ModernUO/Projects/UOContent/Items/Containers/ParagonChest.cs

189 lines
5 KiB
C#

using ModernUO.Serialization;
namespace Server.Items;
[Flippable]
[SerializationGenerator(0, false)]
public partial class ParagonChest : LockableContainer
{
private static readonly int[] _itemIDs =
{
0x9AB, 0xE40, 0xE41, 0xE7C
};
private static readonly int[] _hues =
{
0x0, 0x455, 0x47E, 0x89F, 0x8A5, 0x8AB,
0x966, 0x96D, 0x972, 0x973, 0x979
};
[InternString]
[SerializableField(0, "private", "private")]
private string _name;
[Constructible]
public ParagonChest(string name, int level) : base(_itemIDs.RandomElement())
{
_name = name;
Hue = _hues.RandomElement();
Fill(level);
}
public override void OnSingleClick(Mobile from)
{
base.OnSingleClick(from);
LabelTo(from, 1063449, _name);
}
public override void GetProperties(IPropertyList list)
{
base.GetProperties(list);
list.Add(1063449, _name);
}
private static void GetRandomAOSStats(out int attributeCount, out int min, out int max)
{
var rnd = Utility.Random(15);
if (rnd < 1)
{
attributeCount = Utility.RandomMinMax(2, 6);
min = 20;
max = 70;
}
else if (rnd < 3)
{
attributeCount = Utility.RandomMinMax(2, 4);
min = 20;
max = 50;
}
else if (rnd < 6)
{
attributeCount = Utility.RandomMinMax(2, 3);
min = 20;
max = 40;
}
else if (rnd < 10)
{
attributeCount = Utility.RandomMinMax(1, 2);
min = 10;
max = 30;
}
else
{
attributeCount = 1;
min = 10;
max = 20;
}
}
public void Flip()
{
ItemID = ItemID switch
{
0x9AB => 0xE7C,
0xE7C => 0x9AB,
0xE40 => 0xE41,
0xE41 => 0xE40,
_ => ItemID
};
}
private void Fill(int level)
{
TrapType = TrapType.ExplosionTrap;
TrapPower = level * 25;
TrapLevel = level;
Locked = true;
RequiredSkill = level switch
{
1 => 36,
2 => 76,
3 => 84,
4 => 92,
5 => 100,
_ => RequiredSkill
};
LockLevel = RequiredSkill - 10;
MaxLockLevel = RequiredSkill + 40;
DropItem(new Gold(level * 200));
for (var i = 0; i < level; ++i)
{
DropItem(Loot.RandomScroll(0, 63, SpellbookType.Regular));
}
for (var i = 0; i < level * 2; ++i)
{
var item = Core.AOS ? Loot.RandomArmorOrShieldOrWeaponOrJewelry() : Loot.RandomArmorOrShieldOrWeapon();
if (item is BaseWeapon weapon)
{
if (Core.AOS)
{
GetRandomAOSStats(out var attributeCount, out var min, out var max);
BaseRunicTool.ApplyAttributesTo(weapon, attributeCount, min, max);
}
else
{
weapon.DamageLevel = (WeaponDamageLevel)Utility.Random(6);
weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random(6);
weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(6);
}
DropItem(weapon);
}
else if (item is BaseArmor armor)
{
if (Core.AOS)
{
GetRandomAOSStats(out var attributeCount, out var min, out var max);
BaseRunicTool.ApplyAttributesTo(armor, attributeCount, min, max);
}
else
{
armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(6);
armor.Durability = (ArmorDurabilityLevel)Utility.Random(6);
}
DropItem(armor);
}
else if (item is BaseHat hat)
{
if (Core.AOS)
{
GetRandomAOSStats(out var attributeCount, out var min, out var max);
BaseRunicTool.ApplyAttributesTo(hat, attributeCount, min, max);
}
DropItem(hat);
}
else if (item is BaseJewel jewel)
{
GetRandomAOSStats(out var attributeCount, out var min, out var max);
BaseRunicTool.ApplyAttributesTo(jewel, attributeCount, min, max);
DropItem(jewel);
}
}
for (var i = 0; i < level; i++)
{
var item = Loot.RandomPossibleReagent();
item.Amount = Utility.RandomMinMax(40, 60);
DropItem(item);
}
for (var i = 0; i < level; i++)
{
var item = Loot.RandomGem();
DropItem(item);
}
DropItem(new TreasureMap(level + 1, Utility.RandomBool() ? Map.Veridia : Map.Trammel));
}
}