using System; using System.Collections; using Server; using Server.Items; using Mat = Server.Engines.BulkOrders.BulkMaterialType; using System.Collections.Generic; namespace Server.Engines.BulkOrders { [TypeAlias( "Scripts.Engines.BulkOrders.LargeSmithBOD" )] public class LargeSmithBOD : LargeBOD { public static double[] m_BlacksmithMaterialChances = new double[] { 0.501953125, // None 0.250000000, // Dull Copper 0.125000000, // Shadow Iron 0.062500000, // Copper 0.031250000, // Bronze 0.015625000, // Gold 0.007812500, // Agapite 0.003906250, // Verite 0.001953125 // Valorite }; public override int ComputeFame() { return SmithRewardCalculator.Instance.ComputeFame( this ); } public override int ComputeGold() { return SmithRewardCalculator.Instance.ComputeGold( this ); } [Constructable] public LargeSmithBOD() { LargeBulkEntry[] entries; bool useMaterials = true; int rand = Utility.Random( 8 ); switch ( rand ) { default: case 0: entries = LargeBulkEntry.ConvertEntries( this, LargeBulkEntry.LargeRing ); break; case 1: entries = LargeBulkEntry.ConvertEntries( this, LargeBulkEntry.LargePlate ); break; case 2: entries = LargeBulkEntry.ConvertEntries( this, LargeBulkEntry.LargeChain ); break; case 3: entries = LargeBulkEntry.ConvertEntries( this, LargeBulkEntry.LargeAxes ); break; case 4: entries = LargeBulkEntry.ConvertEntries( this, LargeBulkEntry.LargeFencing ); break; case 5: entries = LargeBulkEntry.ConvertEntries( this, LargeBulkEntry.LargeMaces ); break; case 6: entries = LargeBulkEntry.ConvertEntries( this, LargeBulkEntry.LargePolearms ); break; case 7: entries = LargeBulkEntry.ConvertEntries( this, LargeBulkEntry.LargeSwords ); break; } if( rand > 2 && rand < 8 ) useMaterials = false; int hue = 0x44E; int amountMax = Utility.RandomList( 10, 15, 20, 20 ); bool reqExceptional = ( 0.825 > Utility.RandomDouble() ); BulkMaterialType material; if ( useMaterials ) material = GetRandomMaterial( BulkMaterialType.DullCopper, m_BlacksmithMaterialChances ); else material = BulkMaterialType.None; this.Hue = hue; this.AmountMax = amountMax; this.Entries = entries; this.RequireExceptional = reqExceptional; this.Material = material; } public LargeSmithBOD( int amountMax, bool reqExceptional, BulkMaterialType mat, LargeBulkEntry[] entries ) { this.Hue = 0x44E; this.AmountMax = amountMax; this.Entries = entries; this.RequireExceptional = reqExceptional; this.Material = mat; } public override List ComputeRewards( bool full ) { List list = new List(); RewardGroup rewardGroup = SmithRewardCalculator.Instance.LookupRewards( SmithRewardCalculator.Instance.ComputePoints( this ) ); if ( rewardGroup != null ) { if ( full ) { for ( int i = 0; i < rewardGroup.Items.Length; ++i ) { Item item = rewardGroup.Items[i].Construct(); if ( item != null ) list.Add( item ); } } else { RewardItem rewardItem = rewardGroup.AcquireItem(); if ( rewardItem != null ) { Item item = rewardItem.Construct(); if ( item != null ) list.Add( item ); } } } return list; } public LargeSmithBOD( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 0 ); // version } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); } } }