ModernUO/Projects/Scripts/Mobiles/Vendors/NPC/AnimalTrainer.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

440 lines
12 KiB
C#

using System.Collections.Generic;
using Server.ContextMenus;
using Server.Gumps;
using Server.Items;
using Server.Network;
using Server.Targeting;
namespace Server.Mobiles
{
public class AnimalTrainer : BaseVendor
{
private List<SBInfo> m_SBInfos = new List<SBInfo>();
[Constructible]
public AnimalTrainer() : base("the animal trainer")
{
SetSkill(SkillName.AnimalLore, 64.0, 100.0);
SetSkill(SkillName.AnimalTaming, 90.0, 100.0);
SetSkill(SkillName.Veterinary, 65.0, 88.0);
}
public AnimalTrainer(Serial serial) : base(serial)
{
}
protected override List<SBInfo> SBInfos => m_SBInfos;
public override VendorShoeType ShoeType => Female ? VendorShoeType.ThighBoots : VendorShoeType.Boots;
public override void InitSBInfo()
{
m_SBInfos.Add(new SBAnimalTrainer());
}
public override int GetShoeHue() => 0;
public override void InitOutfit()
{
base.InitOutfit();
AddItem(Utility.RandomBool() ? new QuarterStaff() : (Item)new ShepherdsCrook());
}
public override void AddCustomContextEntries(Mobile from, List<ContextMenuEntry> list)
{
if (from.Alive)
{
list.Add(new StableEntry(this, from));
if (from.Stabled.Count > 0)
list.Add(new ClaimAllEntry(this, from));
}
base.AddCustomContextEntries(from, list);
}
public static int GetMaxStabled(Mobile from)
{
double taming = from.Skills.AnimalTaming.Value;
double anlore = from.Skills.AnimalLore.Value;
double vetern = from.Skills.Veterinary.Value;
double sklsum = taming + anlore + vetern;
int max;
if (sklsum >= 240.0)
max = 5;
else if (sklsum >= 200.0)
max = 4;
else if (sklsum >= 160.0)
max = 3;
else
max = 2;
if (taming >= 100.0)
max += (int)((taming - 90.0) / 10);
if (anlore >= 100.0)
max += (int)((anlore - 90.0) / 10);
if (vetern >= 100.0)
max += (int)((vetern - 90.0) / 10);
return max;
}
private void CloseClaimList(Mobile from) => from.CloseGump<ClaimListGump>();
public void BeginClaimList(Mobile from)
{
if (Deleted || !from.CheckAlive())
return;
List<BaseCreature> list = new List<BaseCreature>();
for (int i = 0; i < from.Stabled.Count; ++i)
{
BaseCreature pet = from.Stabled[i] as BaseCreature;
if (pet?.Deleted != false)
{
if (pet != null)
{
pet.IsStabled = false;
pet.StabledBy = null;
}
from.Stabled.RemoveAt(i);
--i;
continue;
}
list.Add(pet);
}
if (list.Count > 0)
from.SendGump(new ClaimListGump(this, from, list));
else
SayTo(from, 502671); // But I have no animals stabled with me at the moment!
}
public void EndClaimList(Mobile from, BaseCreature pet)
{
if (pet?.Deleted != false || from.Map != Map || !from.Stabled.Contains(pet) || !from.CheckAlive())
return;
if (!from.InRange(this, 14))
{
from.SendLocalizedMessage(500446); // That is too far away.
return;
}
if (CanClaim(from, pet))
{
DoClaim(from, pet);
from.Stabled.Remove(pet);
(from as PlayerMobile)?.AutoStabled.Remove(pet);
}
else
SayTo(from, 1049612, pet.Name); // ~1_NAME~ remained in the stables because you have too many followers.
}
public void BeginStable(Mobile from)
{
if (Deleted || !from.CheckAlive())
return;
Container bank = from.FindBankNoCreate();
if (!(from.Backpack?.GetAmount(typeof(Gold)) >= 30) &&
!(bank?.GetAmount(typeof(Gold)) >= 30))
{
SayTo(from, 1042556); // Thou dost not have enough gold, not even in thy bank account.
}
else
{
/* I charge 30 gold per pet for a real week's stable time.
* I will withdraw it from thy bank account.
* Which animal wouldst thou like to stable here?
*/
from.SendLocalizedMessage(1042558);
from.Target = new StableTarget(this);
}
}
public void EndStable(Mobile from, BaseCreature pet)
{
if (Deleted || !from.CheckAlive())
return;
if (pet.Body.IsHuman)
SayTo(from, 502672); // HA HA HA! Sorry, I am not an inn.
else if (!pet.Controlled)
SayTo(from, 1048053); // You can't stable that!
else if (pet.ControlMaster != from)
SayTo(from, 1042562); // You do not own that pet!
else if (pet.IsDeadPet)
SayTo(from, 1049668); // Living pets only, please.
else if (pet.Summoned)
SayTo(from, 502673); // I can not stable summoned creatures.
/*else if ( pet.Allured )
{
SayTo( from, 1048053 ); // You can't stable that!
}*/
else if ((pet is PackLlama || pet is PackHorse || pet is Beetle) && pet.Backpack?.Items.Count > 0)
SayTo(from, 1042563); // You need to unload your pet.
else if (pet.Combatant != null && pet.InRange(pet.Combatant, 12) && pet.Map == pet.Combatant.Map)
SayTo(from, 1042564); // I'm sorry. Your pet seems to be busy.
else if (from.Stabled.Count >= GetMaxStabled(from))
SayTo(from, 1042565); // You have too many pets in the stables!
else
{
Container bank = from.FindBankNoCreate();
if (from.Backpack?.ConsumeTotal(typeof(Gold), 30) == true ||
bank?.ConsumeTotal(typeof(Gold), 30) == true)
{
pet.ControlTarget = null;
pet.ControlOrder = OrderType.Stay;
pet.Internalize();
pet.SetControlMaster(null);
pet.SummonMaster = null;
pet.IsStabled = true;
pet.StabledBy = from;
if (Core.SE)
pet.Loyalty = MaxLoyalty; // Wonderfully happy
from.Stabled.Add(pet);
SayTo(from,
Core.AOS
? 1049677
: 502679); // [AOS: Your pet has been stabled.] Very well, thy pet is stabled. Thou mayst recover it by saying 'claim' to me. In one real world week, I shall sell it off if it is not claimed!
}
else
SayTo(from, 502677); // But thou hast not the funds in thy bank account!
}
}
public void Claim(Mobile from, string petName = null)
{
if (Deleted || !from.CheckAlive())
return;
bool claimed = false;
int stabled = 0;
bool claimByName = petName != null;
for (int i = 0; i < from.Stabled.Count; ++i)
{
BaseCreature pet = from.Stabled[i] as BaseCreature;
if (pet?.Deleted != false)
{
if (pet != null)
{
pet.IsStabled = false;
pet.StabledBy = null;
}
from.Stabled.RemoveAt(i);
--i;
continue;
}
++stabled;
if (claimByName && !Insensitive.Equals(pet.Name, petName))
continue;
if (CanClaim(from, pet))
{
DoClaim(from, pet);
from.Stabled.RemoveAt(i);
(from as PlayerMobile)?.AutoStabled.Remove(pet);
--i;
claimed = true;
}
else
{
SayTo(from, 1049612, pet.Name); // ~1_NAME~ remained in the stables because you have too many followers.
}
}
if (claimed)
SayTo(from, 1042559); // Here you go... and good day to you!
else if (stabled == 0)
SayTo(from, 502671); // But I have no animals stabled with me at the moment!
else if (claimByName)
BeginClaimList(from);
}
public bool CanClaim(Mobile from, BaseCreature pet) => from.Followers + pet.ControlSlots <= from.FollowersMax;
private static void DoClaim(Mobile from, BaseCreature pet)
{
pet.SetControlMaster(from);
if (pet.Summoned)
pet.SummonMaster = from;
pet.ControlTarget = from;
pet.ControlOrder = OrderType.Follow;
pet.MoveToWorld(from.Location, from.Map);
pet.IsStabled = false;
pet.StabledBy = null;
if (Core.SE)
pet.Loyalty = MaxLoyalty; // Wonderfully Happy
}
public override bool HandlesOnSpeech(Mobile from) => true;
public override void OnSpeech(SpeechEventArgs e)
{
if (!e.Handled && e.HasKeyword(0x0008)) // *stable*
{
e.Handled = true;
CloseClaimList(e.Mobile);
BeginStable(e.Mobile);
}
else if (!e.Handled && e.HasKeyword(0x0009)) // *claim*
{
e.Handled = true;
CloseClaimList(e.Mobile);
int index = e.Speech.IndexOf(' ');
if (index != -1)
Claim(e.Mobile, e.Speech.Substring(index).Trim());
else
Claim(e.Mobile);
}
else
{
base.OnSpeech(e);
}
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
private class StableEntry : ContextMenuEntry
{
private Mobile m_From;
private AnimalTrainer m_Trainer;
public StableEntry(AnimalTrainer trainer, Mobile from) : base(6126, 12)
{
m_Trainer = trainer;
m_From = from;
}
public override void OnClick()
{
m_Trainer.BeginStable(m_From);
}
}
private class ClaimListGump : Gump
{
private Mobile m_From;
private List<BaseCreature> m_List;
private AnimalTrainer m_Trainer;
public ClaimListGump(AnimalTrainer trainer, Mobile from, List<BaseCreature> list) : base(50, 50)
{
m_Trainer = trainer;
m_From = from;
m_List = list;
from.CloseGump<ClaimListGump>();
AddPage(0);
AddBackground(0, 0, 325, 50 + list.Count * 20, 9250);
AddAlphaRegion(5, 5, 315, 40 + list.Count * 20);
AddHtml(15, 15, 275, 20, "<BASEFONT COLOR=#FFFFFF>Select a pet to retrieve from the stables:</BASEFONT>");
for (int i = 0; i < list.Count; ++i)
{
BaseCreature pet = list[i];
if (pet?.Deleted != false)
continue;
AddButton(15, 39 + i * 20, 10006, 10006, i + 1);
AddHtml(32, 35 + i * 20, 275, 18, $"<BASEFONT COLOR=#C0C0EE>{pet.Name}</BASEFONT>");
}
}
public override void OnResponse(NetState sender, RelayInfo info)
{
int index = info.ButtonID - 1;
if (index >= 0 && index < m_List.Count)
m_Trainer.EndClaimList(m_From, m_List[index]);
}
}
private class ClaimAllEntry : ContextMenuEntry
{
private Mobile m_From;
private AnimalTrainer m_Trainer;
public ClaimAllEntry(AnimalTrainer trainer, Mobile from) : base(6127, 12)
{
m_Trainer = trainer;
m_From = from;
}
public override void OnClick()
{
m_Trainer.Claim(m_From);
}
}
private class StableTarget : Target
{
private AnimalTrainer m_Trainer;
public StableTarget(AnimalTrainer trainer) : base(12, false, TargetFlags.None) => m_Trainer = trainer;
protected override void OnTarget(Mobile from, object targeted)
{
if (targeted is BaseCreature creature)
m_Trainer.EndStable(from, creature);
else if (targeted == from)
m_Trainer.SayTo(from, 502672); // HA HA HA! Sorry, I am not an inn.
else
m_Trainer.SayTo(from, 1048053); // You can't stable that!
}
}
}
}