Inheritance: BaseAddonContainerDeed
Exemple #1
0
        public void ReceiveReward(Mobile from)
        {
            int TotalValues = 0;

            Item   item        = null;
            string rewardText  = "";
            int    rewardSound = 0x5AA;

            Dictionary <string, int> DictTemp = new Dictionary <string, int>();

            //Used to Determine Chance of Last Reward Item (GoldSmallAmount)
            int maxRandomValue = 1000;

            int ultraRareValue = 2;
            int rareValue      = 7;
            int uncommonValue  = 20;
            int commonValue    = 150;

            //Ultra Rares
            DictTemp.Add("PlayerCustomizationDeed", ultraRareValue);
            DictTemp.Add("AntiqueStandingClock", ultraRareValue);
            DictTemp.Add("CityLampPost", ultraRareValue);
            DictTemp.Add("LuniteIngots", ultraRareValue);
            DictTemp.Add("AquariumDeed", ultraRareValue);
            DictTemp.Add("LuxuriousFurniture", ultraRareValue);
            DictTemp.Add("MiniatureTownPiece", ultraRareValue);
            DictTemp.Add("UltraRareCloth", ultraRareValue);
            DictTemp.Add("DisplayCaseLargeAddon", ultraRareValue);
            DictTemp.Add("DisplayCaseMediumAddon", ultraRareValue);
            DictTemp.Add("LargeBenchAddon", ultraRareValue);
            DictTemp.Add("BarTopGlassMugs", ultraRareValue);
            DictTemp.Add("BarTopGoblets", ultraRareValue);
            DictTemp.Add("ExplodingBullvore", ultraRareValue);

            //Rares
            DictTemp.Add("UnfinishedFurniture", rareValue);
            DictTemp.Add("SpellHueDeed", rareValue);
            DictTemp.Add("MiniatureHome", rareValue);
            DictTemp.Add("CraftingComponentsLargeAmount", rareValue);
            DictTemp.Add("GoldHugeAmount", rareValue);
            DictTemp.Add("TableWithRunner", rareValue);
            DictTemp.Add("ExplodingLlama", rareValue);
            DictTemp.Add("MagicalWeapon", rareValue);
            DictTemp.Add("MagicalArmor", rareValue);
            DictTemp.Add("RareCloth", rareValue);
            DictTemp.Add("HideRack", rareValue);
            DictTemp.Add("HideRackLargeAddon", rareValue);
            DictTemp.Add("DisplayCaseSmall", rareValue);

            //Uncommon
            DictTemp.Add("CraftingComponentsMediumAmount", uncommonValue);
            DictTemp.Add("SpiderSilkFishingNet", uncommonValue);
            DictTemp.Add("CampingFirepit", uncommonValue);
            DictTemp.Add("GoldLargeAmount", uncommonValue);
            DictTemp.Add("ParagonWand", uncommonValue);
            DictTemp.Add("Lure", uncommonValue);
            DictTemp.Add("ResearchMaterials", uncommonValue);
            DictTemp.Add("AncientMysteryScroll", uncommonValue);
            DictTemp.Add("LavishPillow", uncommonValue);
            DictTemp.Add("VeterinarySalts", uncommonValue);
            DictTemp.Add("ExplodingSheep", uncommonValue);
            DictTemp.Add("DiamondHarvestingTool", uncommonValue);

            //Common
            DictTemp.Add("PrestigeScroll", commonValue);
            DictTemp.Add("GoldMediumAmount", commonValue);
            DictTemp.Add("CraftingComponentsSmallAmount", (int)Math.Round((double)commonValue / 2));
            DictTemp.Add("Reagents", commonValue);

            foreach (KeyValuePair <string, int> pair in DictTemp)
            {
                TotalValues += pair.Value;
            }

            int remainderItemChance = maxRandomValue - TotalValues;

            if (remainderItemChance < 1)
            {
                remainderItemChance = 1;
            }

            //Last Reward Item (Chance = maxRandomValue - Sum of All Item Values Combined)
            DictTemp.Add("GoldSmallAmount", remainderItemChance);

            TotalValues += remainderItemChance;

            double ItemCheck = Utility.RandomDouble();

            double CumulativeAmount = 0.0;
            double AdditionalAmount = 0.0;

            //Determine Reward
            foreach (KeyValuePair <string, int> pair in DictTemp)
            {
                AdditionalAmount = (double)pair.Value / (double)TotalValues;

                if (ItemCheck >= CumulativeAmount && ItemCheck < (CumulativeAmount + AdditionalAmount))
                {
                    Bag bag;

                    switch (pair.Key)
                    {
                    //Ultra Rares
                    case "PlayerCustomizationDeed":
                        item       = new Custom.PlayerCustomizationDeed();
                        rewardText = "You receive a player customization deed.";
                        break;

                    case "AntiqueStandingClock":
                        item       = new AntiqueStandingClock();
                        rewardText = "You receive an antique standing clock.";
                        break;

                    case "CityLampPost":
                        item       = new CityLampPost();
                        rewardText = "You receive a city lamp post.";
                        break;

                    case "LuniteIngots":
                        item       = new LuniteIngot(Utility.RandomMinMax(25, 50));
                        rewardText = "You receive some lunite ingots.";
                        break;

                    case "AquariumDeed":
                        if (Utility.RandomDouble() <= .5)
                        {
                            item = new AquariumEastDeed();
                        }
                        else
                        {
                            item = new AquariumNorthDeed();
                        }

                        rewardText = "You receive an aquarium deed";
                        break;

                    case "LuxuriousFurniture":
                        switch (Utility.RandomMinMax(1, 12))
                        {
                        case 1: item = new LuxuriousBookstand(); break;

                        case 2: item = new LuxuriousCouch(); break;

                        case 3: item = new LuxuriousOvalTable(); break;

                        case 4: item = new LuxuriousChair(); break;

                        case 5: item = new LuxuriousTable(); break;

                        case 6: item = new LargeLuxuriousChest(); break;

                        case 7: item = new LargeLuxuriousChair(); break;

                        case 8: item = new LuxuriousBookshelf(); break;

                        case 9: item = new LuxuriousChest(); break;

                        case 10: item = new LuxuriousStorageBox(); break;

                        case 11: item = new LuxuriousReadingDesk(); break;

                        case 12: item = new LuxuriousAlchemyTable(); break;
                        }

                        rewardText = "You receive some luxurious furniture.";
                        break;

                    case "MiniatureTownPiece":
                        item       = new MiniatureTownPiece();
                        rewardText = "You receive a miniature town piece.";
                        break;

                    case "UltraRareCloth":
                        item       = new UltraRareCloth();
                        rewardText = "You receive some ultra rare cloth.";
                        break;

                    case "DisplayCaseLargeAddon":
                        switch (Utility.RandomMinMax(1, 2))
                        {
                        case 1: item = new DisplayCaseLargeEastAddonDeed(); break;

                        case 2: item = new DisplayCaseLargeNorthAddonDeed(); break;
                        }

                        rewardText = "You receive a large display case.";
                        break;

                    case "DisplayCaseMediumAddon":
                        switch (Utility.RandomMinMax(1, 2))
                        {
                        case 1: item = new DisplayCaseMediumEastAddonDeed(); break;

                        case 2: item = new DisplayCaseMediumNorthAddonDeed(); break;
                        }

                        rewardText = "You receive a medium display case.";
                        break;

                    case "LargeBenchAddon":
                        switch (Utility.RandomMinMax(1, 2))
                        {
                        case 1: item = new LargeBenchEastAddonDeed(); break;

                        case 2: item = new LargeBenchNorthAddonDeed(); break;
                        }

                        rewardText = "You receive a large bench.";
                        break;

                    case "BarTopGlassMugs":
                        item       = new BarTopGlassMugs();
                        rewardText = "You receive bar top glass mugs.";
                        break;

                    case "BarTopGoblets":
                        item       = new BarTopGoblets();
                        rewardText = "You receive bar top goblets.";
                        break;

                    case "ExplodingBullvore":
                        item       = new ExplodingBullvore();
                        rewardText = "You receive an exploding bullvore.";
                        break;

                    //Rares
                    case "UnfinishedFurniture":
                        switch (Utility.RandomMinMax(1, 5))
                        {
                        case 1: item = new UnfinishedWoodenChair(); break;

                        case 2: item = new UnfinishedDresser(); break;

                        case 3: item = new UnfinishedTableLegs(); break;

                        case 4: item = new UnfinishedTablePieces(); break;

                        case 5: item = new UnfinishedBookshelf(); break;
                        }

                        rewardText = "You receive some unfinished furniture.";
                        break;

                    case "SpellHueDeed":
                        item       = new Custom.SpellHueDeed();
                        rewardText = "You receive a spell hue deed.";
                        break;

                    case "MiniatureHome":
                        item       = new MiniatureHome();
                        rewardText = "You receive a miniature home.";
                        break;

                    case "CraftingComponentsLargeAmount":
                        item       = CraftingComponent.GetRandomCraftingComponent(10);
                        rewardText = "You receive a large number of crafting components.";
                        break;

                    case "GoldHugeAmount":
                        item       = new Gold(Utility.RandomMinMax(2500, 10000));
                        rewardText = "You receive a very large amount of gold.";
                        break;

                    case "TableWithRunner":
                        item       = new TableWithRunner();
                        rewardText = "You receive a small table with runner.";
                        break;

                    case "ExplodingLlama":
                        item       = new ExplodingLlama();
                        rewardText = "You receive an exploding llama.";
                        break;

                    case "MagicalWeapon":
                        BaseWeapon weapon = Loot.RandomWeapon();

                        if (weapon != null)
                        {
                            weapon.AccuracyLevel   = (WeaponAccuracyLevel)Utility.RandomMinMax(3, 5);
                            weapon.DamageLevel     = (WeaponDamageLevel)Utility.RandomMinMax(3, 5);
                            weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.RandomMinMax(3, 5);
                        }

                        item       = weapon;
                        rewardText = "You receive a magical weapon.";
                        break;

                    case "MagicalArmor":
                        BaseArmor armor = Loot.RandomArmor();

                        if (armor != null)
                        {
                            armor.ProtectionLevel = (ArmorProtectionLevel)Utility.RandomMinMax(4, 5);
                            armor.DurabilityLevel = (ArmorDurabilityLevel)Utility.RandomMinMax(4, 5);
                        }

                        item       = armor;
                        rewardText = "You receive some magical armor.";
                        break;

                    case "RareCloth":
                        item       = new RareCloth();
                        rewardText = "You receive some rare cloth.";
                        break;

                    case "HideRack":
                        item       = new HideRack();
                        rewardText = "You receive a hide rack.";
                        break;

                    case "HideRackLargeAddon":
                        switch (Utility.RandomMinMax(1, 2))
                        {
                        case 1: item = new HideRackLargeEastAddonDeed(); break;

                        case 2: item = new HideRackLargeNorthAddonDeed(); break;
                        }

                        rewardText = "You receive a large hide rack.";
                        break;

                    case "DisplayCaseSmall":
                        item       = new DisplayCaseSmall();
                        rewardText = "You receive a small display case.";
                        break;

                    //Uncommon
                    case "CraftingComponentsMediumAmount":
                        item       = CraftingComponent.GetRandomCraftingComponent(6);
                        rewardText = "You receive a moderate number of crafting components.";
                        break;

                    case "SpiderSilkFishingNet":
                        item       = new Custom.SpidersilkFishingNet();
                        rewardText = "You receive a spidersilk fishing net.";
                        break;

                    case "CampingFirepit":
                        item       = new Custom.CampingFirepit();
                        rewardText = "You receive a camping firepit.";
                        break;

                    case "GoldLargeAmount":
                        item       = new Gold(Utility.RandomMinMax(1000, 2500));
                        rewardText = "You receive a large amount of gold.";
                        break;

                    case "ParagonWand":
                        item       = new ParagonWand();
                        rewardText = "You receive a paragon wand.";
                        break;

                    case "Lure":
                        if (Utility.RandomDouble() <= .66)
                        {
                            item = new Custom.FaintLure();
                        }
                        else
                        {
                            item = new Custom.PotentLure();
                        }

                        rewardText = "You receive a lure.";
                        break;

                    case "ResearchMaterials":
                        item       = new Custom.ResearchMaterials();
                        rewardText = "You receive some research materials.";
                        break;

                    case "AncientMysteryScroll":
                        item       = new Custom.AncientMystery.AncientMysteryScroll();
                        rewardText = "You receive an ancient mystery scroll.";
                        break;

                    case "LavishPillow":
                        item       = new LavishPillow();
                        rewardText = "You receive a lavish pillow.";
                        break;

                    case "VeterinarySalts":
                        item       = new Custom.Items.VeterinarySalts();
                        rewardText = "You receive some veterinary salts.";
                        break;

                    case "ExplodingSheep":
                        item       = new ExplodingSheep();
                        rewardText = "You receive an exploding sheep.";
                        break;

                    case "DiamondHarvestingTool":
                        switch (Utility.RandomMinMax(1, 2))
                        {
                        case 1: item = new DiamondPickaxe(); break;

                        case 2: item = new DiamondShovel(); break;
                        }

                        rewardText = "You receive a diamond-coated harvesting tool.";
                        break;

                    //Common
                    case "PrestigeScroll":
                        item       = new PrestigeScroll();
                        rewardText = "You receive a prestige scroll.";
                        break;

                    case "GoldMediumAmount":
                        item       = new Gold(Utility.RandomMinMax(500, 1000));
                        rewardText = "You receive a moderate amount of gold.";
                        break;

                    case "CraftingComponentsSmallAmount":
                        item       = CraftingComponent.GetRandomCraftingComponent(3);
                        rewardText = "You receive a small number of crafting components.";
                        break;

                    case "Reagents":
                        int reagentsAmount = Utility.RandomMinMax(150, 250);

                        switch (Utility.RandomMinMax(1, 8))
                        {
                        case 1: item = new BlackPearl(reagentsAmount); break;

                        case 2: item = new Bloodmoss(reagentsAmount); break;

                        case 3: item = new MandrakeRoot(reagentsAmount); break;

                        case 4: item = new Garlic(reagentsAmount); break;

                        case 5: item = new Ginseng(reagentsAmount); break;

                        case 6: item = new SpidersSilk(reagentsAmount); break;

                        case 7: item = new SulfurousAsh(reagentsAmount); break;

                        case 8: item = new Nightshade(reagentsAmount); break;
                        }

                        rewardText = "You receive some reagents.";
                        break;

                    //Remainder
                    case "GoldSmallAmount":
                        item       = new Gold(Utility.RandomMinMax(250, 500));
                        rewardText = "You receive a small amount of gold.";
                        break;
                    }

                    break;
                }

                CumulativeAmount += AdditionalAmount;
            }

            if (item != null)
            {
                if (from.TotalWeight >= 390 && from.AccessLevel == AccessLevel.Player)
                {
                    item.Delete();
                    from.SendMessage("You are carrying too much weight to be able to accept any rewards.");

                    inUse = false;

                    return;
                }

                if (!from.AddToBackpack(item))
                {
                    item.Delete();
                    from.SendMessage("You don't have enough room in your backpack. Please make room and try again.");

                    inUse = false;

                    return;
                }

                else
                {
                    if (from.NetState != null)
                    {
                        from.PrivateOverheadMessage(MessageType.Regular, 0, false, rewardText, from.NetState);
                    }

                    if (rewardSound != -1)
                    {
                        from.SendSound(rewardSound);
                    }

                    Delete();
                }
            }

            else
            {
                inUse = false;
            }
        }