mirror of
https://github.com/modernuo/ModernUO
synced 2026-08-11 22:23:06 -04:00
## Breaking Change
* Removes `SerializableFieldAttrAttribute` in favor of `SerializedPropertyAttr`.
## Important Change
* Adds `SerializedCommandProperty`
Example:
```cs
[InvalidateProperties]
[SerializableField(0)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private Mobile _completedBy;
```
141 lines
3.6 KiB
C#
141 lines
3.6 KiB
C#
using System;
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using ModernUO.Serialization;
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namespace Server.Items;
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[SerializationGenerator(1, false)]
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public partial class BaseTreasureChest : LockableContainer
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{
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public enum TreasureLevel
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{
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Level1,
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Level2,
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Level3,
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Level4,
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Level5,
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Level6
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}
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private TimerExecutionToken _resetTimer;
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public BaseTreasureChest(int itemID, TreasureLevel level = TreasureLevel.Level2) : base(itemID)
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{
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_level = level;
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_minSpawnTime = TimeSpan.FromMinutes(10);
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_maxSpawnTime = TimeSpan.FromMinutes(60);
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Locked = true;
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Movable = false;
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SetLockLevel();
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GenerateTreasure();
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}
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[SerializableField(0)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private TreasureLevel _level;
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[SerializableField(1)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private TimeSpan _minSpawnTime;
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[SerializableField(2)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private TimeSpan _maxSpawnTime;
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[CommandProperty(AccessLevel.GameMaster)]
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public override bool Locked
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{
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get => base.Locked;
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set
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{
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if (base.Locked != value)
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{
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base.Locked = value;
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if (!value)
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{
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StartResetTimer();
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}
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InvalidateProperties();
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}
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}
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}
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public override bool IsDecoContainer => false;
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public override string DefaultName => Locked ? "a locked treasure chest" : "a treasure chest";
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[AfterDeserialization]
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private void AfterDeserialization()
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{
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if (!Locked)
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{
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StartResetTimer();
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}
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}
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private void Deserialize(IGenericReader reader, int version)
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{
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_level = (TreasureLevel)reader.ReadByte();
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_minSpawnTime = TimeSpan.FromMinutes(reader.ReadShort());
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_maxSpawnTime = TimeSpan.FromMinutes(reader.ReadShort());
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}
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protected virtual void SetLockLevel()
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{
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RequiredSkill = _level switch
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{
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TreasureLevel.Level1 => LockLevel = 5,
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TreasureLevel.Level2 => LockLevel = 20,
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TreasureLevel.Level3 => LockLevel = 50,
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TreasureLevel.Level4 => LockLevel = 70,
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TreasureLevel.Level5 => LockLevel = 90,
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TreasureLevel.Level6 => LockLevel = 100,
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_ => LockLevel = 120
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};
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}
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private void StartResetTimer()
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{
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_resetTimer.Cancel();
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var randomDuration = Utility.RandomMinMax(_minSpawnTime.Ticks, _maxSpawnTime.Ticks);
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Timer.StartTimer(TimeSpan.FromTicks(randomDuration), Reset, out _resetTimer);
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}
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protected virtual void GenerateTreasure()
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{
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var gold = _level switch
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{
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TreasureLevel.Level1 => Utility.RandomMinMax(100, 300),
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TreasureLevel.Level2 => Utility.RandomMinMax(300, 600),
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TreasureLevel.Level3 => Utility.RandomMinMax(600, 900),
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TreasureLevel.Level4 => Utility.RandomMinMax(900, 1200),
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TreasureLevel.Level5 => Utility.RandomMinMax(1200, 5000),
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_ => Utility.RandomMinMax(5000, 9000),
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};
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DropItem(new Gold(gold));
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}
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public void ClearContents()
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{
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for (var i = Items.Count - 1; i >= 0; --i)
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{
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if (i < Items.Count)
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{
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Items[i].Delete();
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}
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}
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}
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public void Reset()
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{
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_resetTimer.Cancel();
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Locked = true;
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ClearContents();
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GenerateTreasure();
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}
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}
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