ModernUO/Projects/UOContent/Engines/Harvest/Core/HarvestDefinition.cs
Kamron Batman 0a435644eb
feat(spawners): Adds Respawn, EditSpawner, and SpawnProps commands (#532)
- [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
2021-02-28 22:49:52 -08:00

210 lines
5.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Server.Random;
namespace Server.Engines.Harvest
{
public class HarvestDefinition
{
private HarvestVein[] m_Veins;
public int BankWidth { get; set; }
public int BankHeight { get; set; }
public int MinTotal { get; set; }
public int MaxTotal { get; set; }
public int[] Tiles { get; set; }
public bool RangedTiles { get; set; }
public TimeSpan MinRespawn { get; set; }
public TimeSpan MaxRespawn { get; set; }
public int MaxRange { get; set; }
public int ConsumedPerHarvest { get; set; }
public int ConsumedPerFeluccaHarvest { get; set; }
public bool PlaceAtFeetIfFull { get; set; }
public SkillName Skill { get; set; }
public int[] EffectActions { get; set; }
public int[] EffectCounts { get; set; }
public int[] EffectSounds { get; set; }
public TimeSpan EffectSoundDelay { get; set; }
public TimeSpan EffectDelay { get; set; }
public TextDefinition NoResourcesMessage { get; set; }
public TextDefinition OutOfRangeMessage { get; set; }
public TextDefinition TimedOutOfRangeMessage { get; set; }
public TextDefinition DoubleHarvestMessage { get; set; }
public TextDefinition FailMessage { get; set; }
public TextDefinition PackFullMessage { get; set; }
public TextDefinition ToolBrokeMessage { get; set; }
public HarvestResource[] Resources { get; set; }
public HarvestVein[] Veins
{
get => m_Veins;
set
{
m_Veins = value;
var totalWeight = 0u;
for (var i = 0; i < m_Veins.Length; i++)
{
totalWeight += m_Veins[i].VeinChance;
}
VeinWeights = totalWeight;
}
}
public BonusHarvestResource[] BonusResources { get; set; }
public bool RaceBonus { get; set; }
public bool RandomizeVeins { get; set; }
public uint VeinWeights { get; private set; }
public Dictionary<Map, Dictionary<Point2D, HarvestBank>> Banks { get; } = new();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SendMessageTo(Mobile from, TextDefinition message)
{
if (message?.Number > 0)
{
from.SendLocalizedMessage(message.Number);
}
else if (!string.IsNullOrWhiteSpace(message))
{
from.SendMessage(message);
}
}
public HarvestBank GetBank(Map map, int x, int y)
{
if (map == null || map == Map.Internal)
{
return null;
}
x /= BankWidth;
y /= BankHeight;
if (!Banks.TryGetValue(map, out var banks))
{
Banks[map] = banks = new Dictionary<Point2D, HarvestBank>();
}
var key = new Point2D(x, y);
if (!banks.TryGetValue(key, out var bank))
{
banks[key] = bank = new HarvestBank(this, GetVeinAt(map, x, y));
}
return bank;
}
public HarvestVein GetVeinAt(Map map, int x, int y)
{
if (Veins.Length == 1)
{
return Veins[0];
}
if (RandomizeVeins)
{
return GetVeinFrom(Utility.Random(1000u));
}
// TODO: Introduce pulling primes from a config and writing them if they don't exist to the config
var random = new Xoshiro256PlusPlus((ulong)(x * 17 + y * 11 + map.MapID * 3));
return GetVeinFrom(random.Next(VeinWeights));
}
public HarvestVein GetVeinFrom(uint randomValue)
{
if (Veins.Length == 1)
{
return Veins[0];
}
for (var i = 0; i < Veins.Length; ++i)
{
if (randomValue <= Veins[i].VeinChance)
{
return Veins[i];
}
randomValue -= Veins[i].VeinChance;
}
return null;
}
public BonusHarvestResource GetBonusResource()
{
if (BonusResources == null)
{
return null;
}
var randomValue = Utility.RandomDouble() * 100;
for (var i = 0; i < BonusResources.Length; ++i)
{
if (randomValue <= BonusResources[i].Chance)
{
return BonusResources[i];
}
randomValue -= BonusResources[i].Chance;
}
return null;
}
public bool Validate(int tileID)
{
if (RangedTiles)
{
var contains = false;
for (var i = 0; !contains && i < Tiles.Length; i += 2)
{
contains = tileID >= Tiles[i] && tileID <= Tiles[i + 1];
}
return contains;
}
var dist = -1;
for (var i = 0; dist < 0 && i < Tiles.Length; ++i)
{
dist = Tiles[i] - tileID;
}
return dist == 0;
}
}
}