ModernUO/Scripts/Engines/Craft/Core/Repair.cs
2006-06-15 04:14:30 +00:00

423 lines
No EOL
12 KiB
C#

using System;
using Server;
using Server.Mobiles;
using Server.Targeting;
using Server.Items;
namespace Server.Engines.Craft
{
public class Repair
{
public Repair()
{
}
public static void Do( Mobile from, CraftSystem craftSystem, BaseTool tool )
{
from.Target = new InternalTarget( craftSystem, tool );
from.SendLocalizedMessage( 1044276 ); // Target an item to repair.
}
public static void Do( Mobile from, CraftSystem craftSystem, RepairDeed deed )
{
from.Target = new InternalTarget( craftSystem, deed );
from.SendLocalizedMessage( 1044276 ); // Target an item to repair.
}
private class InternalTarget : Target
{
private CraftSystem m_CraftSystem;
private BaseTool m_Tool;
private RepairDeed m_Deed;
public InternalTarget( CraftSystem craftSystem, BaseTool tool ) : base ( 2, false, TargetFlags.None )
{
m_CraftSystem = craftSystem;
m_Tool = tool;
}
public InternalTarget( CraftSystem craftSystem, RepairDeed deed ) : base( 2, false, TargetFlags.None )
{
m_CraftSystem = craftSystem;
m_Deed = deed;
}
private static void EndGolemRepair( object state )
{
((Mobile)state).EndAction( typeof( Golem ) );
}
private int GetWeakenChance( Mobile mob, SkillName skill, int curHits, int maxHits )
{
// 40% - (1% per hp lost) - (1% per 10 craft skill)
return (40 + (maxHits - curHits)) - (int)(((m_Deed != null)? m_Deed.SkillLevel : mob.Skills[skill].Value) / 10);
}
private bool CheckWeaken( Mobile mob, SkillName skill, int curHits, int maxHits )
{
return ( GetWeakenChance( mob, skill, curHits, maxHits ) > Utility.Random( 100 ) );
}
private int GetRepairDifficulty( int curHits, int maxHits )
{
return (((maxHits - curHits) * 1250) / Math.Max( maxHits, 1 )) - 250;
}
private bool CheckRepairDifficulty( Mobile mob, SkillName skill, int curHits, int maxHits )
{
double difficulty = GetRepairDifficulty( curHits, maxHits ) * 0.1;
if( m_Deed != null )
{
double value = m_Deed.SkillLevel;
double minSkill = difficulty - 25.0;
double maxSkill = difficulty + 25;
if( value < minSkill )
return false; // Too difficult
else if( value >= maxSkill )
return true; // No challenge
double chance = (value - minSkill) / (maxSkill - minSkill);
return (chance >= Utility.RandomDouble());
}
else
{
return mob.CheckSkill( skill, difficulty - 25.0, difficulty + 25.0 );
}
}
private bool CheckDeed( Mobile from )
{
if( m_Deed != null )
{
return m_Deed.Check( from );
}
return true;
}
private bool IsSpecialWeapon( BaseWeapon weapon )
{
// Weapons repairable but not craftable
if ( m_CraftSystem is DefTinkering )
{
return ( weapon is Cleaver )
|| ( weapon is Hatchet )
|| ( weapon is Pickaxe )
|| ( weapon is ButcherKnife )
|| ( weapon is SkinningKnife );
}
else if ( m_CraftSystem is DefCarpentry )
{
return ( weapon is Club )
|| ( weapon is BlackStaff )
|| ( weapon is MagicWand );
}
else if ( m_CraftSystem is DefBlacksmithy )
{
return ( weapon is Pitchfork );
}
return false;
}
protected override void OnTarget( Mobile from, object targeted )
{
int number;
if( !CheckDeed( from ) )
return;
bool usingDeed = (m_Deed != null);
bool toDelete = false;
//TODO: Make a IRepairable
if ( m_CraftSystem is DefTinkering && targeted is Golem )
{
Golem g = (Golem)targeted;
int damage = g.HitsMax - g.Hits;
if ( g.IsDeadBondedPet )
{
number = 500426; // You can't repair that.
}
else if ( damage <= 0 )
{
number = 500423; // That is already in full repair.
}
else
{
double skillValue = (usingDeed)? m_Deed.SkillLevel : from.Skills[SkillName.Tinkering].Value;
if ( skillValue < 60.0 )
{
number = 1044153; // You don't have the required skills to attempt this item. //TODO: How does OSI handle this with deeds with golems?
}
else if ( !from.CanBeginAction( typeof( Golem ) ) )
{
number = 501789; // You must wait before trying again.
}
else
{
if ( damage > (int)(skillValue * 0.3) )
damage = (int)(skillValue * 0.3);
damage += 30;
if ( !from.CheckSkill( SkillName.Tinkering, 0.0, 100.0 ) )
damage /= 2;
Container pack = from.Backpack;
if ( pack != null )
{
int v = pack.ConsumeUpTo( typeof( IronIngot ), (damage+4)/5 );
if ( v > 0 )
{
g.Hits += v*5;
number = 1044279; // You repair the item.
toDelete = true;
from.BeginAction( typeof( Golem ) );
Timer.DelayCall( TimeSpan.FromSeconds( 12.0 ), new TimerStateCallback( EndGolemRepair ), from );
}
else
{
number = 1044037; // You do not have sufficient metal to make that.
}
}
else
{
number = 1044037; // You do not have sufficient metal to make that.
}
}
}
}
else if ( targeted is BaseWeapon )
{
BaseWeapon weapon = (BaseWeapon)targeted;
SkillName skill = m_CraftSystem.MainSkill;
int toWeaken = 0;
if ( Core.AOS )
{
toWeaken = 1;
}
else if ( skill != SkillName.Tailoring )
{
double skillLevel = (usingDeed)? m_Deed.SkillLevel : from.Skills[skill].Base;
if ( skillLevel >= 90.0 )
toWeaken = 1;
else if ( skillLevel >= 70.0 )
toWeaken = 2;
else
toWeaken = 3;
}
if ( m_CraftSystem.CraftItems.SearchForSubclass( weapon.GetType() ) == null && !IsSpecialWeapon( weapon ) )
{
number = (usingDeed)? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
}
else if ( !weapon.IsChildOf( from.Backpack ) )
{
number = 1044275; // The item must be in your backpack to repair it.
}
else if ( weapon.MaxHitPoints <= 0 || weapon.HitPoints == weapon.MaxHitPoints )
{
number = 1044281; // That item is in full repair
}
else if ( weapon.MaxHitPoints <= toWeaken )
{
number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
}
else
{
if ( CheckWeaken( from, skill, weapon.HitPoints, weapon.MaxHitPoints ) )
{
weapon.MaxHitPoints -= toWeaken;
weapon.HitPoints = Math.Max( 0, weapon.HitPoints - toWeaken );
}
if ( CheckRepairDifficulty( from, skill, weapon.HitPoints, weapon.MaxHitPoints ) )
{
number = 1044279; // You repair the item.
m_CraftSystem.PlayCraftEffect( from );
weapon.HitPoints = weapon.MaxHitPoints;
}
else
{
number = (usingDeed)? 1061137 : 1044280; // You fail to repair the item. [And the contract is destroyed]
m_CraftSystem.PlayCraftEffect( from );
}
toDelete = true;
}
}
else if ( targeted is BaseArmor )
{
BaseArmor armor = (BaseArmor)targeted;
SkillName skill = m_CraftSystem.MainSkill;
int toWeaken = 0;
if ( Core.AOS )
{
toWeaken = 1;
}
else if ( skill != SkillName.Tailoring )
{
double skillLevel = (usingDeed)? m_Deed.SkillLevel : from.Skills[skill].Base;
if ( skillLevel >= 90.0 )
toWeaken = 1;
else if ( skillLevel >= 70.0 )
toWeaken = 2;
else
toWeaken = 3;
}
if ( m_CraftSystem.CraftItems.SearchForSubclass( armor.GetType() ) == null )
{
number = (usingDeed)? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
}
else if ( !armor.IsChildOf( from.Backpack ) )
{
number = 1044275; // The item must be in your backpack to repair it.
}
else if ( armor.MaxHitPoints <= 0 || armor.HitPoints == armor.MaxHitPoints )
{
number = 1044281; // That item is in full repair
}
else if ( armor.MaxHitPoints <= toWeaken )
{
number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
}
else
{
if ( CheckWeaken( from, skill, armor.HitPoints, armor.MaxHitPoints ) )
{
armor.MaxHitPoints -= toWeaken;
armor.HitPoints = Math.Max( 0, armor.HitPoints - toWeaken );
}
if ( CheckRepairDifficulty( from, skill, armor.HitPoints, armor.MaxHitPoints ) )
{
number = 1044279; // You repair the item.
m_CraftSystem.PlayCraftEffect( from );
armor.HitPoints = armor.MaxHitPoints;
}
else
{
number = (usingDeed)? 1061137 : 1044280; // You fail to repair the item. [And the contract is destroyed]
m_CraftSystem.PlayCraftEffect( from );
}
toDelete = true;
}
}
else if ( targeted is BaseClothing )
{
BaseClothing clothing = (BaseClothing)targeted;
SkillName skill = m_CraftSystem.MainSkill;
int toWeaken = 0;
if ( Core.AOS )
{
toWeaken = 1;
}
else if ( skill != SkillName.Tailoring )
{
double skillLevel = (usingDeed) ? m_Deed.SkillLevel : from.Skills[skill].Base;
if ( skillLevel >= 90.0 )
toWeaken = 1;
else if ( skillLevel >= 70.0 )
toWeaken = 2;
else
toWeaken = 3;
}
if ( m_CraftSystem.CraftItems.SearchForSubclass( clothing.GetType() ) == null )
{
number = (usingDeed) ? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
}
else if ( !clothing.IsChildOf( from.Backpack ) )
{
number = 1044275; // The item must be in your backpack to repair it.
}
else if ( clothing.MaxHitPoints <= 0 || clothing.HitPoints == clothing.MaxHitPoints )
{
number = 1044281; // That item is in full repair
}
else if ( clothing.MaxHitPoints <= toWeaken )
{
number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
}
else
{
if ( CheckWeaken( from, skill, clothing.HitPoints, clothing.MaxHitPoints ) )
{
clothing.MaxHitPoints -= toWeaken;
clothing.HitPoints = Math.Max( 0, clothing.HitPoints - toWeaken );
}
if ( CheckRepairDifficulty( from, skill, clothing.HitPoints, clothing.MaxHitPoints ) )
{
number = 1044279; // You repair the item.
m_CraftSystem.PlayCraftEffect( from );
clothing.HitPoints = clothing.MaxHitPoints;
}
else
{
number = (usingDeed) ? 1061137 : 1044280; // You fail to repair the item. [And the contract is destroyed]
m_CraftSystem.PlayCraftEffect( from );
}
toDelete = true;
}
}
else if( !usingDeed && targeted is BlankScroll )
{
SkillName skill = m_CraftSystem.MainSkill;
if( from.Skills[skill].Value >= 50.0 )
{
((BlankScroll)targeted).Consume( 1 );
RepairDeed deed = new RepairDeed( RepairDeed.GetTypeFor( m_CraftSystem ), from.Skills[skill].Value, from );
from.AddToBackpack( deed );
number = 500442; // You create the item and put it in your backpack.
}
else
number = 1047005; // You must be at least apprentice level to create a repair service contract.
}
else if ( targeted is Item )
{
number = (usingDeed)? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
}
else
{
number = 500426; // You can't repair that.
}
if( !usingDeed )
{
CraftContext context = m_CraftSystem.GetContext( from );
from.SendGump( new CraftGump( from, m_CraftSystem, m_Tool, number ) );
}
else if( toDelete )
{
m_Deed.Delete();
}
}
}
}
}