runuo/Scripts/Items/Containers/BaseTreasureChest.cs
2007-01-13 16:51:33 +00:00

255 lines
No EOL
4.8 KiB
C#

using Server;
using Server.Items;
using Server.Network;
using System;
using System.Collections;
namespace Server.Items
{
public class BaseTreasureChest : LockableContainer
{
private TreasureLevel m_TreasureLevel;
private short m_MaxSpawnTime = 60;
private short m_MinSpawnTime = 10;
private TreasureResetTimer m_ResetTimer;
[CommandProperty( AccessLevel.GameMaster )]
public TreasureLevel Level
{
get
{
return m_TreasureLevel;
}
set
{
m_TreasureLevel = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public short MaxSpawnTime
{
get
{
return m_MaxSpawnTime;
}
set
{
m_MaxSpawnTime = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public short MinSpawnTime
{
get
{
return m_MinSpawnTime;
}
set
{
m_MinSpawnTime = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public override bool Locked {
get { return base.Locked; }
set {
if ( base.Locked != value ) {
base.Locked = value;
if ( !value )
StartResetTimer();
}
}
}
public override bool IsDecoContainer
{
get{ return false; }
}
public BaseTreasureChest( int itemID ) : this( itemID, TreasureLevel.Level2 )
{
}
public BaseTreasureChest( int itemID, TreasureLevel level ) : base( itemID )
{
m_TreasureLevel = level;
Locked = true;
Movable = false;
SetLockLevel();
GenerateTreasure();
}
public BaseTreasureChest( Serial serial ) : base( serial )
{
}
public override string DefaultName
{
get
{
if ( this.Locked )
return "a locked treasure chest";
return "a treasure chest";
}
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
writer.Write( (byte) m_TreasureLevel );
writer.Write( m_MinSpawnTime );
writer.Write( m_MaxSpawnTime );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
m_TreasureLevel = (TreasureLevel)reader.ReadByte();
m_MinSpawnTime = reader.ReadShort();
m_MaxSpawnTime = reader.ReadShort();
if( !Locked )
StartResetTimer();
}
protected virtual void SetLockLevel()
{
switch( m_TreasureLevel )
{
case TreasureLevel.Level1:
this.RequiredSkill = this.LockLevel = 5;
break;
case TreasureLevel.Level2:
this.RequiredSkill = this.LockLevel = 20;
break;
case TreasureLevel.Level3:
this.RequiredSkill = this.LockLevel = 50;
break;
case TreasureLevel.Level4:
this.RequiredSkill = this.LockLevel = 70;
break;
case TreasureLevel.Level5:
this.RequiredSkill = this.LockLevel = 90;
break;
case TreasureLevel.Level6:
this.RequiredSkill = this.LockLevel = 100;
break;
}
}
private void StartResetTimer()
{
if( m_ResetTimer == null )
m_ResetTimer = new TreasureResetTimer( this );
else
m_ResetTimer.Delay = TimeSpan.FromMinutes( Utility.Random( m_MinSpawnTime, m_MaxSpawnTime ));
m_ResetTimer.Start();
}
protected virtual void GenerateTreasure()
{
int MinGold = 1;
int MaxGold = 2;
switch( m_TreasureLevel )
{
case TreasureLevel.Level1:
MinGold = 100;
MaxGold = 300;
break;
case TreasureLevel.Level2:
MinGold = 300;
MaxGold = 600;
break;
case TreasureLevel.Level3:
MinGold = 600;
MaxGold = 900;
break;
case TreasureLevel.Level4:
MinGold = 900;
MaxGold = 1200;
break;
case TreasureLevel.Level5:
MinGold = 1200;
MaxGold = 5000;
break;
case TreasureLevel.Level6:
MinGold = 5000;
MaxGold = 9000;
break;
}
DropItem( new Gold( MinGold, MaxGold ) );
}
public void ClearContents()
{
for ( int i = Items.Count - 1; i >= 0; --i )
{
if ( i < Items.Count )
Items[i].Delete();
}
}
public void Reset()
{
if( m_ResetTimer != null )
{
if( m_ResetTimer.Running )
m_ResetTimer.Stop();
}
Locked = true;
ClearContents();
GenerateTreasure();
}
public enum TreasureLevel
{
Level1,
Level2,
Level3,
Level4,
Level5,
Level6,
};
private class TreasureResetTimer : Timer
{
private BaseTreasureChest m_Chest;
public TreasureResetTimer( BaseTreasureChest chest ) : base ( TimeSpan.FromMinutes( Utility.Random( chest.MinSpawnTime, chest.MaxSpawnTime ) ) )
{
m_Chest = chest;
Priority = TimerPriority.OneMinute;
}
protected override void OnTick()
{
m_Chest.Reset();
}
}
}
}