352 lines
13 KiB
C#
352 lines
13 KiB
C#
using System;
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using Server;
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using Server.Items;
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using Server.Mobiles;
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using Server.Custom.InnRooms;
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using Server.Multis;
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using System.Collections.Generic;
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using Server.ContextMenus;
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namespace Server.Custom.InnRooms
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{
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public class InnDoor : Item
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{
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private Mobile m_Renter;
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private InnRoomHouse m_House;
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private DateTime m_RentExpires;
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// Where is the void room located?
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private Point3D m_RoomLocation;
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private Map m_RoomMap;
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[CommandProperty(AccessLevel.GameMaster)]
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public bool ForceEviction
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{ get { return false; } set { if (value == true) { EvictTenant(); } } }
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// Configuration
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private int m_RentCost = 5000; // 5,000 gold per week
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private TimeSpan m_RentDuration = TimeSpan.FromDays(7); // 1 week
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[CommandProperty(AccessLevel.GameMaster)]
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public Mobile Renter { get { return m_Renter; } set { m_Renter = value; InvalidateProperties(); } }
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[CommandProperty(AccessLevel.GameMaster)]
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public Point3D RoomLocation { get { return m_RoomLocation; } set { m_RoomLocation = value; } }
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[CommandProperty(AccessLevel.GameMaster)]
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public Map RoomMap { get { return m_RoomMap; } set { m_RoomMap = value; } }
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[Constructable]
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public InnDoor() : this(0x6E5)
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{
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}
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[Constructable]
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public InnDoor(int itemID) : base(itemID) // Standard wooden door graphic
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{
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Movable = false;
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Name = "A Vacant Inn Room";
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}
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public InnDoor(Serial serial) : base(serial)
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{
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (!from.InRange(GetWorldLocation(), 2))
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{
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from.LocalOverheadMessage(Server.Network.MessageType.Regular, 0x3B2, 1019045); // I can't reach that.
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return;
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}
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// SCENARIO A: The room is VACANT
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if (m_Renter == null)
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{
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if (RoomLocation == Point3D.Zero || RoomMap == null)
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{
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from.SendMessage(33, "This door is out of order (No Room Linked).");
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return;
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}
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if (from.Backpack != null && from.Backpack.ConsumeTotal(typeof(Gold), m_RentCost))
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{
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// Rent the room!
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m_Renter = from;
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m_RentExpires = DateTime.UtcNow + m_RentDuration;
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Name = from.Name + "'s Inn Room";
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// Spawn the invisible house controller in the void room
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m_House = new InnRoomHouse(from);
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//m_House.MoveToWorld(RoomLocation, RoomMap);
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// BURY THE STAIRCASE! We spawn the house 20 Z-levels beneath the actual floor.
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Point3D buriedLocation = new Point3D(RoomLocation.X, RoomLocation.Y, RoomLocation.Z - 20);
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m_House.MoveToWorld(buriedLocation, RoomMap);
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from.PlaySound(0x249);
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from.SendMessage(68, $"You have rented this room for {m_RentDuration.Days} days.");
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TeleportToRoom(from);
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}
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else
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{
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from.SendMessage(33, $"You need {m_RentCost} gold in your backpack to rent this room.");
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}
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}
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// SCENARIO B: The room is RENTED
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else
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{
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// Check if the rent has expired
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if (DateTime.UtcNow > m_RentExpires)
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{
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EvictTenant();
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from.SendMessage(33, "The rent expired and the room has been cleared. It is now vacant.");
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return;
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}
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// Check Access using your BaseHouse logic!
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if (m_House != null && (m_House.IsOwner(from) || m_House.IsFriend(from) || m_House.HasAccess(from)))
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{
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TeleportToRoom(from);
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}
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else
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{
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from.SendMessage(33, "The door is locked and you do not have permission to enter.");
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}
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}
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}
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private void TeleportToRoom(Mobile m)
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{
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m.PlaySound(0x1EA);
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m.MoveToWorld(RoomLocation, RoomMap);
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m.SendMessage(0x3B2, "You enter the inn room.");
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}
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public void EvictTenant()
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{
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if (m_Renter != null && m_House != null && !m_House.Deleted)
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{
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// 1. Locate the player's bank box
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BankBox bank = m_Renter.BankBox;
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if (bank != null)
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{
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// 2. Spawn our heavy-duty moving crate
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InnEvictionCrate crate = new InnEvictionCrate();
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// 3. Pack up all Secured Containers
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// We must iterate backward (Count - 1 to 0) when removing things from lists!
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for (int i = m_House.Secures.Count - 1; i >= 0; --i)
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{
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SecureInfo info = m_House.Secures[i] as SecureInfo;
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if (info != null && info.Item != null)
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{
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Container secureContainer = info.Item;
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secureContainer.IsSecure = false;
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secureContainer.IsLockedDown = false;
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secureContainer.Movable = true;
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// Drop the entire secured bag/chest into the crate
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crate.DropItem(secureContainer);
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}
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}
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m_House.Secures.Clear();
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// 4. Pack up all individual Locked Down Items
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for (int i = m_House.LockDowns.Count - 1; i >= 0; --i)
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{
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Item item = m_House.LockDowns[i] as Item;
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if (item != null)
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{
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item.IsLockedDown = false;
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item.Movable = true;
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// Drop the loose item into the crate
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crate.DropItem(item);
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}
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}
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m_House.LockDowns.Clear();
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// 5. Deliver the crate to the bank!
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if (crate.Items.Count > 0)
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{
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// Using DropItem forces it into the bank, bypassing standard bank limits
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bank.DropItem(crate);
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m_Renter.SendMessage(33, "Your inn room rent has expired. Your belongings have been packed into a crate and placed in your bank box.");
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}
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else
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{
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// If they didn't have any items in the room, just delete the empty crate
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crate.Delete();
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}
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}
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// 6. Demolish the invisible house controller
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m_House.Delete();
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}
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// 7. Reset the door so a new player can rent it
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m_Renter = null;
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m_House = null;
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Name = "A Vacant Inn Room";
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}
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public override void GetProperties(ObjectPropertyList list)
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{
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base.GetProperties(list);
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if (m_Renter != null)
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{
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list.Add(1060658, "Rent Cost\tPaid"); // ~1_val~: ~2_val~
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list.Add(1060659, "Expires\t{0}", m_RentExpires.ToString("g")); // ~1_val~: ~2_val~
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}
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else
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{
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list.Add(1060658, "Rent Cost\t{0} Gold", m_RentCost); // ~1_val~: ~2_val~
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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.Write((int)0); // version
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writer.Write(m_Renter);
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writer.WriteItem(m_House);
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writer.Write(m_RentExpires);
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writer.Write(m_RoomLocation);
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writer.Write(m_RoomMap);
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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.ReadInt();
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m_Renter = reader.ReadMobile();
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m_House = reader.ReadItem() as InnRoomHouse;
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m_RentExpires = reader.ReadDateTime();
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m_RoomLocation = reader.ReadPoint3D();
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m_RoomMap = reader.ReadMap();
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}
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// --- 1. THE CONTEXT MENU MENU OVERRIDE ---
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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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// Only the active renter gets the option to renew
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if (from.Alive && m_Renter == from)
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{
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// 1062400 is the UO Client Cliloc for "Renew Contract"
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list.Add(new RenewRentEntry(from, this));
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}
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}
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// --- 2. THE CONTEXT MENU ACTION LOGIC ---
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private class RenewRentEntry : ContextMenuEntry
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{
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private Mobile m_From;
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private InnDoor m_Door;
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// The '2' is the interaction range
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public RenewRentEntry(Mobile from, InnDoor door) : base(1034309, 2)
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{
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m_From = from;
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m_Door = door;
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}
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public override void OnClick()
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{
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if (m_Door.Deleted || m_Door.Renter != m_From)
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return;
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// Check their backpack for the gold
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if (m_From.Backpack != null && m_From.Backpack.ConsumeTotal(typeof(Gold), m_Door.m_RentCost))
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{
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// Add 7 days to their current expiration time
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m_Door.m_RentExpires += m_Door.m_RentDuration;
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m_From.PlaySound(0x249); // Coin jingle sound
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m_From.SendMessage(68, $"You have paid {m_Door.m_RentCost} gold to extend your rent.");
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m_From.SendMessage(68, $"Your room is now paid until: {m_Door.m_RentExpires.ToString("g")}");
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m_Door.InvalidateProperties(); // Updates the door's mouse-over text
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}
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else
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{
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m_From.SendMessage(33, $"You need {m_Door.m_RentCost} gold in your backpack to renew this room.");
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}
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}
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}
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// --- 3. BONUS: DRAG AND DROP RENEWAL ---
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public override bool OnDragDrop(Mobile from, Item dropped)
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{
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// If the renter drops gold directly onto the door...
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if (from == m_Renter && dropped is Gold)
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{
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if (dropped.Amount == m_RentCost)
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{
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dropped.Delete(); // Consume the gold
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m_RentExpires += m_RentDuration;
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from.PlaySound(0x249);
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from.SendMessage(68, $"You hand the gold to the landlord and extend your rent.");
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from.SendMessage(68, $"Your room is now paid until: {m_RentExpires.ToString("g")}");
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InvalidateProperties();
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return true;
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}
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else
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{
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from.SendMessage(33, $"You must drop exactly {m_RentCost} gold on the door to renew it.");
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return false; // Rejects the drop and bounces the gold back to their cursor
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}
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}
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return base.OnDragDrop(from, dropped);
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}
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}
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public class InnEvictionCrate : WoodenBox
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{
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public override int DefaultMaxItems { get { return 500; } }
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public override int DefaultMaxWeight { get { return 5000; } }
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[Constructable]
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public InnEvictionCrate()
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{
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Name = "Evicted Inn Room Belongings";
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Hue = 33; // Bright red
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}
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public InnEvictionCrate(Serial serial) : base(serial) { }
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// 1. This prevents players from putting anything INTO the crate
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public override bool CheckHold(Mobile m, Item item, bool message, bool checkItems, int plusItems, int plusWeight)
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{
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if (m.AccessLevel < AccessLevel.GameMaster)
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{
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if (message)
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m.SendLocalizedMessage(1061145); // "You cannot place items into a house moving crate."
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return false;
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}
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return base.CheckHold(m, item, message, checkItems, plusItems, plusWeight);
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}
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// 2. This makes the crate automatically vanish once the player empties it
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public override void OnItemRemoved(Item item)
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{
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base.OnItemRemoved(item);
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if (this.TotalItems == 0)
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{
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Delete();
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}
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}
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public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write((int)0); }
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public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); }
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}
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}
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