ModernUO/Projects/UOContent/Items/Containers/BaseTreasureChest.cs
2020-05-09 12:55:56 -07:00

196 lines
4.3 KiB
C#

using System;
namespace Server.Items
{
public class BaseTreasureChest : LockableContainer
{
public enum TreasureLevel
{
Level1,
Level2,
Level3,
Level4,
Level5,
Level6
}
private TreasureResetTimer m_ResetTimer;
public BaseTreasureChest(int itemID, TreasureLevel level = TreasureLevel.Level2)
: base(itemID)
{
Level = level;
Locked = true;
Movable = false;
SetLockLevel();
GenerateTreasure();
}
public BaseTreasureChest(Serial serial) : base(serial)
{
}
[CommandProperty(AccessLevel.GameMaster)]
public TreasureLevel Level { get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public short MaxSpawnTime { get; set; } = 60;
[CommandProperty(AccessLevel.GameMaster)]
public short MinSpawnTime { get; set; } = 10;
[CommandProperty(AccessLevel.GameMaster)]
public override bool Locked
{
get => base.Locked;
set
{
if (base.Locked != value)
{
base.Locked = value;
if (!value)
StartResetTimer();
}
}
}
public override bool IsDecoContainer => false;
public override string DefaultName
{
get
{
if (Locked)
return "a locked treasure chest";
return "a treasure chest";
}
}
public override void Serialize(IGenericWriter writer)
{
base.Serialize(writer);
writer.Write(0);
writer.Write((byte)Level);
writer.Write(MinSpawnTime);
writer.Write(MaxSpawnTime);
}
public override void Deserialize(IGenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
Level = (TreasureLevel)reader.ReadByte();
MinSpawnTime = reader.ReadShort();
MaxSpawnTime = reader.ReadShort();
if (!Locked)
StartResetTimer();
}
protected virtual void SetLockLevel()
{
RequiredSkill = Level switch
{
TreasureLevel.Level1 => LockLevel = 5,
TreasureLevel.Level2 => LockLevel = 20,
TreasureLevel.Level3 => LockLevel = 50,
TreasureLevel.Level4 => LockLevel = 70,
TreasureLevel.Level5 => LockLevel = 90,
TreasureLevel.Level6 => LockLevel = 100,
_ => RequiredSkill
};
}
private void StartResetTimer()
{
if (m_ResetTimer == null)
m_ResetTimer = new TreasureResetTimer(this);
else
m_ResetTimer.Delay = TimeSpan.FromMinutes(Utility.Random(MinSpawnTime, MaxSpawnTime));
m_ResetTimer.Start();
}
protected virtual void GenerateTreasure()
{
int MinGold = 1;
int MaxGold = 2;
switch (Level)
{
case TreasureLevel.Level1:
MinGold = 100;
MaxGold = 300;
break;
case TreasureLevel.Level2:
MinGold = 300;
MaxGold = 600;
break;
case TreasureLevel.Level3:
MinGold = 600;
MaxGold = 900;
break;
case TreasureLevel.Level4:
MinGold = 900;
MaxGold = 1200;
break;
case TreasureLevel.Level5:
MinGold = 1200;
MaxGold = 5000;
break;
case TreasureLevel.Level6:
MinGold = 5000;
MaxGold = 9000;
break;
}
DropItem(new Gold(MinGold, MaxGold));
}
public void ClearContents()
{
for (int i = Items.Count - 1; i >= 0; --i)
if (i < Items.Count)
Items[i].Delete();
}
public void Reset()
{
if (m_ResetTimer != null)
if (m_ResetTimer.Running)
m_ResetTimer.Stop();
Locked = true;
ClearContents();
GenerateTreasure();
}
private class TreasureResetTimer : Timer
{
private readonly BaseTreasureChest m_Chest;
public TreasureResetTimer(BaseTreasureChest chest) : base(
TimeSpan.FromMinutes(Utility.Random(chest.MinSpawnTime, chest.MaxSpawnTime)))
{
m_Chest = chest;
Priority = TimerPriority.OneMinute;
}
protected override void OnTick()
{
m_Chest.Reset();
}
}
}
}