ModernUO/Projects/Scripts/Engines/MLQuests/Objectives/GainSkillObjective.cs
2020-04-26 00:16:02 -07:00

151 lines
4.1 KiB
C#

using System;
using Server.Gumps;
using Server.Mobiles;
namespace Server.Engines.MLQuests.Objectives
{
[Flags]
public enum GainSkillObjectiveFlags : byte
{
None = 0x00,
UseReal = 0x01,
Accelerate = 0x02
}
public class GainSkillObjective : BaseObjective
{
private GainSkillObjectiveFlags m_Flags;
public GainSkillObjective(SkillName skill = SkillName.Alchemy, int thresholdFixed = 0, bool useReal = false, bool accelerate = false)
{
Skill = skill;
ThresholdFixed = thresholdFixed;
m_Flags = GainSkillObjectiveFlags.None;
if (useReal)
m_Flags |= GainSkillObjectiveFlags.UseReal;
if (accelerate)
m_Flags |= GainSkillObjectiveFlags.Accelerate;
}
public SkillName Skill { get; set; }
public int ThresholdFixed { get; set; }
public bool UseReal
{
get => GetFlag(GainSkillObjectiveFlags.UseReal);
set => SetFlag(GainSkillObjectiveFlags.UseReal, value);
}
public bool Accelerate
{
get => GetFlag(GainSkillObjectiveFlags.Accelerate);
set => SetFlag(GainSkillObjectiveFlags.Accelerate, value);
}
public override bool CanOffer(IQuestGiver quester, PlayerMobile pm, bool message)
{
Skill skill = pm.Skills[Skill];
if ((UseReal ? skill.Fixed : skill.BaseFixedPoint) >= ThresholdFixed)
{
if (message)
MLQuestSystem.Tell(quester, pm, 1077772); // I cannot teach you, for you know all I can teach!
return false;
}
return true;
}
public override void WriteToGump(Gump g, ref int y)
{
int skillLabel = AosSkillBonuses.GetLabel(Skill);
string args;
args = ThresholdFixed % 10 == 0 ? $"#{skillLabel}\t{ThresholdFixed / 10}" : $"#{skillLabel}\t{(double)ThresholdFixed / 10:0.0}";
g.AddHtmlLocalized(98, y, 312, 16, 1077485, args, 0x15F90); // Increase ~1_SKILL~ to ~2_VALUE~
y += 16;
}
public override BaseObjectiveInstance CreateInstance(MLQuestInstance instance) => new GainSkillObjectiveInstance(this, instance);
private bool GetFlag(GainSkillObjectiveFlags flag) => (m_Flags & flag) != 0;
private void SetFlag(GainSkillObjectiveFlags flag, bool value)
{
if (value)
m_Flags |= flag;
else
m_Flags &= ~flag;
}
}
// On OSI, once this is complete, it will *stay* complete, even if you lower your skill again
public class GainSkillObjectiveInstance : BaseObjectiveInstance
{
public GainSkillObjectiveInstance(GainSkillObjective objective, MLQuestInstance instance)
: base(instance, objective) =>
Objective = objective;
public GainSkillObjective Objective { get; set; }
public bool Handles(SkillName skill) => Objective.Skill == skill;
public override bool IsCompleted()
{
PlayerMobile pm = Instance.Player;
int valueFixed = Objective.UseReal
? pm.Skills[Objective.Skill].Fixed
: pm.Skills[Objective.Skill].BaseFixedPoint;
return valueFixed >= Objective.ThresholdFixed;
}
// TODO: This may interfere with scrolls, or even quests among each other
// How does OSI deal with this?
public override void OnQuestAccepted()
{
if (!Objective.Accelerate)
return;
PlayerMobile pm = Instance.Player;
pm.AcceleratedSkill = Objective.Skill;
pm.AcceleratedStart = DateTime.UtcNow + TimeSpan.FromMinutes(15); // TODO: Is there a max duration?
}
public override void OnQuestCancelled()
{
if (!Objective.Accelerate)
return;
PlayerMobile pm = Instance.Player;
pm.AcceleratedStart = DateTime.UtcNow;
pm.PlaySound(0x100);
}
public override void OnQuestCompleted()
{
OnQuestCancelled();
}
public override void WriteToGump(Gump g, ref int y)
{
Objective.WriteToGump(g, ref y);
base.WriteToGump(g, ref y);
if (IsCompleted())
{
g.AddHtmlLocalized(113, y, 312, 20, 1055121, 0xFFFFFF); // Complete
y += 16;
}
}
}
}