ModernUO/Scripts/Engines/BulkOrders/SmallSmithBOD.cs
2018-09-14 08:41:38 -07:00

242 lines
No EOL
6.4 KiB
C#

using System;
using System.Collections.Generic;
using Server.Engines.Craft;
using Mat = Server.Engines.BulkOrders.BulkMaterialType;
namespace Server.Engines.BulkOrders
{
[TypeAlias( "Scripts.Engines.BulkOrders.SmallSmithBOD" )]
public class SmallSmithBOD : SmallBOD
{
public static double[] m_BlacksmithMaterialChances = new double[]
{
0.501953125, // None
0.250000000, // Dull Copper
0.125000000, // Shadow Iron
0.062500000, // Copper
0.031250000, // Bronze
0.015625000, // Gold
0.007812500, // Agapite
0.003906250, // Verite
0.001953125 // Valorite
};
public override int ComputeFame()
{
return SmithRewardCalculator.Instance.ComputeFame( this );
}
public override int ComputeGold()
{
return SmithRewardCalculator.Instance.ComputeGold( this );
}
public override List<Item> ComputeRewards( bool full )
{
List<Item> list = new List<Item>();
RewardGroup rewardGroup = SmithRewardCalculator.Instance.LookupRewards( SmithRewardCalculator.Instance.ComputePoints( this ) );
if ( rewardGroup != null )
{
if ( full )
{
for ( int i = 0; i < rewardGroup.Items.Length; ++i )
{
Item item = rewardGroup.Items[i].Construct();
if ( item != null )
list.Add( item );
}
}
else
{
RewardItem rewardItem = rewardGroup.AcquireItem();
if ( rewardItem != null )
{
Item item = rewardItem.Construct();
if ( item != null )
list.Add( item );
}
}
}
return list;
}
public static SmallSmithBOD CreateRandomFor( Mobile m )
{
SmallBulkEntry[] entries;
bool useMaterials;
if ( useMaterials = Utility.RandomBool() )
entries = SmallBulkEntry.BlacksmithArmor;
else
entries = SmallBulkEntry.BlacksmithWeapons;
if ( entries.Length > 0 )
{
double theirSkill = m.Skills[SkillName.Blacksmith].Base;
int amountMax;
if ( theirSkill >= 70.1 )
amountMax = Utility.RandomList( 10, 15, 20, 20 );
else if ( theirSkill >= 50.1 )
amountMax = Utility.RandomList( 10, 15, 15, 20 );
else
amountMax = Utility.RandomList( 10, 10, 15, 20 );
BulkMaterialType material = BulkMaterialType.None;
if ( useMaterials && theirSkill >= 70.1 )
{
for ( int i = 0; i < 20; ++i )
{
BulkMaterialType check = GetRandomMaterial( BulkMaterialType.DullCopper, m_BlacksmithMaterialChances );
double skillReq = 0.0;
switch ( check )
{
case BulkMaterialType.DullCopper: skillReq = 65.0; break;
case BulkMaterialType.ShadowIron: skillReq = 70.0; break;
case BulkMaterialType.Copper: skillReq = 75.0; break;
case BulkMaterialType.Bronze: skillReq = 80.0; break;
case BulkMaterialType.Gold: skillReq = 85.0; break;
case BulkMaterialType.Agapite: skillReq = 90.0; break;
case BulkMaterialType.Verite: skillReq = 95.0; break;
case BulkMaterialType.Valorite: skillReq = 100.0; break;
case BulkMaterialType.Spined: skillReq = 65.0; break;
case BulkMaterialType.Horned: skillReq = 80.0; break;
case BulkMaterialType.Barbed: skillReq = 99.0; break;
}
if ( theirSkill >= skillReq )
{
material = check;
break;
}
}
}
double excChance = 0.0;
if ( theirSkill >= 70.1 )
excChance = (theirSkill + 80.0) / 200.0;
bool reqExceptional = ( excChance > Utility.RandomDouble() );
CraftSystem system = DefBlacksmithy.CraftSystem;
List<SmallBulkEntry> validEntries = new List<SmallBulkEntry>();
for ( int i = 0; i < entries.Length; ++i )
{
CraftItem item = system.CraftItems.SearchFor( entries[i].Type );
if ( item != null )
{
bool allRequiredSkills = true;
double chance = item.GetSuccessChance( m, null, system, false, ref allRequiredSkills );
if ( allRequiredSkills && chance >= 0.0 )
{
if ( reqExceptional )
chance = item.GetExceptionalChance( system, chance, m );
if ( chance > 0.0 )
validEntries.Add( entries[i] );
}
}
}
if ( validEntries.Count > 0 )
{
SmallBulkEntry entry = validEntries[Utility.Random( validEntries.Count )];
return new SmallSmithBOD( entry, material, amountMax, reqExceptional );
}
}
return null;
}
private SmallSmithBOD( SmallBulkEntry entry, BulkMaterialType material, int amountMax, bool reqExceptional )
{
this.Hue = 0x44E;
this.AmountMax = amountMax;
this.Type = entry.Type;
this.Number = entry.Number;
this.Graphic = entry.Graphic;
this.RequireExceptional = reqExceptional;
this.Material = material;
}
[Constructible]
public SmallSmithBOD()
{
SmallBulkEntry[] entries;
bool useMaterials;
if ( useMaterials = Utility.RandomBool() )
entries = SmallBulkEntry.BlacksmithArmor;
else
entries = SmallBulkEntry.BlacksmithWeapons;
if ( entries.Length > 0 )
{
int hue = 0x44E;
int amountMax = Utility.RandomList( 10, 15, 20 );
BulkMaterialType material;
if ( useMaterials )
material = GetRandomMaterial( BulkMaterialType.DullCopper, m_BlacksmithMaterialChances );
else
material = BulkMaterialType.None;
bool reqExceptional = Utility.RandomBool() || (material == BulkMaterialType.None);
SmallBulkEntry entry = entries[Utility.Random( entries.Length )];
this.Hue = hue;
this.AmountMax = amountMax;
this.Type = entry.Type;
this.Number = entry.Number;
this.Graphic = entry.Graphic;
this.RequireExceptional = reqExceptional;
this.Material = material;
}
}
public SmallSmithBOD( int amountCur, int amountMax, Type type, int number, int graphic, bool reqExceptional, BulkMaterialType mat )
{
this.Hue = 0x44E;
this.AmountMax = amountMax;
this.AmountCur = amountCur;
this.Type = type;
this.Number = number;
this.Graphic = graphic;
this.RequireExceptional = reqExceptional;
this.Material = mat;
}
public SmallSmithBOD( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}