ModernUO/Projects/Scripts/Items/Special/Veteran Rewards/Brazier.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

255 lines
5.7 KiB
C#

using Server.Engines.VeteranRewards;
using Server.Gumps;
using Server.Multis;
using Server.Network;
namespace Server.Items
{
public class RewardBrazier : Item, IRewardItem
{
private static int[] m_Art =
{
0x19AA, 0x19BB
};
private Item m_Fire;
private bool m_IsRewardItem;
[Constructible]
public RewardBrazier() : this(Utility.RandomList(m_Art))
{
}
[Constructible]
public RewardBrazier(int itemID) : base(itemID)
{
LootType = LootType.Blessed;
Weight = 10.0;
}
public RewardBrazier(Serial serial) : base(serial)
{
}
public override bool ForceShowProperties => ObjectPropertyList.Enabled;
[CommandProperty(AccessLevel.GameMaster)]
public bool IsRewardItem
{
get => m_IsRewardItem;
set
{
m_IsRewardItem = value;
InvalidateProperties();
}
}
public override void OnDelete()
{
TurnOff();
base.OnDelete();
}
public void TurnOff()
{
if (m_Fire != null)
{
m_Fire.Delete();
m_Fire = null;
}
}
public void TurnOn()
{
m_Fire ??= new Item();
m_Fire.ItemID = 0x19AB;
m_Fire.Movable = false;
m_Fire.MoveToWorld(new Point3D(X, Y, Z + ItemData.Height + 2), Map);
}
public override void OnDoubleClick(Mobile from)
{
if (!from.InRange(GetWorldLocation(), 2))
{
from.LocalOverheadMessage(MessageType.Regular, 0x3B2, 1019045); // I can't reach that.
}
else if (IsLockedDown)
{
BaseHouse house = BaseHouse.FindHouseAt(from);
if (house?.IsCoOwner(from) == true)
{
if (m_Fire != null)
TurnOff();
else
TurnOn();
}
else
{
from.SendLocalizedMessage(502436); // That is not accessible.
}
}
else
{
from.SendLocalizedMessage(502692); // This must be in a house and be locked down to work.
}
}
public override void OnLocationChange(Point3D old)
{
m_Fire?.MoveToWorld(new Point3D(X, Y, Z + ItemData.Height), Map);
}
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
if (m_IsRewardItem)
list.Add(1076222); // 6th Year Veteran Reward
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.WriteEncodedInt(0); // version
writer.Write(m_IsRewardItem);
writer.Write(m_Fire);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadEncodedInt();
m_IsRewardItem = reader.ReadBool();
m_Fire = reader.ReadItem();
}
}
public class RewardBrazierDeed : Item, IRewardItem
{
private bool m_IsRewardItem;
[Constructible]
public RewardBrazierDeed() : base(0x14F0)
{
LootType = LootType.Blessed;
Weight = 1.0;
}
public RewardBrazierDeed(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1080527; // Brazier Deed
[CommandProperty(AccessLevel.GameMaster)]
public bool IsRewardItem
{
get => m_IsRewardItem;
set
{
m_IsRewardItem = value;
InvalidateProperties();
}
}
public override void OnDoubleClick(Mobile from)
{
if (m_IsRewardItem && !RewardSystem.CheckIsUsableBy(from, this))
return;
if (IsChildOf(from.Backpack))
{
from.CloseGump<InternalGump>();
from.SendGump(new InternalGump(this));
}
else
{
from.SendLocalizedMessage(1042038); // You must have the object in your backpack to use it.
}
}
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
if (m_IsRewardItem)
list.Add(1076222); // 6th Year Veteran Reward
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.WriteEncodedInt(0); // version
writer.Write(m_IsRewardItem);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadEncodedInt();
m_IsRewardItem = reader.ReadBool();
}
private class InternalGump : Gump
{
private RewardBrazierDeed m_Brazier;
public InternalGump(RewardBrazierDeed brazier) : base(100, 200)
{
m_Brazier = brazier;
Closable = true;
Disposable = true;
Draggable = true;
Resizable = false;
AddPage(0);
AddBackground(0, 0, 200, 200, 2600);
AddPage(1);
AddLabel(45, 15, 0, "Choose a Brazier:");
AddItem(40, 75, 0x19AA);
AddButton(55, 50, 0x845, 0x846, 0x19AA);
AddItem(100, 75, 0x19BB);
AddButton(115, 50, 0x845, 0x846, 0x19BB);
}
public override void OnResponse(NetState sender, RelayInfo info)
{
if (m_Brazier?.Deleted != false)
return;
Mobile m = sender.Mobile;
if (info.ButtonID != 0x19AA && info.ButtonID != 0x19BB)
return;
RewardBrazier brazier = new RewardBrazier(info.ButtonID) { IsRewardItem = m_Brazier.IsRewardItem };
if (!m.PlaceInBackpack(brazier))
{
brazier.Delete();
m.SendLocalizedMessage(1078837); // Your backpack is full! Please make room and try again.
}
else
{
m_Brazier.Delete();
}
}
}
}
}