### 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.
55 lines
1.4 KiB
C#
55 lines
1.4 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.Haven;
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[SerializationGenerator(0, false)]
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public partial class MansionGuard : BaseQuester
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{
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[Constructible]
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public MansionGuard() : base("the Mansion Guard")
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{
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}
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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 = Race.Human.RandomSkinHue();
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Female = false;
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Body = 0x190;
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Name = NameList.RandomName("male");
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}
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public override void InitOutfit()
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{
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AddItem(new PlateChest());
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AddItem(new PlateArms());
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AddItem(new PlateGloves());
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AddItem(new PlateLegs());
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Utility.AssignRandomHair(this);
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Utility.AssignRandomFacialHair(this, HairHue);
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var weapon = new Bardiche();
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weapon.Movable = false;
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AddItem(weapon);
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}
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public override int GetAutoTalkRange(PlayerMobile pm) => 3;
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public override bool CanTalkTo(PlayerMobile to) =>
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to.Quest == null && QuestSystem.CanOfferQuest(to, typeof(UzeraanTurmoilQuest));
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public override void OnTalk(PlayerMobile player, bool contextMenu)
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{
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if (player.Quest == null && QuestSystem.CanOfferQuest(player, typeof(UzeraanTurmoilQuest)))
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{
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Direction = GetDirectionTo(player);
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new UzeraanTurmoilQuest(player).SendOffer();
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}
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}
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}
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