ModernUO/Projects/Scripts/Engines/Craft/Core/Repair.cs
2019-11-11 08:46:11 -08:00

507 lines
No EOL
17 KiB
C#

using System;
using Server.Items;
using Server.Mobiles;
using Server.Targeting;
namespace Server.Engines.Craft
{
public class Repair
{
public static void Do(Mobile from, CraftSystem craftSystem, BaseTool tool)
{
from.Target = new InternalTarget(craftSystem, tool);
from.SendLocalizedMessage(1044276); // Target an item to repair.
}
public static void Do(Mobile from, CraftSystem craftSystem, RepairDeed deed)
{
from.Target = new InternalTarget(craftSystem, deed);
from.SendLocalizedMessage(1044276); // Target an item to repair.
}
private class InternalTarget : Target
{
private CraftSystem m_CraftSystem;
private RepairDeed m_Deed;
private BaseTool m_Tool;
public InternalTarget(CraftSystem craftSystem, BaseTool tool) : base(2, false, TargetFlags.None)
{
m_CraftSystem = craftSystem;
m_Tool = tool;
}
public InternalTarget(CraftSystem craftSystem, RepairDeed deed) : base(2, false, TargetFlags.None)
{
m_CraftSystem = craftSystem;
m_Deed = deed;
}
private int GetWeakenChance(Mobile mob, SkillName skill, int curHits, int maxHits) => 40 + (maxHits - curHits) - (int)((m_Deed?.SkillLevel ?? mob.Skills[skill].Value) / 10);
private bool CheckWeaken(Mobile mob, SkillName skill, int curHits, int maxHits) => GetWeakenChance(mob, skill, curHits, maxHits) > Utility.Random(100);
private int GetRepairDifficulty(int curHits, int maxHits) => (maxHits - curHits) * 1250 / Math.Max(maxHits, 1) - 250;
private bool CheckRepairDifficulty(Mobile mob, SkillName skill, int curHits, int maxHits)
{
double difficulty = GetRepairDifficulty(curHits, maxHits) * 0.1;
if (m_Deed != null)
{
double value = m_Deed.SkillLevel;
double minSkill = difficulty - 25.0;
double maxSkill = difficulty + 25;
if (value < minSkill)
return false; // Too difficult
if (value >= maxSkill)
return true; // No challenge
double chance = (value - minSkill) / (maxSkill - minSkill);
return chance >= Utility.RandomDouble();
}
return mob.CheckSkill(skill, difficulty - 25.0, difficulty + 25.0);
}
private bool CheckDeed(Mobile from)
{
if (m_Deed != null) return m_Deed.Check(from);
return true;
}
private bool IsSpecialClothing(BaseClothing clothing)
{
// Clothing repairable but not craftable
if (m_CraftSystem is DefTailoring)
return clothing is BearMask
|| clothing is DeerMask
|| clothing is TheMostKnowledgePerson
|| clothing is TheRobeOfBritanniaAri
|| clothing is EmbroideredOakLeafCloak;
return false;
}
private bool IsSpecialWeapon(BaseWeapon weapon)
{
// Weapons repairable but not craftable
if (m_CraftSystem is DefTinkering)
return weapon is Cleaver
|| weapon is Hatchet
|| weapon is Pickaxe
|| weapon is ButcherKnife
|| weapon is SkinningKnife;
if (m_CraftSystem is DefCarpentry)
{
return weapon is Club
|| weapon is BlackStaff
|| weapon is MagicWand
#region Temporary
// TODO: Make these items craftable
|| weapon is WildStaff;
#endregion
}
if (m_CraftSystem is DefBlacksmithy)
{
return weapon is Pitchfork
#region Temporary
// TODO: Make these items craftable
|| weapon is RadiantScimitar
|| weapon is WarCleaver
|| weapon is ElvenSpellblade
|| weapon is AssassinSpike
|| weapon is Leafblade
|| weapon is RuneBlade
|| weapon is ElvenMachete
|| weapon is OrnateAxe
|| weapon is DiamondMace;
#endregion
}
#region Temporary
// TODO: Make these items craftable
if (m_CraftSystem is DefBowFletching)
return weapon is ElvenCompositeLongbow
|| weapon is MagicalShortbow;
#endregion
return false;
}
private bool IsSpecialArmor(BaseArmor armor)
{
// Armor repairable but not craftable
#region Temporary
// TODO: Make these items craftable
if (m_CraftSystem is DefTailoring)
return armor is LeafTonlet
|| armor is LeafArms
|| armor is LeafChest
|| armor is LeafGloves
|| armor is LeafGorget
|| armor is LeafLegs
|| armor is HideChest
|| armor is HideGloves
|| armor is HideGorget
|| armor is HidePants
|| armor is HidePauldrons;
if (m_CraftSystem is DefCarpentry)
return armor is WingedHelm
|| armor is RavenHelm
|| armor is VultureHelm
|| armor is WoodlandArms
|| armor is WoodlandChest
|| armor is WoodlandGloves
|| armor is WoodlandGorget
|| armor is WoodlandLegs;
if (m_CraftSystem is DefBlacksmithy)
return armor is Circlet
|| armor is RoyalCirclet
|| armor is GemmedCirclet;
#endregion
return false;
}
protected override void OnTarget(Mobile from, object targeted)
{
int number;
if (!CheckDeed(from))
return;
bool usingDeed = m_Deed != null;
bool toDelete = false;
// TODO: Make an IRepairable
if (m_CraftSystem.CanCraft(from, m_Tool, targeted.GetType()) == 1044267)
{
number = 1044282; // You must be near a forge and and anvil to repair items. * Yes, there are two and's *
}
else if (m_CraftSystem is DefTinkering && targeted is Golem g)
{
int damage = g.HitsMax - g.Hits;
if (g.IsDeadBondedPet)
{
number = 500426; // You can't repair that.
}
else if (damage <= 0)
{
number = 500423; // That is already in full repair.
}
else
{
double skillValue = usingDeed ? m_Deed.SkillLevel : from.Skills.Tinkering.Value;
if (skillValue < 60.0)
{
number =
1044153; // You don't have the required skills to attempt this item. //TODO: How does OSI handle this with deeds with golems?
}
else if (!from.CanBeginAction<Golem>())
{
number = 501789; // You must wait before trying again.
}
else
{
if (damage > (int)(skillValue * 0.3))
damage = (int)(skillValue * 0.3);
damage += 30;
if (!from.CheckSkill(SkillName.Tinkering, 0.0, 100.0))
damage /= 2;
Container pack = from.Backpack;
if (pack != null)
{
int v = pack.ConsumeUpTo(typeof(IronIngot), (damage + 4) / 5);
if (v > 0)
{
g.Hits += v * 5;
number = 1044279; // You repair the item.
toDelete = true;
from.BeginAction<Golem>();
Timer.DelayCall(TimeSpan.FromSeconds(12.0), from.EndAction<Golem>);
}
else
{
number = 1044037; // You do not have sufficient metal to make that.
}
}
else
{
number = 1044037; // You do not have sufficient metal to make that.
}
}
}
}
else if (targeted is BaseWeapon weapon)
{
SkillName skill = m_CraftSystem.MainSkill;
int toWeaken = 0;
if (Core.AOS)
{
toWeaken = 1;
}
else if (skill != SkillName.Tailoring)
{
double skillLevel = usingDeed ? m_Deed.SkillLevel : from.Skills[skill].Base;
if (skillLevel >= 90.0)
toWeaken = 1;
else if (skillLevel >= 70.0)
toWeaken = 2;
else
toWeaken = 3;
}
if (m_CraftSystem.CraftItems.SearchForSubclass(weapon.GetType()) == null && !IsSpecialWeapon(weapon))
{
number = usingDeed
? 1061136
: 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
}
else if (!weapon.IsChildOf(from.Backpack) && (!Core.ML || weapon.Parent != from))
{
number = 1044275; // The item must be in your backpack to repair it.
}
else if (!Core.AOS && weapon.PoisonCharges != 0)
{
number = 1005012; // You cannot repair an item while a caustic substance is on it.
}
else if (weapon.MaxHitPoints <= 0 || weapon.HitPoints == weapon.MaxHitPoints)
{
number = 1044281; // That item is in full repair
}
else if (weapon.MaxHitPoints <= toWeaken)
{
number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
}
else
{
if (CheckWeaken(from, skill, weapon.HitPoints, weapon.MaxHitPoints))
{
weapon.MaxHitPoints -= toWeaken;
weapon.HitPoints = Math.Max(0, weapon.HitPoints - toWeaken);
}
if (CheckRepairDifficulty(from, skill, weapon.HitPoints, weapon.MaxHitPoints))
{
number = 1044279; // You repair the item.
m_CraftSystem.PlayCraftEffect(from);
weapon.HitPoints = weapon.MaxHitPoints;
}
else
{
number = usingDeed
? 1061137
: 1044280; // You fail to repair the item. [And the contract is destroyed]
m_CraftSystem.PlayCraftEffect(from);
}
toDelete = true;
}
}
else if (targeted is BaseArmor armor)
{
SkillName skill = m_CraftSystem.MainSkill;
int toWeaken = 0;
if (Core.AOS)
{
toWeaken = 1;
}
else if (skill != SkillName.Tailoring)
{
double skillLevel = usingDeed ? m_Deed.SkillLevel : from.Skills[skill].Base;
if (skillLevel >= 90.0)
toWeaken = 1;
else if (skillLevel >= 70.0)
toWeaken = 2;
else
toWeaken = 3;
}
if (m_CraftSystem.CraftItems.SearchForSubclass(armor.GetType()) == null && !IsSpecialArmor(armor))
{
number = usingDeed
? 1061136
: 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
}
else if (!armor.IsChildOf(from.Backpack) && (!Core.ML || armor.Parent != from))
{
number = 1044275; // The item must be in your backpack to repair it.
}
else if (armor.MaxHitPoints <= 0 || armor.HitPoints == armor.MaxHitPoints)
{
number = 1044281; // That item is in full repair
}
else if (armor.MaxHitPoints <= toWeaken)
{
number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
}
else
{
if (CheckWeaken(from, skill, armor.HitPoints, armor.MaxHitPoints))
{
armor.MaxHitPoints -= toWeaken;
armor.HitPoints = Math.Max(0, armor.HitPoints - toWeaken);
}
if (CheckRepairDifficulty(from, skill, armor.HitPoints, armor.MaxHitPoints))
{
number = 1044279; // You repair the item.
m_CraftSystem.PlayCraftEffect(from);
armor.HitPoints = armor.MaxHitPoints;
}
else
{
number = usingDeed
? 1061137
: 1044280; // You fail to repair the item. [And the contract is destroyed]
m_CraftSystem.PlayCraftEffect(from);
}
toDelete = true;
}
}
else if (targeted is BaseClothing clothing)
{
SkillName skill = m_CraftSystem.MainSkill;
int toWeaken = 0;
if (Core.AOS)
{
toWeaken = 1;
}
else if (skill != SkillName.Tailoring)
{
double skillLevel = usingDeed ? m_Deed.SkillLevel : from.Skills[skill].Base;
if (skillLevel >= 90.0)
toWeaken = 1;
else if (skillLevel >= 70.0)
toWeaken = 2;
else
toWeaken = 3;
}
if (m_CraftSystem.CraftItems.SearchForSubclass(clothing.GetType()) == null &&
!IsSpecialClothing(clothing) && !(clothing is TribalMask || clothing is HornedTribalMask))
{
number = usingDeed
? 1061136
: 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
}
else if (!clothing.IsChildOf(from.Backpack) && (!Core.ML || clothing.Parent != from))
{
number = 1044275; // The item must be in your backpack to repair it.
}
else if (clothing.MaxHitPoints <= 0 || clothing.HitPoints == clothing.MaxHitPoints)
{
number = 1044281; // That item is in full repair
}
else if (clothing.MaxHitPoints <= toWeaken)
{
number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
}
else
{
if (CheckWeaken(from, skill, clothing.HitPoints, clothing.MaxHitPoints))
{
clothing.MaxHitPoints -= toWeaken;
clothing.HitPoints = Math.Max(0, clothing.HitPoints - toWeaken);
}
if (CheckRepairDifficulty(from, skill, clothing.HitPoints, clothing.MaxHitPoints))
{
number = 1044279; // You repair the item.
m_CraftSystem.PlayCraftEffect(from);
clothing.HitPoints = clothing.MaxHitPoints;
}
else
{
number = usingDeed
? 1061137
: 1044280; // You fail to repair the item. [And the contract is destroyed]
m_CraftSystem.PlayCraftEffect(from);
}
toDelete = true;
}
}
else if (!usingDeed && targeted is BlankScroll scroll)
{
SkillName skill = m_CraftSystem.MainSkill;
if (from.Skills[skill].Value >= 50.0)
{
scroll.Consume(1);
RepairDeed deed = new RepairDeed(RepairDeed.GetTypeFor(m_CraftSystem), from.Skills[skill].Value,
from);
from.AddToBackpack(deed);
number = 500442; // You create the item and put it in your backpack.
}
else
{
number = 1047005; // You must be at least apprentice level to create a repair service contract.
}
}
else if (targeted is Item)
{
number = usingDeed
? 1061136
: 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
}
else
{
number = 500426; // You can't repair that.
}
if (!usingDeed)
{
CraftContext context = m_CraftSystem.GetContext(from);
from.SendGump(new CraftGump(from, m_CraftSystem, m_Tool, number));
}
else
{
from.SendLocalizedMessage(number);
if (toDelete)
m_Deed.Delete();
}
}
}
}
}