- [X] Adds `Respawn` command - [X] Adds `EditSpawner` command - Usage: `[global editspawner <type> <arguments> set <properties>` - This command replaces the arguments (optional) and properties of the affected spawners for that type - [X] Adds `SpawnProps` command - Usage: `[area spawnprops` - This command brings up a gump to modify targeted spawners based on the targeted entity. - To do this, the props/values are copied and then used to construct a properties list for the spawner entry. Closes #531
210 lines
5.4 KiB
C#
210 lines
5.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using Server.Random;
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namespace Server.Engines.Harvest
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{
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public class HarvestDefinition
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{
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private HarvestVein[] m_Veins;
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public int BankWidth { get; set; }
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public int BankHeight { get; set; }
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public int MinTotal { get; set; }
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public int MaxTotal { get; set; }
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public int[] Tiles { get; set; }
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public bool RangedTiles { get; set; }
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public TimeSpan MinRespawn { get; set; }
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public TimeSpan MaxRespawn { get; set; }
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public int MaxRange { get; set; }
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public int ConsumedPerHarvest { get; set; }
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public int ConsumedPerFeluccaHarvest { get; set; }
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public bool PlaceAtFeetIfFull { get; set; }
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public SkillName Skill { get; set; }
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public int[] EffectActions { get; set; }
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public int[] EffectCounts { get; set; }
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public int[] EffectSounds { get; set; }
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public TimeSpan EffectSoundDelay { get; set; }
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public TimeSpan EffectDelay { get; set; }
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public TextDefinition NoResourcesMessage { get; set; }
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public TextDefinition OutOfRangeMessage { get; set; }
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public TextDefinition TimedOutOfRangeMessage { get; set; }
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public TextDefinition DoubleHarvestMessage { get; set; }
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public TextDefinition FailMessage { get; set; }
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public TextDefinition PackFullMessage { get; set; }
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public TextDefinition ToolBrokeMessage { get; set; }
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public HarvestResource[] Resources { get; set; }
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public HarvestVein[] Veins
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{
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get => m_Veins;
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set
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{
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m_Veins = value;
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var totalWeight = 0u;
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for (var i = 0; i < m_Veins.Length; i++)
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{
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totalWeight += m_Veins[i].VeinChance;
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}
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VeinWeights = totalWeight;
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}
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}
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public BonusHarvestResource[] BonusResources { get; set; }
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public bool RaceBonus { get; set; }
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public bool RandomizeVeins { get; set; }
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public uint VeinWeights { get; private set; }
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public Dictionary<Map, Dictionary<Point2D, HarvestBank>> Banks { get; } = new();
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SendMessageTo(Mobile from, TextDefinition message)
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{
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if (message?.Number > 0)
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{
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from.SendLocalizedMessage(message.Number);
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}
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else if (!string.IsNullOrWhiteSpace(message))
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{
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from.SendMessage(message);
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}
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}
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public HarvestBank GetBank(Map map, int x, int y)
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{
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if (map == null || map == Map.Internal)
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{
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return null;
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}
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x /= BankWidth;
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y /= BankHeight;
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if (!Banks.TryGetValue(map, out var banks))
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{
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Banks[map] = banks = new Dictionary<Point2D, HarvestBank>();
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}
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var key = new Point2D(x, y);
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if (!banks.TryGetValue(key, out var bank))
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{
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banks[key] = bank = new HarvestBank(this, GetVeinAt(map, x, y));
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}
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return bank;
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}
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public HarvestVein GetVeinAt(Map map, int x, int y)
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{
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if (Veins.Length == 1)
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{
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return Veins[0];
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}
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if (RandomizeVeins)
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{
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return GetVeinFrom(Utility.Random(1000u));
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}
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// TODO: Introduce pulling primes from a config and writing them if they don't exist to the config
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var random = new Xoshiro256PlusPlus((ulong)(x * 17 + y * 11 + map.MapID * 3));
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return GetVeinFrom(random.Next(VeinWeights));
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}
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public HarvestVein GetVeinFrom(uint randomValue)
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{
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if (Veins.Length == 1)
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{
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return Veins[0];
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}
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for (var i = 0; i < Veins.Length; ++i)
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{
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if (randomValue <= Veins[i].VeinChance)
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{
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return Veins[i];
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}
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randomValue -= Veins[i].VeinChance;
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}
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return null;
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}
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public BonusHarvestResource GetBonusResource()
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{
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if (BonusResources == null)
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{
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return null;
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}
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var randomValue = Utility.RandomDouble() * 100;
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for (var i = 0; i < BonusResources.Length; ++i)
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{
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if (randomValue <= BonusResources[i].Chance)
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{
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return BonusResources[i];
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}
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randomValue -= BonusResources[i].Chance;
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}
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return null;
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}
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public bool Validate(int tileID)
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{
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if (RangedTiles)
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{
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var contains = false;
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for (var i = 0; !contains && i < Tiles.Length; i += 2)
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{
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contains = tileID >= Tiles[i] && tileID <= Tiles[i + 1];
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}
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return contains;
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}
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var dist = -1;
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for (var i = 0; dist < 0 && i < Tiles.Length; ++i)
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{
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dist = Tiles[i] - tileID;
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}
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return dist == 0;
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}
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}
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}
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