### Summary - Adds some more checks in case a corpse's owner is somehow null. Would like to eventually allow null owner corpses, but more work is needed. - Cleans up variable unboxing and reassignment in quests. Also flattens quest logic. Still more work needs to be done. - Codegens more quest items/mobiles.
84 lines
2.3 KiB
C#
84 lines
2.3 KiB
C#
using ModernUO.Serialization;
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using Server.Items;
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using Server.Mobiles;
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namespace Server.Engines.Quests.Collector;
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[SerializationGenerator(0, false)]
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public partial class TomasONeerlan : BaseQuester
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{
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[Constructible]
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public TomasONeerlan() : base("the famed toymaker")
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{
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}
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public override string DefaultName => "Tomas O'Neerlan";
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public override void InitBody()
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{
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InitStats(100, 100, 25);
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Hue = 0x83F8;
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Female = false;
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Body = 0x190;
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}
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public override void InitOutfit()
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{
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AddItem(new FancyShirt());
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AddItem(new LongPants(0x546));
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AddItem(new Boots(0x452));
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AddItem(new FullApron(0x455));
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HairItemID = 0x203B; // ShortHair
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HairHue = 0x455;
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}
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public override bool CanTalkTo(PlayerMobile to) =>
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to.Quest is CollectorQuest qs && (qs.IsObjectiveInProgress(typeof(FindTomasObjective))
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|| qs.IsObjectiveInProgress(typeof(CaptureImagesObjective))
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|| qs.IsObjectiveInProgress(typeof(ReturnImagesObjective)));
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public override void OnTalk(PlayerMobile player, bool contextMenu)
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{
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var qs = player.Quest;
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if (qs is not CollectorQuest)
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{
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return;
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}
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Direction = GetDirectionTo(player);
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if (qs.FindObjective<FindTomasObjective>() is { Completed: false } obj1) {
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var paints = new EnchantedPaints();
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if (!player.PlaceInBackpack(paints))
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{
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paints.Delete();
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// You need to clear some space in your inventory to continue with the quest. Come back here when you have more space in your inventory.
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player.SendLocalizedMessage(1046260);
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}
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else
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{
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obj1.Complete();
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}
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return;
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}
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if (qs.IsObjectiveInProgress(typeof(CaptureImagesObjective)))
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{
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qs.AddConversation(new TomasDuringCollectingConversation());
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return;
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}
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if (qs.FindObjective<ReturnImagesObjective>() is { Completed: false } obj2)
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{
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player.Backpack?.ConsumeUpTo(typeof(EnchantedPaints), 1);
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obj2.Complete();
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}
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}
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}
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