#W# Added FarmController to spawn farms. Auto harvest crops on walking over.
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4 changed files with 132 additions and 3 deletions
74
Scripts/Engines/FarmController.cs
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74
Scripts/Engines/FarmController.cs
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using System;
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using System.Collections.Generic;
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using Server;
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using Server.Items;
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namespace Server.Items
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{
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// The class is now static, meaning it exists globally and not as an Item
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public static class FarmController
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{
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// Vegetable Plot Boundaries
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private static Rectangle2D VeggieRect = new Rectangle2D(795, 771, 17, 15);
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// Reagent Plot Boundaries
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private static Rectangle2D ReagentRect = new Rectangle2D(820, 843, 23, 16);
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// Lists must be static now
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private static List<Type> m_VeggieTypes = new List<Type> { typeof(FarmableCabbage), typeof(FarmableCarrot), typeof(FarmableCotton), typeof(FarmableFlax), typeof(FarmableLettuce), typeof(FarmableOnion), typeof(FarmablePumpkin), typeof(FarmableTurnip), typeof(FarmableWheat) };
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//private static List<Type> m_ReagentTypes = new List<Type> { typeof(FarmableBlackPearl), typeof(FarmableBloodmoss), typeof(FarmableGarlic), typeof(FarmableGinseng), typeof(FarmableMandrakeRoot), typeof(FarmableNightshade), typeof(FarmableSpidersSilk), typeof(FarmableSulfurousAsh) };
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// The core looks for 'Initialize' on startup and runs it automatically
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public static void Initialize()
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{
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double mySpawnVal = Server.ValidSettings.FarmSpawnTimer();
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TimeSpan spawnInterval = TimeSpan.FromMinutes(mySpawnVal);
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// Start the global background timer
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Timer.DelayCall(spawnInterval, spawnInterval, SpawnTick);
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}
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private static void SpawnTick()
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{
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// Spawn 2 vegetables and 2 reagents each tick if space allows
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SpawnInArea(VeggieRect, m_VeggieTypes, 2);
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//SpawnInArea(ReagentRect, m_ReagentTypes, 2);
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}
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private static void SpawnInArea(Rectangle2D rect, List<Type> types, int count)
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{
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// Safety net for empty lists
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if (types == null || types.Count == 0)
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return;
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for (int i = 0; i < count; i++)
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{
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int x = Utility.Random(rect.X, rect.Width);
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int y = Utility.Random(rect.Y, rect.Height);
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Point3D loc = new Point3D(x, y, 0);
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bool occupied = false;
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// Get the items in range
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IPooledEnumerable eable = Map.Felucca.GetItemsInRange(loc, 0);
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// If the loop runs even once, something is there
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foreach (Item item in eable)
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{
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occupied = true;
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break;
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}
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// Free the pool to prevent memory leaks
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eable.Free();
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// If the spot is empty, spawn the crop
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if (!occupied)
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{
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Type type = types[Utility.Random(types.Count)];
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Item crop = (Item)Activator.CreateInstance(type);
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crop.MoveToWorld(loc, Map.Felucca);
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}
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}
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}
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}
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}
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