375 lines
11 KiB
C#
375 lines
11 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Server.ContextMenus;
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using Server.Engines.Craft;
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using Server.Network;
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using Server.Targeting;
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namespace Server.Items
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{
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public class SalvageBag : Bag
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{
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private bool m_Failure;
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public override int LabelNumber => 1079931; // Salvage Bag
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[Constructible]
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public SalvageBag()
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: this( Utility.RandomBlueHue() )
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{
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}
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[Constructible]
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public SalvageBag( int hue )
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{
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Weight = 2.0;
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Hue = hue;
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m_Failure = false;
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}
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public override void GetContextMenuEntries( Mobile from, List<ContextMenuEntry> list )
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{
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base.GetContextMenuEntries( from, list );
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if ( from.Alive )
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{
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list.Add( new SalvageIngotsEntry( this, IsChildOf( from.Backpack ) && Resmeltables() ) );
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list.Add( new SalvageClothEntry( this, IsChildOf( from.Backpack ) && Scissorables() ) );
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list.Add( new SalvageAllEntry( this, IsChildOf( from.Backpack ) && Resmeltables() && Scissorables() ) );
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}
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}
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#region Checks
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private bool Resmeltables() //Where context menu checks for metal items and dragon barding deeds
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{
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foreach( Item i in Items )
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{
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if (i?.Deleted != false)
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continue;
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switch (i)
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{
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case BaseWeapon weapon when CraftResources.GetType( weapon.Resource ) == CraftResourceType.Metal:
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case BaseArmor armor when CraftResources.GetType( armor.Resource ) == CraftResourceType.Metal:
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case DragonBardingDeed _:
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return true;
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}
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}
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return false;
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}
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private bool Scissorables() //Where context menu checks for Leather items and cloth items
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{
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foreach( Item i in Items )
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{
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if (!(i is IScissorable && !i.Deleted))
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continue;
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switch (i)
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{
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case BaseClothing _:
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case BaseArmor armor when CraftResources.GetType( armor.Resource ) == CraftResourceType.Leather:
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case Cloth _:
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case BoltOfCloth _:
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case Hides _:
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case BonePile _:
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return true;
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}
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}
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return false;
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}
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#endregion
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#region Resmelt.cs
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private bool Resmelt( Mobile from, Item item, CraftResource resource )
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{
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try
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{
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if ( CraftResources.GetType( resource ) != CraftResourceType.Metal )
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return false;
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CraftResourceInfo info = CraftResources.GetInfo( resource );
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if ( info == null || info.ResourceTypes.Length == 0 )
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return false;
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CraftItem craftItem = DefBlacksmithy.CraftSystem.CraftItems.SearchFor( item.GetType() );
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if ( craftItem == null || craftItem.Resources.Count == 0 )
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return false;
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CraftRes craftResource = craftItem.Resources.GetAt( 0 );
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if ( craftResource.Amount < 2 )
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return false; // Not enough metal to resmelt
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double difficulty = 0.0;
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switch ( resource )
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{
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case CraftResource.DullCopper: difficulty = 65.0; break;
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case CraftResource.ShadowIron: difficulty = 70.0; break;
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case CraftResource.Copper: difficulty = 75.0; break;
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case CraftResource.Bronze: difficulty = 80.0; break;
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case CraftResource.Gold: difficulty = 85.0; break;
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case CraftResource.Agapite: difficulty = 90.0; break;
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case CraftResource.Verite: difficulty = 95.0; break;
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case CraftResource.Valorite: difficulty = 99.0; break;
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}
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Type resourceType = info.ResourceTypes[ 0 ];
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Item ingot = (Item)Activator.CreateInstance( resourceType );
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if ( item is DragonBardingDeed || ( item is BaseArmor armor && armor.PlayerConstructed ) || ( item is BaseWeapon weapon && weapon.PlayerConstructed ) || ( item is BaseClothing clothing && clothing.PlayerConstructed ) )
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{
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double mining = from.Skills[ SkillName.Mining ].Value;
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if ( mining > 100.0 )
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mining = 100.0;
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double amount = ( ( ( 4 + mining ) * craftResource.Amount - 4 ) * 0.0068 );
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if ( amount < 2 )
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ingot.Amount = 2;
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else
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ingot.Amount = (int)amount;
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}
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else
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{
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ingot.Amount = 2;
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}
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if ( difficulty > from.Skills[ SkillName.Mining ].Value )
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{
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m_Failure = true;
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ingot.Delete();
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}
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else
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item.Delete();
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from.AddToBackpack( ingot );
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from.PlaySound( 0x2A );
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from.PlaySound( 0x240 );
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return true;
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}
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catch( Exception ex )
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{
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Console.WriteLine( ex.ToString() );
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}
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return false;
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}
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#endregion
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#region Salvaging
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private void SalvageIngots( Mobile from )
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{
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Item[] tools = from.Backpack.FindItemsByType( typeof( BaseTool ) );
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bool ToolFound = false;
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foreach( Item tool in tools )
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{
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if ( tool is BaseTool baseTool && baseTool.CraftSystem == DefBlacksmithy.CraftSystem )
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ToolFound = true;
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}
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if ( !ToolFound )
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{
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from.SendLocalizedMessage( 1079822 ); // You need a blacksmithing tool in order to salvage ingots.
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return;
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}
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DefBlacksmithy.CheckAnvilAndForge( from, 2, out _, out var forge );
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if ( !forge )
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{
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from.SendLocalizedMessage( 1044265 ); // You must be near a forge.
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return;
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}
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int salvaged = 0;
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int notSalvaged = 0;
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Container sBag = this;
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List<Item> Smeltables = sBag.FindItemsByType<Item>();
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for(int i = Smeltables.Count - 1; i >= 0; i--)
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{
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switch (Smeltables[i])
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{
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case BaseArmor armor when Resmelt( from, armor, armor.Resource ):
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salvaged++;
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break;
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case BaseArmor _:
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notSalvaged++;
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break;
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case BaseWeapon weapon when Resmelt( from, weapon, weapon.Resource ):
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salvaged++;
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break;
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case BaseWeapon _:
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notSalvaged++;
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break;
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case DragonBardingDeed deed when Resmelt( from, deed, deed.Resource ):
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salvaged++;
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break;
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case DragonBardingDeed _:
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notSalvaged++;
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break;
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}
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}
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if ( m_Failure )
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{
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from.SendLocalizedMessage( 1079975 ); // You failed to smelt some metal for lack of skill.
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m_Failure = false;
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}
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else
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from.SendLocalizedMessage( 1079973, String.Format( "{0}\t{1}", salvaged, salvaged + notSalvaged ) ); // Salvaged: ~1_COUNT~/~2_NUM~ blacksmithed items
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}
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private void SalvageCloth( Mobile from )
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{
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if ( !(from.Backpack.FindItemByType( typeof( Scissors ) ) is Scissors scissors) )
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{
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from.SendLocalizedMessage( 1079823 ); // You need scissors in order to salvage cloth.
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return;
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}
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int salvaged = 0;
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int notSalvaged = 0;
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Container sBag = this;
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List<Item> scissorables = sBag.FindItemsByType<Item>();
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for ( int i = scissorables.Count - 1; i >= 0; --i )
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{
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Item item = scissorables[i];
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if (!(item is IScissorable scissorable))
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continue;
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if ( Scissors.CanScissor( from, scissorable ) && scissorable.Scissor( from, scissors ) )
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++salvaged;
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else
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++notSalvaged;
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}
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from.SendLocalizedMessage( 1079974, String.Format( "{0}\t{1}", salvaged, salvaged + notSalvaged ) ); // Salvaged: ~1_COUNT~/~2_NUM~ tailored items
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foreach (Item i in this.FindItemsByType(typeof(Item), true))
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{
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if ( ( i is Leather ) || ( i is Cloth ) || ( i is SpinedLeather ) || ( i is HornedLeather ) || ( i is BarbedLeather ) || ( i is Bandage ) || ( i is Bone ) )
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{
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from.AddToBackpack( i );
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}
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}
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}
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private void SalvageAll( Mobile from )
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{
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SalvageIngots( from );
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SalvageCloth( from );
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}
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#endregion
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#region ContextMenuEntries
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private class SalvageAllEntry : ContextMenuEntry
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{
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private SalvageBag m_Bag;
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public SalvageAllEntry( SalvageBag bag, bool enabled )
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: base( 6276 )
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{
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m_Bag = bag;
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if ( !enabled )
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Flags |= CMEFlags.Disabled;
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}
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public override void OnClick()
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{
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if ( m_Bag.Deleted )
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return;
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Mobile from = Owner.From;
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if ( from.CheckAlive() )
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m_Bag.SalvageAll( from );
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}
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}
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private class SalvageIngotsEntry : ContextMenuEntry
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{
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private SalvageBag m_Bag;
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public SalvageIngotsEntry( SalvageBag bag, bool enabled )
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: base( 6277 )
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{
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m_Bag = bag;
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if ( !enabled )
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Flags |= CMEFlags.Disabled;
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}
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public override void OnClick()
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{
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if ( m_Bag.Deleted )
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return;
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Mobile from = Owner.From;
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if ( from.CheckAlive() )
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m_Bag.SalvageIngots( from );
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}
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}
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private class SalvageClothEntry : ContextMenuEntry
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{
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private SalvageBag m_Bag;
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public SalvageClothEntry( SalvageBag bag, bool enabled )
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: base( 6278 )
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{
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m_Bag = bag;
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if ( !enabled )
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Flags |= CMEFlags.Disabled;
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}
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public override void OnClick()
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{
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if ( m_Bag.Deleted )
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return;
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Mobile from = Owner.From;
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if ( from.CheckAlive() )
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m_Bag.SalvageCloth( from );
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}
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}
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#endregion
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#region Serialization
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public SalvageBag( Serial serial )
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: base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.WriteEncodedInt( (int)0 ); // version
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadEncodedInt();
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}
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#endregion
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}
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}
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