388 lines
13 KiB
C#
388 lines
13 KiB
C#
using System;
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using ModernUO.Serialization;
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using Server.Items;
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namespace Server.Custom
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{
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// ==========================================
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// 1. THE LOW-TIER BAG (Unlocked, Trapped, Tiers 0-3)
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// ==========================================
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[SerializationGenerator(0, false)]
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public partial class DungeonLootBag : BaseDungeonTreasure
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{
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private static readonly (int, int)[] _appearances =
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{
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(0xE76, 0x3D), // Bag
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(0xE75, 0x3C), // Backpack
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(0xFFBA, 0x3C), // Backpack
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(0xFFB9, 0x3C), // Backpack
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(0xFFA6, 0x3C), // Backpack
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(0xFFA5, 0x3C), // Backpack
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(0xE79, 0x41) // Pouch
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};
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[Constructible]
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public DungeonLootBag() : base(0xE76)
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{
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Name = "a discarded loot bag";
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(ItemID, GumpID) = _appearances.RandomElement();
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// Roll until we get a tier between 0 and 3
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int tier;
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do { tier = GetWeightedTier(); } while (tier < 0 || tier > 3);
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MasterTier = tier;
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// Security
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Locked = false;
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SetupTrap();
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// Generate
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GenerateLoot();
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}
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public DungeonLootBag(Serial serial) : base(serial) { }
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}
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// ==========================================
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// 2. THE HIGH-TIER CRATE (Locked, Trapped, Tiers 3-6)
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// ==========================================
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[SerializationGenerator(0, false)]
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public partial class DungeonLootCrate : BaseDungeonTreasure
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{
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private static readonly (int, int)[] _appearances =
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{
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(0x9A9, 0x44), // Small Crate
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(0xE3F, 0x44), // Medium Crate
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(0xE3D, 0x44), // Large Crate
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(0x9A8, 0x4B), // Metal Box
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(0xE43, 0x49), // Wooden Chest
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(0xE77, 0x3E), // Barrel
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(0x9AA, 0x43) // Wooden Box
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};
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[Constructible]
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public DungeonLootCrate() : base(0x9A9)
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{
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Name = "a secured dungeon crate";
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(ItemID, GumpID) = _appearances.RandomElement();
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// Roll until we get a tier between 3 and 6
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int tier;
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do { tier = GetWeightedTier(); } while (tier < 3 || tier > 6);
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MasterTier = tier;
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// Security
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Locked = true;
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LockLevel = 50 + (MasterTier * 10);
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MaxLockLevel = LockLevel + 25;
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RequiredSkill = LockLevel;
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SetupTrap();
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// Generate
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GenerateLoot();
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}
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public DungeonLootCrate(Serial serial) : base(serial) { }
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}
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// ==========================================
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// 3. THE ABSTRACT BASE BLUEPRINT
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// ==========================================
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[SerializationGenerator(0, false)]
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public abstract partial class BaseDungeonTreasure : LockableContainer
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{
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[SerializableField(0)]
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private int m_MasterTier;
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public BaseDungeonTreasure(int itemID) : base(itemID)
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{
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Movable = false;
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Hue = Utility.Random(1, 1000);
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}
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public BaseDungeonTreasure(Serial serial) : base(serial) { }
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public override bool Decays => true;
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public override bool IsDecoContainer => false;
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private readonly TimeSpan _decayTime = TimeSpan.FromMinutes(Utility.RandomMinMax(15, 60));
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public override TimeSpan DecayTime => _decayTime;
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public override Rectangle2D Bounds
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{
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get
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{
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if (GumpID == 0x3D) return new Rectangle2D(29, 34, 108, 94);
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if (GumpID == 0x3C) return new Rectangle2D(44, 65, 142, 94);
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if (GumpID == 0x41) return new Rectangle2D(35, 38, 110, 78);
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if (GumpID == 0x44) return new Rectangle2D(20, 10, 150, 90);
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if (GumpID == 0x4B) return new Rectangle2D(16, 51, 168, 73);
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if (GumpID == 0x49) return new Rectangle2D(18, 105, 144, 73);
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if (GumpID == 0x3E) return new Rectangle2D(33, 36, 109, 112);
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if (GumpID == 0x9AA) return new Rectangle2D(16, 51, 168, 73);
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return new Rectangle2D(18, 20, 125, 62);
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}
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}
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protected void SetupTrap()
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{
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// Core UO Traps: 1 = Dart, 2 = Poison, 3 = Explosion, 4 = Magic
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TrapType = (TrapType)Utility.RandomMinMax(1, 4);
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TrapPower = 10 + (MasterTier * 15); // Scales damage/poison level with the tier
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TrapLevel = MasterTier;
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}
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protected static int GetWeightedTier()
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{
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var roll = Utility.Random(100);
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if (roll < 25) return 0;
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else if (roll < 55) return 1;
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else if (roll < 75) return 2;
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else if (roll < 90) return 3;
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else if (roll < 96) return 4;
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else if (roll < 99) return 5;
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else return 6;
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}
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private static void GetRandomLevel(int pwr, out int attributeCount, out int min, out int max)
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{
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if (pwr == 1)
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{
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attributeCount = 1;
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min = 10;
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max = 20;
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}
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else if (pwr == 2)
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{
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attributeCount = Utility.RandomMinMax(1, 2);
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min = 20;
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max = 40;
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}
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else if (pwr == 3)
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{
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attributeCount = Utility.RandomMinMax(2, 3);
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min = 30;
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max = 60;
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}
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else if (pwr == 4)
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{
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attributeCount = Utility.RandomMinMax(2, 4);
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min = 40;
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max = 80;
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}
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else if (pwr == 5)
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{
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attributeCount = Utility.RandomMinMax(3, 5);
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min = 60;
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max = 80;
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}
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else if (pwr == 6)
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{
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attributeCount = Utility.RandomMinMax(4, 5);
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min = 60;
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max = 100;
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}
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else
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{
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attributeCount = 1;
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min = 5;
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max = 10;
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}
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}
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private static void GetRandomResists(int pwr, out int phy, out int fire, out int cold, out int poison, out int energy)
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{
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if (pwr == 1)
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{
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phy = Utility.RandomMinMax(1, 3);
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fire = Utility.RandomMinMax(1, 3);
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cold = Utility.RandomMinMax(1, 3);
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poison = Utility.RandomMinMax(1, 3);
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energy = Utility.RandomMinMax(1, 3);
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}
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else if (pwr == 2)
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{
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phy = Utility.RandomMinMax(2, 5);
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fire = Utility.RandomMinMax(2, 5);
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cold = Utility.RandomMinMax(2, 5);
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poison = Utility.RandomMinMax(2, 5);
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energy = Utility.RandomMinMax(2, 5);
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}
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else if (pwr == 3)
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{
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phy = Utility.RandomMinMax(4, 7);
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fire = Utility.RandomMinMax(4, 7);
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cold = Utility.RandomMinMax(4, 7);
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poison = Utility.RandomMinMax(4, 7);
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energy = Utility.RandomMinMax(4, 7);
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}
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else if (pwr == 4)
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{
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phy = Utility.RandomMinMax(6, 10);
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fire = Utility.RandomMinMax(6, 10);
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cold = Utility.RandomMinMax(6, 10);
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poison = Utility.RandomMinMax(6, 10);
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energy = Utility.RandomMinMax(6, 10);
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}
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else if (pwr == 5)
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{
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phy = Utility.RandomMinMax(9, 12);
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fire = Utility.RandomMinMax(9, 12);
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cold = Utility.RandomMinMax(9, 12);
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poison = Utility.RandomMinMax(9, 12);
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energy = Utility.RandomMinMax(9, 12);
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}
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else if (pwr == 6)
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{
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phy = Utility.RandomMinMax(12, 15);
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fire = Utility.RandomMinMax(12, 15);
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cold = Utility.RandomMinMax(12, 15);
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poison = Utility.RandomMinMax(12, 15);
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energy = Utility.RandomMinMax(12, 15);
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}
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else
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{
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phy = 0;
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fire = 0;
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cold = 0;
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poison = 0;
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energy = 0;
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}
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}
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protected void GenerateLoot()
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{
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int dropCount = Utility.RandomMinMax(Math.Max(1, MasterTier -2), MasterTier + 1);
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// Weapons
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for (var i = 0; i < dropCount; i++)
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{
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var weapon = Loot.RandomWeapon();
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int itemPower = Utility.RandomMinMax(0, MasterTier);
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GetRandomLevel(itemPower, out var attributeCount, out var min, out var max);
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BaseRunicTool.ApplyAttributesTo(weapon, attributeCount, min, max);
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DropItem(weapon);
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}
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// Armor or Shield
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for (var i = 0; i < dropCount; i++)
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{
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var armor = Loot.RandomArmorOrShield();
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// Roll #1: Determines the magical properties (Attributes)
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int attributePower = Utility.RandomMinMax(0, MasterTier);
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GetRandomLevel(attributePower, out var attributeCount, out var min, out var max);
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BaseRunicTool.ApplyAttributesTo(armor, attributeCount, min, max);
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// Roll #2: Determines the physical/elemental defense (Resists)
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int resistPower = Utility.RandomMinMax(0, MasterTier);
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GetRandomResists(resistPower, out var phy, out var fire, out var cold, out var poison, out var energy);
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armor.PhysicalBonus = phy;
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armor.FireBonus = fire;
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armor.ColdBonus = cold;
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armor.PoisonBonus = poison;
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armor.EnergyBonus = energy;
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DropItem(armor);
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}
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// Jewelry
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for (var i = 0; i < dropCount; i++)
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{
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var jewelry = Loot.RandomJewelry();
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int itemPower = Utility.RandomMinMax(0, MasterTier);
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GetRandomLevel(itemPower, out var attributeCount, out var min, out var max);
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BaseRunicTool.ApplyAttributesTo(jewelry, attributeCount, min, max);
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DropItem(jewelry);
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}
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// Gems
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for (var i = 0; i < dropCount; i++)
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{
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var gem = Loot.RandomGem();
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gem.Amount = Utility.RandomMinMax(1, dropCount);
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DropItem(gem);
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}
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// Reagents
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for (var i = 0; i < dropCount; i++)
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{
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var mReagent = Loot.RandomReagent();
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mReagent.Amount = Utility.RandomMinMax(1, dropCount);
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DropItem(mReagent);
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}
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for (var i = 0; i < dropCount; i++)
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{
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var nReagent = Loot.RandomNecromancyReagent();
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nReagent.Amount = Utility.RandomMinMax(1, dropCount);
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DropItem(nReagent);
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}
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// Magic Scrolls
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int mlevel = 0;
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if (MasterTier >= 4)
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{
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mlevel = 63;
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}
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else if (MasterTier >= 2)
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{
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mlevel = 46;
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}
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else
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{
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mlevel = 23;
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}
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for (var i = 0; i < dropCount; i++)
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{
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var mscroll = Loot.RandomScroll(0, mlevel, SpellbookType.Regular);
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mscroll.Amount = Utility.RandomMinMax(1, 3);
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DropItem(mscroll);
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}
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int nlevel = 0;
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if (MasterTier < 3)
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{
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nlevel = 7;
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}
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else
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{
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nlevel = 15;
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}
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for (var i = 0; i < dropCount; i++)
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{
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var nscroll = Loot.RandomScroll(0, nlevel, SpellbookType.Necromancer);
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nscroll.Amount = Utility.RandomMinMax(1, 3);
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DropItem(nscroll);
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}
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// Misc extras bandages/arrows/blankscrolls/potions/ETC
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if (Utility.RandomBool())
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{
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DropItem(new Arrow(Utility.RandomMinMax(10, dropCount * 10)));
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}
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else
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{
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DropItem(new Bolt(Utility.RandomMinMax(10, dropCount * 10)));
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}
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if (Utility.RandomBool())
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DropItem(new Bandage(Utility.RandomMinMax(10, dropCount * 10)));
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if (Utility.RandomBool())
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DropItem(new BlankScroll(Utility.RandomMinMax(1, dropCount)));
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for (var i = 0; i < dropCount; i++)
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{
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var potion = Loot.RandomPotion();
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potion.Amount = Utility.RandomMinMax(1, 3);
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DropItem(potion);
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}
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if (Utility.RandomBool())
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DropItem(new RecallRune());
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// Gold
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int minGold = 100 + (MasterTier * 100);
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DropItem(new Gold(Utility.RandomMinMax(minGold, minGold + 99)));
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}
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}
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}
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