ModernUO/Projects/Scripts/Items/Containers/SalvageBag.cs
2019-12-30 12:16:35 -08:00

359 lines
9 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Server.ContextMenus;
using Server.Engines.Craft;
using Server.Network;
namespace Server.Items
{
public class SalvageBag : Bag
{
private bool m_Failure;
[Constructible]
public SalvageBag()
: this(Utility.RandomBlueHue())
{
}
[Constructible]
public SalvageBag(int hue)
{
Weight = 2.0;
Hue = hue;
m_Failure = false;
}
public override int LabelNumber => 1079931; // Salvage Bag
public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
{
base.GetContextMenuEntries(from, list);
if (from.Alive)
{
list.Add(new SalvageIngotsEntry(this, IsChildOf(from.Backpack) && Resmeltables()));
list.Add(new SalvageClothEntry(this, IsChildOf(from.Backpack) && Scissorables()));
list.Add(new SalvageAllEntry(this, IsChildOf(from.Backpack) && Resmeltables() && Scissorables()));
}
}
#region Resmelt.cs
private bool Resmelt(Mobile from, Item item, CraftResource resource)
{
try
{
if (CraftResources.GetType(resource) != CraftResourceType.Metal)
return false;
CraftResourceInfo info = CraftResources.GetInfo(resource);
if (info == null || info.ResourceTypes.Length == 0)
return false;
CraftItem craftItem = DefBlacksmithy.CraftSystem.CraftItems.SearchFor(item.GetType());
if (craftItem == null || craftItem.Resources.Count == 0)
return false;
CraftRes craftResource = craftItem.Resources.GetAt(0);
if (craftResource.Amount < 2)
return false; // Not enough metal to resmelt
var difficulty = resource switch
{
CraftResource.DullCopper => 65.0,
CraftResource.ShadowIron => 70.0,
CraftResource.Copper => 75.0,
CraftResource.Bronze => 80.0,
CraftResource.Gold => 85.0,
CraftResource.Agapite => 90.0,
CraftResource.Verite => 95.0,
CraftResource.Valorite => 99.0,
_ => 0.0
};
Type resourceType = info.ResourceTypes[0];
Item ingot = (Item)Activator.CreateInstance(resourceType);
if (item is DragonBardingDeed || item is BaseArmor armor && armor.PlayerConstructed ||
item is BaseWeapon weapon && weapon.PlayerConstructed ||
item is BaseClothing clothing && clothing.PlayerConstructed)
{
double mining = from.Skills.Mining.Value;
if (mining > 100.0)
mining = 100.0;
double amount = ((4 + mining) * craftResource.Amount - 4) * 0.0068;
if (amount < 2)
ingot.Amount = 2;
else
ingot.Amount = (int)amount;
}
else
{
ingot.Amount = 2;
}
if (difficulty > from.Skills.Mining.Value)
{
m_Failure = true;
ingot.Delete();
}
else
{
item.Delete();
}
from.AddToBackpack(ingot);
from.PlaySound(0x2A);
from.PlaySound(0x240);
return true;
}
catch (Exception ex)
{
Console.WriteLine(ex.ToString());
}
return false;
}
#endregion
#region Checks
private bool Resmeltables() //Where context menu checks for metal items and dragon barding deeds
{
foreach (Item i in Items)
return i?.Deleted == false && (
i is BaseWeapon weapon && CraftResources.GetType(weapon.Resource) == CraftResourceType.Metal ||
i is BaseArmor armor && CraftResources.GetType(armor.Resource) == CraftResourceType.Metal ||
i is DragonBardingDeed);
return false;
}
private bool Scissorables() //Where context menu checks for Leather items and cloth items
{
foreach (Item i in Items)
{
if (!(i is IScissorable) || i.Deleted)
continue;
if (i is BaseClothing || i is Cloth || i is BoltOfCloth || i is Hides || i is BonePile ||
i is BaseArmor armor && CraftResources.GetType(armor.Resource) == CraftResourceType.Leather)
return true;
}
return false;
}
#endregion
#region Salvaging
private void SalvageIngots(Mobile from)
{
if (from.Backpack.FindItemsByType<BaseTool>().All(tool => tool.CraftSystem != DefBlacksmithy.CraftSystem))
{
from.SendLocalizedMessage(1079822); // You need a blacksmithing tool in order to salvage ingots.
return;
}
DefBlacksmithy.CheckAnvilAndForge(from, 2, out _, out bool forge);
if (!forge)
{
from.SendLocalizedMessage(1044265); // You must be near a forge.
return;
}
int salvaged = 0;
int notSalvaged = 0;
Container sBag = this;
List<Item> smeltables = sBag.FindItemsByType<Item>();
foreach (Item item in smeltables)
{
if (item?.Deleted != false)
continue;
if (item is BaseArmor armor && Resmelt(from, armor, armor.Resource) ||
item is BaseWeapon weapon && Resmelt(from, weapon, weapon.Resource) ||
item is DragonBardingDeed)
salvaged++;
else
notSalvaged++;
}
if (m_Failure)
{
from.SendLocalizedMessage(1079975); // You failed to smelt some metal for lack of skill.
m_Failure = false;
}
else
{
from.SendLocalizedMessage(1079973,
$"{salvaged}\t{salvaged + notSalvaged}"); // Salvaged: ~1_COUNT~/~2_NUM~ blacksmithed items
}
}
private void SalvageCloth(Mobile from)
{
Scissors scissors = from.Backpack.FindItemByType<Scissors>();
if (scissors == null)
{
from.SendLocalizedMessage(1079823); // You need scissors in order to salvage cloth.
return;
}
int salvaged = 0;
int notSalvaged = 0;
Container sBag = this;
List<Item> scissorables = sBag.FindItemsByType<Item>();
for (int i = scissorables.Count - 1; i >= 0; --i)
{
Item item = scissorables[i];
if (!(item is IScissorable scissorable))
continue;
if (Scissors.CanScissor(from, scissorable) && scissorable.Scissor(from, scissors))
++salvaged;
else
++notSalvaged;
}
from.SendLocalizedMessage(1079974,
$"{salvaged}\t{salvaged + notSalvaged}"); // Salvaged: ~1_COUNT~/~2_NUM~ tailored items
Item[] items = FindItemsByType(new[]{
typeof(Leather), typeof(Cloth), typeof(SpinedLeather), typeof(HornedLeather), typeof(BarbedLeather),
typeof(Bandage), typeof(Bone)
});
for (int i = 0; i < items.Length; i++) from.AddToBackpack(items[i]);
}
private void SalvageAll(Mobile from)
{
SalvageIngots(from);
SalvageCloth(from);
}
#endregion
#region ContextMenuEntries
private class SalvageAllEntry : ContextMenuEntry
{
private SalvageBag m_Bag;
public SalvageAllEntry(SalvageBag bag, bool enabled)
: base(6276)
{
m_Bag = bag;
if (!enabled)
Flags |= CMEFlags.Disabled;
}
public override void OnClick()
{
if (m_Bag.Deleted)
return;
Mobile from = Owner.From;
if (from.CheckAlive())
m_Bag.SalvageAll(from);
}
}
private class SalvageIngotsEntry : ContextMenuEntry
{
private SalvageBag m_Bag;
public SalvageIngotsEntry(SalvageBag bag, bool enabled)
: base(6277)
{
m_Bag = bag;
if (!enabled)
Flags |= CMEFlags.Disabled;
}
public override void OnClick()
{
if (m_Bag.Deleted)
return;
Mobile from = Owner.From;
if (from.CheckAlive())
m_Bag.SalvageIngots(from);
}
}
private class SalvageClothEntry : ContextMenuEntry
{
private SalvageBag m_Bag;
public SalvageClothEntry(SalvageBag bag, bool enabled)
: base(6278)
{
m_Bag = bag;
if (!enabled)
Flags |= CMEFlags.Disabled;
}
public override void OnClick()
{
if (m_Bag.Deleted)
return;
Mobile from = Owner.From;
if (from.CheckAlive())
m_Bag.SalvageCloth(from);
}
}
#endregion
#region Serialization
public SalvageBag(Serial serial)
: base(serial)
{
}
public override void Serialize(IGenericWriter writer)
{
base.Serialize(writer);
writer.WriteEncodedInt(0); // version
}
public override void Deserialize(IGenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadEncodedInt();
}
#endregion
}
}