RunUO/Scripts/Engines/MLQuests/Objectives/GainSkillObjective.cs

190 lines
4.7 KiB
C#

using System;
using Server;
using Server.Engines.MLQuests;
using Server.Mobiles;
using Server.Gumps;
namespace Server.Engines.MLQuests.Objectives
{
public enum GainSkillObjectiveFlags : byte
{
None = 0x00,
UseReal = 0x01,
Accelerate = 0x02
}
public class GainSkillObjective : BaseObjective
{
private SkillName m_Skill;
private int m_ThresholdFixed;
private GainSkillObjectiveFlags m_Flags;
public SkillName Skill
{
get { return m_Skill; }
set { m_Skill = value; }
}
public int ThresholdFixed
{
get { return m_ThresholdFixed; }
set { m_ThresholdFixed = value; }
}
public bool UseReal
{
get { return GetFlag( GainSkillObjectiveFlags.UseReal ); }
set { SetFlag( GainSkillObjectiveFlags.UseReal, value ); }
}
public bool Accelerate
{
get { return GetFlag( GainSkillObjectiveFlags.Accelerate ); }
set { SetFlag( GainSkillObjectiveFlags.Accelerate, value ); }
}
public GainSkillObjective()
: this( SkillName.Alchemy, 0 )
{
}
public GainSkillObjective( SkillName skill, int thresholdFixed )
: this( skill, thresholdFixed, false, false )
{
}
public GainSkillObjective( SkillName skill, int thresholdFixed, bool useReal, bool accelerate )
{
m_Skill = skill;
m_ThresholdFixed = thresholdFixed;
m_Flags = GainSkillObjectiveFlags.None;
if ( useReal )
m_Flags |= GainSkillObjectiveFlags.UseReal;
if ( accelerate )
m_Flags |= GainSkillObjectiveFlags.Accelerate;
}
public override bool CanOffer( IQuestGiver quester, PlayerMobile pm, bool message )
{
Skill skill = pm.Skills[m_Skill];
if ( ( UseReal ? skill.Fixed : skill.BaseFixedPoint ) >= m_ThresholdFixed )
{
if ( message )
MLQuestSystem.Tell( quester, pm, 1077772 ); // I cannot teach you, for you know all I can teach!
return false;
}
return true;
}
public override void WriteToGump( Gump g, ref int y )
{
int skillLabel = AosSkillBonuses.GetLabel( m_Skill );
string args;
if ( m_ThresholdFixed % 10 == 0 )
args = String.Format( "#{0}\t{1}", skillLabel, m_ThresholdFixed / 10 ); // as seen on OSI
else
args = String.Format( "#{0}\t{1:0.0}", skillLabel, (double)m_ThresholdFixed / 10 ); // for non-integer skill levels
g.AddHtmlLocalized( 98, y, 312, 16, 1077485, args, 0x15F90, false, false ); // Increase ~1_SKILL~ to ~2_VALUE~
y += 16;
}
public override BaseObjectiveInstance CreateInstance( MLQuestInstance instance )
{
return new GainSkillObjectiveInstance( this, instance );
}
private bool GetFlag( GainSkillObjectiveFlags flag )
{
return ( ( m_Flags & flag ) != 0 );
}
private void SetFlag( GainSkillObjectiveFlags flag, bool value )
{
if ( value )
m_Flags |= flag;
else
m_Flags &= ~flag;
}
}
// On OSI, once this is complete, it will *stay* complete, even if you lower your skill again
public class GainSkillObjectiveInstance : BaseObjectiveInstance
{
private GainSkillObjective m_Objective;
public GainSkillObjective Objective
{
get { return m_Objective; }
set { m_Objective = value; }
}
public GainSkillObjectiveInstance( GainSkillObjective objective, MLQuestInstance instance )
: base( instance, objective )
{
m_Objective = objective;
}
public bool Handles( SkillName skill )
{
return ( m_Objective.Skill == skill );
}
public override bool IsCompleted()
{
PlayerMobile pm = Instance.Player;
int valueFixed = m_Objective.UseReal ? pm.Skills[m_Objective.Skill].Fixed : pm.Skills[m_Objective.Skill].BaseFixedPoint;
return ( valueFixed >= m_Objective.ThresholdFixed );
}
// TODO: This may interfere with scrolls, or even quests among each other
// How does OSI deal with this?
public override void OnQuestAccepted()
{
if ( !m_Objective.Accelerate )
return;
PlayerMobile pm = Instance.Player;
pm.AcceleratedSkill = m_Objective.Skill;
pm.AcceleratedStart = DateTime.UtcNow + TimeSpan.FromMinutes( 15 ); // TODO: Is there a max duration?
}
public override void OnQuestCancelled()
{
if ( !m_Objective.Accelerate )
return;
PlayerMobile pm = Instance.Player;
pm.AcceleratedStart = DateTime.UtcNow;
pm.PlaySound( 0x100 );
}
public override void OnQuestCompleted()
{
OnQuestCancelled();
}
public override void WriteToGump( Gump g, ref int y )
{
m_Objective.WriteToGump( g, ref y );
base.WriteToGump( g, ref y );
if ( IsCompleted() )
{
g.AddHtmlLocalized( 113, y, 312, 20, 1055121, 0xFFFFFF, false, false ); // Complete
y += 16;
}
}
}
}