ModernUO/Projects/UOContent/Items/Resources/Tailor/YarnsAndThreads.cs

154 lines
4.6 KiB
C#

using ModernUO.Serialization;
using Server.Targeting;
namespace Server.Items;
[SerializationGenerator(0, false)]
public abstract partial class BaseClothMaterial : Item, IDyable
{
public BaseClothMaterial(int itemID, int amount = 1) : base(itemID)
{
Stackable = true;
Amount = amount;
}
public override double DefaultWeight => 1.0;
public bool Dye(Mobile from, DyeTub sender)
{
if (Deleted)
{
return false;
}
Hue = sender.DyedHue;
return true;
}
public override void OnDoubleClick(Mobile from)
{
if (IsChildOf(from.Backpack))
{
from.SendLocalizedMessage(500366); // Select a loom to use that on.
from.Target = new PickLoomTarget(this);
}
else
{
from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
}
}
private class PickLoomTarget : Target
{
private readonly BaseClothMaterial m_Material;
public PickLoomTarget(BaseClothMaterial material) : base(3, false, TargetFlags.None) => m_Material = material;
protected override void OnTarget(Mobile from, object targeted)
{
if (m_Material.Deleted)
{
return;
}
var loom = targeted as ILoom;
if (loom == null && targeted is AddonComponent component)
{
loom = component.Addon as ILoom;
}
if (loom != null)
{
if (!m_Material.IsChildOf(from.Backpack))
{
from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
}
else
{
// 1. Capture stack values and current loom state before deletion
int totalThreads = m_Material.Amount;
int currentPhase = loom.Phase;
int materialHue = m_Material.Hue;
// 2. Combine the loom's current contents with the incoming stack
int totalEffectiveThreads = currentPhase + totalThreads;
// 3. Calculate bolts earned (5 threads per bolt) and the leftover phase remainder
int boltsToMake = totalEffectiveThreads / 5;
int newPhase = totalEffectiveThreads % 5;
// 4. Safely delete the resource stack up front to prevent any anti-duping movement exploits
m_Material.Delete();
// 5. Commit the new leftover phase back to the loom structure
loom.Phase = newPhase;
// 6. Award the bulk bolts of cloth if thresholds were met
if (boltsToMake > 0)
{
var create = new BoltOfCloth
{
Hue = materialHue,
Amount = boltsToMake
};
from.SendLocalizedMessage(500368); // You create some cloth and put it in your backpack.
from.AddToBackpack(create);
}
// 7. If no bolts were finished but progress was added, send the proper progression message
if (boltsToMake == 0 && newPhase > 0)
{
if (targeted is Item item)
{
// Matches the original localization offsets (Phase 1 = 1010001, Phase 4 = 1010004)
item.SendLocalizedMessageTo(from, 1010000 + newPhase);
}
}
}
}
else
{
from.SendLocalizedMessage(500367); // Try using that on a loom.
}
}
}
}
[SerializationGenerator(0, false)]
public partial class DarkYarn : BaseClothMaterial
{
[Constructible]
public DarkYarn(int amount = 1) : base(0xE1D, amount)
{
}
}
[SerializationGenerator(0, false)]
public partial class LightYarn : BaseClothMaterial
{
[Constructible]
public LightYarn(int amount = 1) : base(0xE1E, amount)
{
}
}
[SerializationGenerator(0, false)]
public partial class LightYarnUnraveled : BaseClothMaterial
{
[Constructible]
public LightYarnUnraveled(int amount = 1) : base(0xE1F, amount)
{
}
}
[SerializationGenerator(0, false)]
public partial class SpoolOfThread : BaseClothMaterial
{
[Constructible]
public SpoolOfThread(int amount = 1) : base(0xFA0, amount)
{
}
}