ModernUO/Scripts/Engines/Craft/Core/Enhance.cs

432 lines
No EOL
13 KiB
C#

using System;
using System.Collections.Generic;
using Server;
using Server.Targeting;
using Server.Items;
namespace Server.Engines.Craft
{
public enum EnhanceResult
{
None,
NotInBackpack,
BadItem,
BadResource,
AlreadyEnhanced,
Success,
Failure,
Broken,
NoResources,
NoSkill
}
public class Enhance
{
public static EnhanceResult Invoke( Mobile from, CraftSystem craftSystem, BaseTool tool, Item item, CraftResource resource, Type resType, ref object resMessage )
{
if ( item == null )
return EnhanceResult.BadItem;
if ( !item.IsChildOf( from.Backpack ) )
return EnhanceResult.NotInBackpack;
if ( !(item is BaseArmor) && !(item is BaseWeapon) && !(item is BaseOtherEquipable) )
return EnhanceResult.BadItem;
if ( item is IArcaneEquip )
{
IArcaneEquip eq = (IArcaneEquip)item;
if ( eq.IsArcane )
return EnhanceResult.BadItem;
}
if ( CraftResources.IsStandard( resource ) )
return EnhanceResult.BadResource;
int num = craftSystem.CanCraft( from, tool, item.GetType() );
if ( num > 0 )
{
resMessage = num;
return EnhanceResult.None;
}
CraftItem craftItem = craftSystem.CraftItems.SearchFor( item.GetType() );
if ( craftItem == null || craftItem.Resources.Count == 0 )
return EnhanceResult.BadItem;
bool allRequiredSkills = false;
if( craftItem.GetSuccessChance( from, resType, craftSystem, false, ref allRequiredSkills ) <= 0.0 )
return EnhanceResult.NoSkill;
CraftResourceInfo info = CraftResources.GetInfo( resource );
if ( info == null || info.ResourceTypes.Length == 0 )
return EnhanceResult.BadResource;
CraftAttributeInfo attributes = info.AttributeInfo;
if ( attributes == null )
return EnhanceResult.BadResource;
int resHue = 0, maxAmount = 0;
if ( !craftItem.ConsumeRes( from, resType, craftSystem, ref resHue, ref maxAmount, ConsumeType.None, ref resMessage ) )
return EnhanceResult.NoResources;
if ( craftSystem is DefBlacksmithy )
{
AncientSmithyHammer hammer = from.FindItemOnLayer( Layer.OneHanded ) as AncientSmithyHammer;
if ( hammer != null )
{
hammer.UsesRemaining--;
if ( hammer.UsesRemaining < 1 )
hammer.Delete();
}
}
int baseChance = 0;
BonusAttribute[] bonusAttrs = null;
BonusAttribute[] randomAttrs = null;
if ( item is BaseWeapon )
{
BaseWeapon weapon = (BaseWeapon)item;
if ( !CraftResources.IsStandard( weapon.Resource ) )
return EnhanceResult.AlreadyEnhanced;
baseChance = 20;
CheckSkill( ref baseChance, from, craftSystem );
int numOfRand = attributes.RandomAttributeCount;
bonusAttrs = attributes.WeaponAttributes;
randomAttrs = BonusAttributesHelper.GetRandomAttributes( attributes.WeaponRandomAttributes, numOfRand );
}
else if ( item is BaseArmor )
{
BaseArmor armor = (BaseArmor)item;
if ( !CraftResources.IsStandard( armor.Resource ) )
return EnhanceResult.AlreadyEnhanced;
baseChance = 20;
CheckSkill( ref baseChance, from, craftSystem );
int numOfRand = attributes.RandomAttributeCount;
if ( armor.UsesShieldAttrs )
{
bonusAttrs = attributes.ShieldAttributes;
randomAttrs = BonusAttributesHelper.GetRandomAttributes( attributes.ShieldRandomAttributes, numOfRand );
}
else
{
bonusAttrs = info.AttributeInfo.ArmorAttributes;
randomAttrs = BonusAttributesHelper.GetRandomAttributes( attributes.ArmorRandomAttributes, numOfRand );
}
}
else if ( item is BaseOtherEquipable )
{
BaseOtherEquipable otherEquip = (BaseOtherEquipable)item;
if ( !CraftResources.IsStandard( otherEquip.Resource ) )
return EnhanceResult.AlreadyEnhanced;
baseChance = 20;
CheckSkill( ref baseChance, from, craftSystem );
int numOfRand = attributes.RandomAttributeCount;
bonusAttrs = attributes.OtherAttributes;
randomAttrs = BonusAttributesHelper.GetRandomAttributes( attributes.OtherRandomAttributes, numOfRand );
}
List<BonusAttribute> attrs = new List<BonusAttribute>();
if ( bonusAttrs != null && bonusAttrs.Length > 0 )
attrs.AddRange( bonusAttrs );
if ( randomAttrs != null && randomAttrs.Length > 0 )
attrs.AddRange( randomAttrs );
EnhanceResult res = EnhanceResult.Success;
TryEnhance( attrs, item, baseChance, ref res );
switch ( res )
{
case EnhanceResult.Broken:
{
if ( !craftItem.ConsumeRes( from, resType, craftSystem, ref resHue, ref maxAmount, ConsumeType.Half, ref resMessage ) )
return EnhanceResult.NoResources;
item.Delete();
break;
}
case EnhanceResult.Success:
{
if ( !craftItem.ConsumeRes( from, resType, craftSystem, ref resHue, ref maxAmount, ConsumeType.All, ref resMessage ) )
return EnhanceResult.NoResources;
if( item is BaseWeapon )
{
BaseWeapon w = (BaseWeapon)item;
w.RandomAttributes = randomAttrs;
w.Resource = resource;
w.Hue = w.GetElementalDamageHue( w.Hue );
}
else if( item is BaseArmor )
{
BaseArmor ar = (BaseArmor)item;
ar.RandomAttributes = randomAttrs;
((BaseArmor)item).Resource = resource;
}
else if( item is BaseOtherEquipable ) //Sanity
{
BaseOtherEquipable otherEquip = (BaseOtherEquipable)item;
otherEquip.RandomAttributes = randomAttrs;
((BaseOtherEquipable)item).Resource = resource;
}
break;
}
case EnhanceResult.Failure:
{
if ( !craftItem.ConsumeRes( from, resType, craftSystem, ref resHue, ref maxAmount, ConsumeType.Half, ref resMessage ) )
return EnhanceResult.NoResources;
break;
}
}
return res;
}
public static void CheckResult( ref EnhanceResult res, int chance )
{
if ( res != EnhanceResult.Success )
return; // we've already failed..
int random = Utility.Random( 100 );
if ( 10 > random )
res = EnhanceResult.Failure;
else if ( chance > random )
res = EnhanceResult.Broken;
}
public static void CheckSkill( ref int baseChance, Mobile from, CraftSystem craftSystem )
{
int skill = from.Skills[craftSystem.MainSkill].Fixed / 10;
if ( skill >= 100 )
baseChance -= (skill - 90) / 10;
}
public static void TryEnhance( List<BonusAttribute> attrs, Item item, int baseChance, ref EnhanceResult res )
{
foreach ( BonusAttribute attr in attrs )
{
if ( res != EnhanceResult.Success )
return;
if ( attr.Attribute == null )
continue;
Type type = attr.Attribute.GetType();
if ( type == typeof( AosAttribute ) )
{
AosAttribute aosAttr = (AosAttribute)attr.Attribute;
if ( aosAttr == AosAttribute.SpellChanneling )
continue;
if ( item is IAosAttributes )
CheckResult( ref res, baseChance + GetChance( aosAttr, ((IAosAttributes)item).Attributes ) );
}
else if ( type == typeof( AosWeaponAttribute ) )
{
if ( item is BaseWeapon )
CheckResult( ref res, baseChance + GetChance( (AosWeaponAttribute)attr.Attribute, ((BaseWeapon)item).WeaponAttributes ) );
}
else if ( type == typeof( AosArmorAttribute ) )
{
if ( (AosArmorAttribute)attr.Attribute == AosArmorAttribute.MageArmor )
continue;
if ( item is BaseArmor )
CheckResult( ref res, baseChance + GetChance( (AosArmorAttribute)attr.Attribute, ((BaseArmor)item).ArmorAttributes ) );
}
else if ( type == typeof( ResistanceType ) )
{
if ( item is BaseArmor )
{
BaseArmor ar = (BaseArmor)item;
switch ( (ResistanceType)attr.Attribute )
{
case ResistanceType.Physical:
CheckResult( ref res, baseChance + ar.PhysicalResistance );
break;
case ResistanceType.Fire:
CheckResult( ref res, baseChance + ar.FireResistance );
break;
case ResistanceType.Cold:
CheckResult( ref res, baseChance + ar.ColdResistance );
break;
case ResistanceType.Poison:
CheckResult( ref res, baseChance + ar.PoisonResistance );
break;
case ResistanceType.Energy:
CheckResult( ref res, baseChance + ar.EnergyResistance );
break;
}
}
}
}
}
public static int GetChance( AosAttribute attr, AosAttributes itemAttrs )
{
int chance;
switch ( attr )
{
case AosAttribute.LowerWeight: chance = itemAttrs[attr] / 40; break;
case AosAttribute.WeaponDamage: chance = itemAttrs[attr] / 4; break;
case AosAttribute.Luck: chance = 10 + itemAttrs[attr] / 2; break;
default:
chance = itemAttrs[attr] / 2; break;
}
return chance;
}
public static int GetChance( AosArmorAttribute attr, AosArmorAttributes itemAttrs )
{
int chance;
switch ( attr )
{
case AosArmorAttribute.DurabilityBonus: chance = itemAttrs[attr] / 40; break;
case AosArmorAttribute.LowerStatReq: chance = itemAttrs[attr] / 4; break;
default:
chance = itemAttrs[attr] / 2; break;
}
return chance;
}
public static int GetChance( AosWeaponAttribute attr, AosWeaponAttributes itemAttrs )
{
int chance;
switch ( attr )
{
case AosWeaponAttribute.DurabilityBonus: chance = itemAttrs[attr] / 40; break;
case AosWeaponAttribute.LowerStatReq: chance = itemAttrs[attr] / 4; break;
case AosWeaponAttribute.ResistPhysicalBonus:
case AosWeaponAttribute.ResistFireBonus:
case AosWeaponAttribute.ResistColdBonus:
case AosWeaponAttribute.ResistPoisonBonus:
case AosWeaponAttribute.ResistEnergyBonus: chance = itemAttrs[attr]; break;
default:
chance = itemAttrs[attr] / 2; break;
}
return chance;
}
public static void BeginTarget( Mobile from, CraftSystem craftSystem, BaseTool tool )
{
CraftContext context = craftSystem.GetContext( from );
if ( context == null )
return;
int lastRes = context.LastResourceIndex;
CraftSubResCol subRes = craftSystem.CraftSubRes;
if ( lastRes >= 0 && lastRes < subRes.Count )
{
CraftSubRes res = subRes.GetAt( lastRes );
if ( from.Skills[craftSystem.MainSkill].Value < res.RequiredSkill )
{
from.SendGump( new CraftGump( from, craftSystem, tool, res.Message ) );
}
else
{
CraftResource resource = CraftResources.GetFromType( res.ItemType );
if ( resource != CraftResource.None )
{
from.Target = new InternalTarget( craftSystem, tool, res.ItemType, resource );
from.SendLocalizedMessage( 1061004 ); // Target an item to enhance with the properties of your selected material.
}
else
{
from.SendGump( new CraftGump( from, craftSystem, tool, 1061010 ) ); // You must select a special material in order to enhance an item with its properties.
}
}
}
else
{
from.SendGump( new CraftGump( from, craftSystem, tool, 1061010 ) ); // You must select a special material in order to enhance an item with its properties.
}
}
private class InternalTarget : Target
{
private CraftSystem m_CraftSystem;
private BaseTool m_Tool;
private Type m_ResourceType;
private CraftResource m_Resource;
public InternalTarget( CraftSystem craftSystem, BaseTool tool, Type resourceType, CraftResource resource ) : base ( 2, false, TargetFlags.None )
{
m_CraftSystem = craftSystem;
m_Tool = tool;
m_ResourceType = resourceType;
m_Resource = resource;
}
protected override void OnTarget( Mobile from, object targeted )
{
if ( targeted is Item )
{
object message = null;
EnhanceResult res = Enhance.Invoke( from, m_CraftSystem, m_Tool, (Item)targeted, m_Resource, m_ResourceType, ref message );
switch ( res )
{
case EnhanceResult.NotInBackpack: message = 1061005; break; // The item must be in your backpack to enhance it.
case EnhanceResult.AlreadyEnhanced: message = 1061012; break; // This item is already enhanced with the properties of a special material.
case EnhanceResult.BadItem: message = 1061011; break; // You cannot enhance this type of item with the properties of the selected special material.
case EnhanceResult.BadResource: message = 1061010; break; // You must select a special material in order to enhance an item with its properties.
case EnhanceResult.Broken: message = 1061080; break; // You attempt to enhance the item, but fail catastrophically. The item is lost.
case EnhanceResult.Failure: message = 1061082; break; // You attempt to enhance the item, but fail. Some material is lost in the process.
case EnhanceResult.Success: message = 1061008; break; // You enhance the item with the properties of the special material.
case EnhanceResult.NoSkill: message = 1044153; break; // You don't have the required skills to attempt this item.
}
from.SendGump( new CraftGump( from, m_CraftSystem, m_Tool, message ) );
}
}
}
}
}