### Summary * Added World.NewVirtual for creating virtual serial numbers * Reserved range 0x7EEEEEEE to 0x7FFFFFFF for virtual serials * Hair and Facial hair (for mobiles) now use virtual serials instead of FakeSerial() functions * Consolidated virtual hair to a single `VirtualHairInfo` class. Corpse hair and facial hair now persists across save/load and hair and facial hair no longer teleport to newest corpse.
133 lines
3.4 KiB
C#
133 lines
3.4 KiB
C#
using System.Collections.Generic;
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using ModernUO.Serialization;
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using Server.Items;
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using Server.Misc;
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using Server.Mobiles;
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using Server.Network;
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namespace Server.Engines.Quests.Haven;
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[SerializationGenerator(0, false)]
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public partial class MilitiaFighter : BaseCreature
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{
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[Constructible]
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public MilitiaFighter() : base(AIType.AI_Melee)
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{
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InitStats(40, 30, 5);
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Title = "the Militia Fighter";
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SpeechHue = Utility.RandomDyedHue();
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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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Utility.AssignRandomHair(this);
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Utility.AssignRandomFacialHair(this, HairHue);
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AddItem(new ThighBoots(0x1BB));
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AddItem(new LeatherChest());
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AddItem(new LeatherArms());
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AddItem(new LeatherLegs());
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AddItem(new LeatherCap());
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AddItem(new LeatherGloves());
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AddItem(new LeatherGorget());
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var weapon = Utility.Random(6) switch
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{
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0 => (Item)new Broadsword(),
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1 => new Cutlass(),
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2 => new Katana(),
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3 => new Longsword(),
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4 => new Scimitar(),
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_ => new VikingSword()
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};
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weapon.Movable = false;
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AddItem(weapon);
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Item shield = new BronzeShield
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{
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Movable = false
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};
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AddItem(shield);
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SetSkill(SkillName.Swords, 20.0);
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}
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public override bool ClickTitle => false;
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public override bool IsEnemy(Mobile m)
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{
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while (!m.Player && m is not BaseVendor)
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{
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if (m is BaseCreature bc)
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{
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var master = bc.GetMaster();
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if (master != null)
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{
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m = master;
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continue;
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}
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}
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return m.Karma < 0;
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}
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return false;
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}
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}
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[SerializationGenerator(0, false)]
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public partial class MilitiaFighterCorpse : Corpse
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{
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public MilitiaFighterCorpse(Mobile owner, VirtualHairInfo hair, VirtualHairInfo facialhair, List<Item> equipItems) : base(
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owner,
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hair,
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facialhair,
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equipItems
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)
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{
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}
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public override void AddNameProperty(IPropertyList list)
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{
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if (ItemID == 0x2006) // Corpse form
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{
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list.Add("a human corpse");
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list.Add(1049318, Name); // the remains of ~1_NAME~ the militia fighter
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}
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else
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{
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list.Add(1049319); // the remains of a militia fighter
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}
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}
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public override void OnSingleClick(Mobile from)
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{
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var hue = Notoriety.GetHue(NotorietyHandlers.CorpseNotoriety(from, this));
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if (ItemID == 0x2006) // Corpse form
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{
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// the remains of ~1_NAME~ the militia fighter
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from.NetState.SendMessageLocalized(Serial, ItemID, MessageType.Label, hue, 3, 1049318, "", Name);
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}
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else
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{
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// the remains of a militia fighter
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from.NetState.SendMessageLocalized(Serial, ItemID, MessageType.Label, hue, 3, 1049319);
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}
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}
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public override void Open(Mobile from, bool checkSelfLoot)
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{
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if (from.InRange(GetWorldLocation(), 2))
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{
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// Thinking about his sacrifice, you can't bring yourself to loot the body of this militia fighter.
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from.SendLocalizedMessage(1049661, "", 0x22);
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}
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}
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}
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