servuo/Scripts/Items/Containers/BaseTreasureChest.cs
2020-04-16 18:41:32 -07:00

240 lines
No EOL
6.3 KiB
C#

using System;
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;
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 enum TreasureLevel
{
Level1,
Level2,
Level3,
Level4,
Level5,
Level6,
}
[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 => false;
public override string DefaultName
{
get
{
if (Locked)
return "a locked treasure chest";
return "a treasure chest";
}
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(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();
}
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();
}
protected virtual void SetLockLevel()
{
switch (m_TreasureLevel)
{
case TreasureLevel.Level1:
RequiredSkill = LockLevel = 5;
break;
case TreasureLevel.Level2:
RequiredSkill = LockLevel = 20;
break;
case TreasureLevel.Level3:
RequiredSkill = LockLevel = 50;
break;
case TreasureLevel.Level4:
RequiredSkill = LockLevel = 70;
break;
case TreasureLevel.Level5:
RequiredSkill = LockLevel = 90;
break;
case TreasureLevel.Level6:
RequiredSkill = LockLevel = 100;
break;
}
}
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));
}
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();
}
private class TreasureResetTimer : Timer
{
private readonly 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();
}
}
;
}
}