ModernUO/Projects/Scripts/Items/Skill Items/Thief/LockPick.cs
2019-08-02 18:16:11 -07:00

164 lines
4.4 KiB
C#

using System;
using Server.Targeting;
namespace Server.Items
{
public interface ILockpickable : IPoint2D
{
int LockLevel{ get; set; }
bool Locked{ get; set; }
Mobile Picker{ get; set; }
int MaxLockLevel{ get; set; }
int RequiredSkill{ get; set; }
void LockPick(Mobile from);
}
[Flippable(0x14fc, 0x14fb)]
public class Lockpick : Item
{
[Constructible]
public Lockpick(int amount = 1) : base(0x14FC)
{
Stackable = true;
Amount = amount;
}
public Lockpick(Serial serial) : base(serial)
{
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(1); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
if (version == 0 && Weight == 0.1)
Weight = -1;
}
public override void OnDoubleClick(Mobile from)
{
from.SendLocalizedMessage(502068); // What do you want to pick?
from.Target = new InternalTarget(this);
}
private class InternalTarget : Target
{
private Lockpick m_Item;
public InternalTarget(Lockpick item) : base(1, false, TargetFlags.None)
{
m_Item = item;
}
protected override void OnTarget(Mobile from, object targeted)
{
if (m_Item.Deleted)
return;
if (targeted is ILockpickable lockpickable)
{
Item item = lockpickable as Item;
from.Direction = from.GetDirectionTo(item);
if (lockpickable.Locked)
{
from.PlaySound(0x241);
new InternalTimer(from, lockpickable, m_Item).Start();
}
else
{
// The door is not locked
from.SendLocalizedMessage(502069); // This does not appear to be locked
}
}
else
{
from.SendLocalizedMessage(501666); // You can't unlock that!
}
}
private class InternalTimer : Timer
{
private Mobile m_From;
private ILockpickable m_Item;
private Lockpick m_Lockpick;
public InternalTimer(Mobile from, ILockpickable item, Lockpick lockpick) : base(TimeSpan.FromSeconds(3.0))
{
m_From = from;
m_Item = item;
m_Lockpick = lockpick;
Priority = TimerPriority.TwoFiftyMS;
}
protected void BrokeLockPickTest()
{
// When failed, a 25% chance to break the lockpick
if (Utility.Random(4) == 0)
{
Item item = (Item)m_Item;
// You broke the lockpick.
item.SendLocalizedMessageTo(m_From, 502074);
m_From.PlaySound(0x3A4);
m_Lockpick.Consume();
}
}
protected override void OnTick()
{
Item item = (Item)m_Item;
if (!m_From.InRange(item.GetWorldLocation(), 1))
return;
if (m_Item.LockLevel == 0 || m_Item.LockLevel == -255)
{
// LockLevel of 0 means that the door can't be picklocked
// LockLevel of -255 means it's magic locked
item.SendLocalizedMessageTo(m_From, 502073); // This lock cannot be picked by normal means
return;
}
if (m_From.Skills.Lockpicking.Value < m_Item.RequiredSkill)
{
/*
// Do some training to gain skills
m_From.CheckSkill( SkillName.Lockpicking, 0, m_Item.LockLevel );*/
// The LockLevel is higher thant the LockPicking of the player
item.SendLocalizedMessageTo(m_From, 502072); // You don't see how that lock can be manipulated.
return;
}
if (m_From.CheckTargetSkill(SkillName.Lockpicking, m_Item, m_Item.LockLevel, m_Item.MaxLockLevel))
{
// Success! Pick the lock!
item.SendLocalizedMessageTo(m_From, 502076); // The lock quickly yields to your skill.
m_From.PlaySound(0x4A);
m_Item.LockPick(m_From);
}
else
{
// The player failed to pick the lock
BrokeLockPickTest();
item.SendLocalizedMessageTo(m_From, 502075); // You are unable to pick the lock.
}
}
}
}
}
}