ModernUO/Projects/Scripts/Engines/Doom/GauntletSpawner.cs
2020-04-26 00:16:02 -07:00

644 lines
16 KiB
C#

using System;
using System.Collections.Generic;
using Server.Items;
using Server.Mobiles;
using Server.Regions;
using Server.Utilities;
namespace Server.Engines.Doom
{
public enum GauntletSpawnerState
{
InSequence,
InProgress,
Completed
}
public class GauntletSpawner : Item
{
public const int PlayersPerSpawn = 5;
public const int InSequenceItemHue = 0x000;
public const int InProgressItemHue = 0x676;
public const int CompletedItemHue = 0x455;
private GauntletSpawnerState m_State;
private Timer m_Timer;
[Constructible]
public GauntletSpawner(string typeName = null) : base(0x36FE)
{
Visible = false;
Movable = false;
TypeName = typeName;
Creatures = new List<Mobile>();
Traps = new List<BaseTrap>();
}
public GauntletSpawner(Serial serial) : base(serial)
{
}
[CommandProperty(AccessLevel.GameMaster)]
public string TypeName { get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public BaseDoor Door { get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public BaseAddon Addon { get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public GauntletSpawner Sequence { get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public bool HasCompleted
{
get
{
if (Creatures.Count == 0)
return false;
for (int i = 0; i < Creatures.Count; ++i)
{
Mobile mob = Creatures[i];
if (!mob.Deleted)
return false;
}
return true;
}
}
[CommandProperty(AccessLevel.GameMaster)]
public Rectangle2D RegionBounds { get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public GauntletSpawnerState State
{
get => m_State;
set
{
if (m_State == value)
return;
m_State = value;
int hue = 0;
bool lockDoors = m_State == GauntletSpawnerState.InProgress;
hue = m_State switch
{
GauntletSpawnerState.InSequence => InSequenceItemHue,
GauntletSpawnerState.InProgress => InProgressItemHue,
GauntletSpawnerState.Completed => CompletedItemHue,
_ => hue
};
if (Door != null)
{
Door.Hue = hue;
Door.Locked = lockDoors;
if (lockDoors)
{
Door.KeyValue = Key.RandomValue();
Door.Open = false;
}
if (Door.Link != null)
{
Door.Link.Hue = hue;
Door.Link.Locked = lockDoors;
if (lockDoors)
{
Door.Link.KeyValue = Key.RandomValue();
Door.Open = false;
}
}
}
if (Addon != null)
Addon.Hue = hue;
if (m_State == GauntletSpawnerState.InProgress)
{
CreateRegion();
FullSpawn();
m_Timer = Timer.DelayCall(TimeSpan.FromSeconds(1.0), TimeSpan.FromSeconds(1.0), Slice);
}
else
{
ClearCreatures();
ClearTraps();
DestroyRegion();
m_Timer?.Stop();
m_Timer = null;
}
}
}
public List<Mobile> Creatures { get; set; }
public List<BaseTrap> Traps { get; set; }
public Region Region { get; set; }
public override string DefaultName => "doom spawner";
public virtual void CreateRegion()
{
if (Region != null)
return;
Map map = Map;
if (map == null || map == Map.Internal)
return;
Region = new GauntletRegion(this, map);
}
public virtual void DestroyRegion()
{
Region?.Unregister();
Region = null;
}
public virtual int ComputeTrapCount()
{
int area = RegionBounds.Width * RegionBounds.Height;
return area / 100;
}
public virtual void ClearTraps()
{
for (int i = 0; i < Traps.Count; ++i)
Traps[i].Delete();
Traps.Clear();
}
public virtual void SpawnTrap()
{
Map map = Map;
if (map == null)
return;
BaseTrap trap;
int random = Utility.Random(100);
if (random < 22)
trap = new SawTrap(Utility.RandomBool() ? SawTrapType.WestFloor : SawTrapType.NorthFloor);
else if (random < 44)
trap = new SpikeTrap(Utility.RandomBool() ? SpikeTrapType.WestFloor : SpikeTrapType.NorthFloor);
else if (random < 66)
trap = new GasTrap(Utility.RandomBool() ? GasTrapType.NorthWall : GasTrapType.WestWall);
else if (random < 88)
trap = new FireColumnTrap();
else
trap = new MushroomTrap();
if (trap is FireColumnTrap || trap is MushroomTrap)
trap.Hue = 0x451;
// try 10 times to find a valid location
for (int i = 0; i < 10; ++i)
{
int x = Utility.Random(RegionBounds.X, RegionBounds.Width);
int y = Utility.Random(RegionBounds.Y, RegionBounds.Height);
int z = Z;
if (!map.CanFit(x, y, z, 16, false, false))
z = map.GetAverageZ(x, y);
if (!map.CanFit(x, y, z, 16, false, false))
continue;
trap.MoveToWorld(new Point3D(x, y, z), map);
Traps.Add(trap);
return;
}
trap.Delete();
}
public virtual int ComputeSpawnCount()
{
int playerCount = 0;
Map map = Map;
if (map != null)
{
Point3D loc = GetWorldLocation();
Region reg = Region.Find(loc, map).GetRegion("Doom Gauntlet");
if (reg != null)
playerCount = reg.GetPlayerCount();
}
if (playerCount == 0 && Region != null)
playerCount = Region.GetPlayerCount();
int count = (playerCount + PlayersPerSpawn - 1) / PlayersPerSpawn;
if (count < 1)
count = 1;
return count;
}
public virtual void ClearCreatures()
{
for (int i = 0; i < Creatures.Count; ++i)
Creatures[i].Delete();
Creatures.Clear();
}
public virtual void FullSpawn()
{
ClearCreatures();
int count = ComputeSpawnCount();
for (int i = 0; i < count; ++i)
Spawn();
ClearTraps();
count = ComputeTrapCount();
for (int i = 0; i < count; ++i)
SpawnTrap();
}
public virtual void Spawn()
{
try
{
if (TypeName == null)
return;
Type type = AssemblyHandler.FindFirstTypeForName(TypeName, true);
if (type == null)
return;
object obj = ActivatorUtil.CreateInstance(type);
if (obj is Item item)
{
item.Delete();
}
else if (obj is Mobile mob)
{
mob.MoveToWorld(GetWorldLocation(), Map);
Creatures.Add(mob);
}
}
catch
{
// ignored
}
}
public virtual void RecurseReset()
{
if (m_State != GauntletSpawnerState.InSequence)
{
State = GauntletSpawnerState.InSequence;
if (Sequence?.Deleted == false)
Sequence.RecurseReset();
}
}
public virtual void Slice()
{
if (m_State != GauntletSpawnerState.InProgress)
return;
int count = ComputeSpawnCount();
for (int i = Creatures.Count; i < count; ++i)
Spawn();
if (HasCompleted)
{
State = GauntletSpawnerState.Completed;
if (Sequence?.Deleted == false)
{
if (Sequence.State == GauntletSpawnerState.Completed)
RecurseReset();
Sequence.State = GauntletSpawnerState.InProgress;
}
}
}
public override void Serialize(IGenericWriter writer)
{
base.Serialize(writer);
writer.Write(1); // version
writer.Write(RegionBounds);
writer.WriteItemList(Traps, false);
writer.Write(Creatures, false);
writer.Write(TypeName);
writer.WriteItem(Door);
writer.WriteItem(Addon);
writer.WriteItem(Sequence);
writer.Write((int)m_State);
}
public override void Deserialize(IGenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 1:
{
RegionBounds = reader.ReadRect2D();
Traps = reader.ReadStrongItemList<BaseTrap>();
goto case 0;
}
case 0:
{
if (version < 1)
{
Traps = new List<BaseTrap>();
RegionBounds = new Rectangle2D(X - 40, Y - 40, 80, 80);
}
Creatures = reader.ReadStrongMobileList();
TypeName = reader.ReadString();
Door = reader.ReadItem<BaseDoor>();
Addon = reader.ReadItem<BaseAddon>();
Sequence = reader.ReadItem<GauntletSpawner>();
State = (GauntletSpawnerState)reader.ReadInt();
break;
}
}
}
public static void Initialize()
{
CommandSystem.Register("GenGauntlet", AccessLevel.Administrator, GenGauntlet_OnCommand);
}
public static void CreateTeleporter(int xFrom, int yFrom, int xTo, int yTo)
{
Static telePad = new Static(0x1822);
Teleporter teleItem = new Teleporter(new Point3D(xTo, yTo, -1), Map.Malas);
telePad.Hue = 0x482;
telePad.MoveToWorld(new Point3D(xFrom, yFrom, -1), Map.Malas);
teleItem.MoveToWorld(new Point3D(xFrom, yFrom, -1), Map.Malas);
teleItem.SourceEffect = true;
teleItem.DestEffect = true;
teleItem.SoundID = 0x1FE;
}
public static BaseDoor CreateDoorSet(int xDoor, int yDoor, bool doorEastToWest, int hue)
{
BaseDoor hiDoor = new MetalDoor(doorEastToWest ? DoorFacing.NorthCCW : DoorFacing.WestCW);
BaseDoor loDoor = new MetalDoor(doorEastToWest ? DoorFacing.SouthCW : DoorFacing.EastCCW);
hiDoor.MoveToWorld(new Point3D(xDoor, yDoor, -1), Map.Malas);
loDoor.MoveToWorld(new Point3D(xDoor + (doorEastToWest ? 0 : 1), yDoor + (doorEastToWest ? 1 : 0), -1),
Map.Malas);
hiDoor.Link = loDoor;
loDoor.Link = hiDoor;
hiDoor.Hue = hue;
loDoor.Hue = hue;
return hiDoor;
}
public static GauntletSpawner CreateSpawner(string typeName, int xSpawner, int ySpawner, int xDoor, int yDoor,
int xPentagram, int yPentagram, bool doorEastToWest, int xStart, int yStart, int xWidth, int yHeight)
{
GauntletSpawner spawner = new GauntletSpawner(typeName);
spawner.MoveToWorld(new Point3D(xSpawner, ySpawner, -1), Map.Malas);
if (xDoor > 0 && yDoor > 0)
spawner.Door = CreateDoorSet(xDoor, yDoor, doorEastToWest, 0);
spawner.RegionBounds = new Rectangle2D(xStart, yStart, xWidth, yHeight);
if (xPentagram > 0 && yPentagram > 0)
{
PentagramAddon pentagram = new PentagramAddon();
pentagram.MoveToWorld(new Point3D(xPentagram, yPentagram, -1), Map.Malas);
spawner.Addon = pentagram;
}
return spawner;
}
public static void CreatePricedHealer(int price, int x, int y)
{
PricedHealer healer = new PricedHealer(price);
healer.MoveToWorld(new Point3D(x, y, -1), Map.Malas);
healer.Home = healer.Location;
healer.RangeHome = 5;
}
public static void CreateMorphItem(int x, int y, int inactiveItemID, int activeItemID, int range, int hue)
{
MorphItem item = new MorphItem(inactiveItemID, activeItemID, range);
item.Hue = hue;
item.MoveToWorld(new Point3D(x, y, -1), Map.Malas);
}
public static void CreateVarietyDealer(int x, int y)
{
VarietyDealer dealer = new VarietyDealer();
/* Begin outfit */
dealer.Name = "Nix";
dealer.Title = "the Variety Dealer";
dealer.Body = 400;
dealer.Female = false;
dealer.Hue = 0x8835;
List<Item> items = new List<Item>(dealer.Items);
for (int i = 0; i < items.Count; ++i)
{
Item item = items[i];
if (item.Layer != Layer.ShopBuy && item.Layer != Layer.ShopResale && item.Layer != Layer.ShopSell)
item.Delete();
}
dealer.HairItemID = 0x2049; // Pig Tails
dealer.HairHue = 0x482;
dealer.FacialHairItemID = 0x203E;
dealer.FacialHairHue = 0x482;
dealer.AddItem(new FloppyHat(1));
dealer.AddItem(new Robe(1));
dealer.AddItem(new LanternOfSouls());
dealer.AddItem(new Sandals(0x482));
/* End outfit */
dealer.MoveToWorld(new Point3D(x, y, -1), Map.Malas);
dealer.Home = dealer.Location;
dealer.RangeHome = 2;
}
public static void GenGauntlet_OnCommand(CommandEventArgs e)
{
/* Begin healer room */
CreatePricedHealer(5000, 387, 400);
CreateTeleporter(390, 407, 394, 405);
BaseDoor healerDoor = CreateDoorSet(393, 404, true, 0x44E);
healerDoor.Locked = true;
healerDoor.KeyValue = Key.RandomValue();
if (healerDoor.Link != null)
{
healerDoor.Link.Locked = true;
healerDoor.Link.KeyValue = Key.RandomValue();
}
/* End healer room */
/* Begin supply room */
CreateMorphItem(433, 371, 0x29F, 0x116, 3, 0x44E);
CreateMorphItem(433, 372, 0x29F, 0x115, 3, 0x44E);
CreateVarietyDealer(492, 369);
for (int x = 434; x <= 478; ++x)
for (int y = 371; y <= 372; ++y)
{
Static item = new Static(0x524);
item.Hue = 1;
item.MoveToWorld(new Point3D(x, y, -1), Map.Malas);
}
/* End supply room */
/* Begin gauntlet cycle */
CreateTeleporter(471, 428, 474, 428);
CreateTeleporter(462, 494, 462, 498);
CreateTeleporter(403, 502, 399, 506);
CreateTeleporter(357, 476, 356, 480);
CreateTeleporter(361, 433, 357, 434);
GauntletSpawner sp1 = CreateSpawner("DarknightCreeper", 491, 456, 473, 432, 417, 426, true, 473, 412, 39, 60);
GauntletSpawner sp2 = CreateSpawner("FleshRenderer", 482, 520, 468, 496, 426, 422, false, 448, 496, 56, 48);
GauntletSpawner sp3 = CreateSpawner("Impaler", 406, 538, 408, 504, 432, 430, false, 376, 504, 64, 48);
GauntletSpawner sp4 = CreateSpawner("ShadowKnight", 335, 512, 360, 478, 424, 439, false, 300, 478, 72, 64);
GauntletSpawner sp5 = CreateSpawner("AbysmalHorror", 326, 433, 360, 429, 416, 435, true, 300, 408, 60, 56);
GauntletSpawner sp6 = CreateSpawner("DemonKnight", 423, 430, 0, 0, 423, 430, true, 392, 392, 72, 96);
sp1.Sequence = sp2;
sp2.Sequence = sp3;
sp3.Sequence = sp4;
sp4.Sequence = sp5;
sp5.Sequence = sp6;
sp6.Sequence = sp1;
sp1.State = GauntletSpawnerState.InProgress;
/* End gauntlet cycle */
/* Begin exit gate */
ConfirmationMoongate gate = new ConfirmationMoongate();
gate.Dispellable = false;
gate.Target = new Point3D(2350, 1270, -85);
gate.TargetMap = Map.Malas;
gate.GumpWidth = 420;
gate.GumpHeight = 280;
gate.MessageColor = 0x7F00;
gate.MessageNumber = 1062109; // You are about to exit Dungeon Doom. Do you wish to continue?
gate.TitleColor = 0x7800;
gate.TitleNumber = 1062108; // Please verify...
gate.Hue = 0x44E;
gate.MoveToWorld(new Point3D(433, 326, 4), Map.Malas);
/* End exit gate */
}
}
public class GauntletRegion : BaseRegion
{
private GauntletSpawner m_Spawner;
public GauntletRegion(GauntletSpawner spawner, Map map)
: base(null, map, Find(spawner.Location, spawner.Map), spawner.RegionBounds)
{
m_Spawner = spawner;
GoLocation = spawner.Location;
Register();
}
public override void AlterLightLevel(Mobile m, ref int global, ref int personal)
{
global = 12;
}
public override void OnEnter(Mobile m)
{
}
public override void OnExit(Mobile m)
{
}
}
}