)
{
if (m_Quantity < m_Completed)
{
if (IsChildOf(from.Backpack))
from.Target = new InternalTarget(this);
else
Packets.SendMessageLocalized(from.NetState, Serial, ItemID, MessageType.Regular, 0x2C, 3, 500309); // Nothing Happens.
}
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
writer.WriteEncodedInt(m_Quantity);
writer.Write(m_StatueName);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
m_Quantity = reader.ReadEncodedInt();
m_StatueName = Utility.Intern(reader.ReadString());
}
private class DisassembleEntry : ContextMenuEntry
{
private Obsidian m_Obsidian;
public DisassembleEntry(Obsidian obsidian) : base(6142) => m_Obsidian = obsidian;
public override void OnClick()
{
Mobile from = Owner.From;
if (!m_Obsidian.Deleted && m_Obsidian.Quantity >= m_Partial && m_Obsidian.Quantity < m_Completed &&
m_Obsidian.IsChildOf(from.Backpack) && from.CheckAlive())
{
for (int i = 0; i < m_Obsidian.Quantity - 1; i++)
from.AddToBackpack(new Obsidian());
m_Obsidian.Quantity = 1;
}
}
}
private class InternalTarget : Target
{
private Obsidian m_Obsidian;
public InternalTarget(Obsidian obsidian) : base(-1, false, TargetFlags.None) => m_Obsidian = obsidian;
protected override void OnTarget(Mobile from, object targeted)
{
if (m_Obsidian.Deleted || m_Obsidian.Quantity >= m_Completed || !(targeted is Item targ))
return;
if (m_Obsidian.IsChildOf(from.Backpack) && targ.IsChildOf(from.Backpack) && targ is Obsidian targObsidian &&
targ != m_Obsidian)
if (targObsidian.Quantity < m_Completed)
{
if (targObsidian.Quantity + m_Obsidian.Quantity <= m_Completed)
{
targObsidian.Quantity += m_Obsidian.Quantity;
m_Obsidian.Delete();
}
else
{
int delta = m_Completed - targObsidian.Quantity;
targObsidian.Quantity += delta;
m_Obsidian.Quantity -= delta;
}
if (targObsidian.Quantity >= m_Completed)
targObsidian.StatueName = RandomName(from);
Packets.SendAsciiMessage(from.NetState, targObsidian.Serial, targObsidian.ItemID, MessageType.Regular, 0x59, 3,
m_Obsidian.Name, "Something Happened.");
return;
}
Packets.SendMessageLocalized(from.NetState, m_Obsidian.Serial, m_Obsidian.ItemID, MessageType.Regular, 0x2C, 3, 500309,
m_Obsidian.Name); // Nothing Happens.
}
}
}
}