Пример #1
0
        /// <summary>
        /// If new SalvageYield table is empty then copy values from old Salvage table
        /// </summary>
        public void Update()
        {
            int count      = 0;
            var newSalvage = GameServer.Database.SelectAllObjects <SalvageYield>();

            if (newSalvage == null || newSalvage.Count == 0)
            {
                log.InfoFormat("Updating the SalvageYield table...", count);

                var oldSalvage = GameServer.Database.SelectAllObjects <DBSalvage>();

                foreach (DBSalvage salvage in oldSalvage)
                {
                    SalvageYield salvageYield = new SalvageYield();
                    salvageYield.ID            = ++count; // start at 1
                    salvageYield.ObjectType    = salvage.ObjectType;
                    salvageYield.SalvageLevel  = salvage.SalvageLevel;
                    salvageYield.MaterialId_nb = salvage.Id_nb;
                    salvageYield.Count         = 0;
                    salvageYield.Realm         = salvage.Realm;
                    salvageYield.PackageID     = SalvageYield.LEGACY_SALVAGE_ID;
                    GameServer.Database.AddObject(salvageYield);
                }
            }

            if (count > 0)
            {
                log.InfoFormat("Copied {0} entries from Salvage to SalvageYield.", count);
            }
        }
Пример #2
0
        /// <summary>
        /// Return the material yield for this salvage.
        /// </summary>
        public static int GetMaterialYield(GamePlayer player, InventoryItem item, SalvageYield salvageYield, ItemTemplate rawMaterial)
        {
            int maxCount = 0;

            if (rawMaterial == null)
            {
                return(0);
            }

            if (ServerProperties.Properties.USE_NEW_SALVAGE)
            {
                maxCount = GetCountForSalvage(item, salvageYield, rawMaterial);
            }
            else
            {
                maxCount = (int)(item.Price * 0.45 / rawMaterial.Price);                 // crafted item return max 45% of the item value in material

                if (item.IsCrafted)
                {
                    maxCount = (int)Math.Ceiling((double)maxCount / 2);
                }
            }

            int playerPercent = player.GetCraftingSkillValue(CraftingMgr.GetSecondaryCraftingSkillToWorkOnItem(item)) * 100 / CraftingMgr.GetItemCraftLevel(item);

            if (playerPercent > 100)
            {
                playerPercent = 100;
            }
            else if (playerPercent < 75)
            {
                playerPercent = 75;
            }

            int minCount = (int)(((maxCount - 1) / 25f) * playerPercent) - ((3 * maxCount) - 4);             //75% => min = 1; 100% => min = maxCount;

            salvageYield.Count = Util.Random(minCount, maxCount);
            return(salvageYield.Count);
        }
Пример #3
0
        /// <summary>
        /// Begin salvaging an inventory item
        /// </summary>
        /// <param name="item"></param>
        /// <param name="player"></param>
        /// <returns></returns>
        public static int BeginWork(GamePlayer player, InventoryItem item)
        {
            SalvageYield salvageYield = null;

            if (!IsAllowedToBeginWork(player, item))
            {
                return(0);
            }

            int salvageLevel = CraftingMgr.GetItemCraftLevel(item) / 100;

            if (salvageLevel > 9)
            {
                salvageLevel = 9;                              // max 9
            }
            string sql = "";

            if (item.SalvageYieldID == 0)
            {
                sql = "ObjectType=" + item.Object_Type + " AND SalvageLevel=" + salvageLevel;
            }
            else
            {
                sql = "ID=" + item.SalvageYieldID;
            }

            if (ServerProperties.Properties.USE_SALVAGE_PER_REALM)
            {
                // Some items use realm, some do not, so allow a find of either a set realm, or 0
                sql += " AND (Realm=" + item.Realm + " OR Realm=0)";
            }

            salvageYield = GameServer.Database.SelectObject <SalvageYield>(sql);
            ItemTemplate material = null;

            if (salvageYield != null && string.IsNullOrEmpty(salvageYield.MaterialId_nb) == false)
            {
                material = GameServer.Database.FindObjectByKey <ItemTemplate>(salvageYield.MaterialId_nb);

                if (material == null)
                {
                    player.Out.SendMessage("Can't find material (" + material.Id_nb + ") needed to salvage this item!", eChatType.CT_Important, eChatLoc.CL_SystemWindow);
                    log.ErrorFormat("Salvage Error for ID: {0}:  Material not found: {1}", salvageYield.ID, material.Id_nb);
                }
            }

            if (material == null)
            {
                if (salvageYield == null && item.SalvageYieldID > 0)
                {
                    player.Out.SendMessage("This items salvage recipe (" + item.SalvageYieldID + ") not implemented yet.", eChatType.CT_Important, eChatLoc.CL_SystemWindow);
                    log.ErrorFormat("SalvageYield ID {0} not found for item: {1}", item.SalvageYieldID, item.Name);
                }
                else if (salvageYield == null)
                {
                    player.Out.SendMessage("Salvage recipe not found for this item.", eChatType.CT_System, eChatLoc.CL_SystemWindow);
                    log.ErrorFormat("Salvage Lookup Error: ObjectType: {0}, Item: {1}", item.Object_Type, item.Name);
                }
                return(0);
            }

            if (player.IsMoving || player.IsStrafing)
            {
                player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Salvage.BeginWork.InterruptSalvage"), eChatType.CT_System, eChatLoc.CL_SystemWindow);
                return(0);
            }

            if (player.IsStealthed)
            {
                player.Stealth(false);
            }

            player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Salvage.BeginWork.BeginSalvage", item.Name), eChatType.CT_System, eChatLoc.CL_SystemWindow);

            // clone the yield entry and update values to work with this salvage (not saved to the DB)
            SalvageYield yield = salvageYield.Clone() as SalvageYield;

            if (item.SalvageYieldID == 0 || yield.Count == 0)
            {
                // Calculated salvage values
                int count = GetMaterialYield(player, item, yield, material);
                if (count < 1)
                {
                    player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Salvage.BeginWork.NoSalvage", item.Name + ". The material returned amount is zero"), eChatType.CT_System, eChatLoc.CL_SystemWindow);
                    return(0);
                }
            }

            player.Out.SendTimerWindow(LanguageMgr.GetTranslation(player.Client.Account.Language, "Salvage.BeginWork.Salvaging", item.Name), yield.Count);
            player.CraftTimer          = new RegionTimer(player);
            player.CraftTimer.Callback = new RegionTimerCallback(Proceed);
            player.CraftTimer.Properties.setProperty(AbstractCraftingSkill.PLAYER_CRAFTER, player);
            player.CraftTimer.Properties.setProperty(SALVAGED_ITEM, item);
            player.CraftTimer.Properties.setProperty(SALVAGE_YIELD, yield);

            player.CraftTimer.Start(yield.Count * 1000);
            return(1);
        }
Пример #4
0
        /// <summary>
        /// Calculate the count per Object_Type
        /// </summary>
        public static int GetCountForSalvage(InventoryItem item, SalvageYield salvage, ItemTemplate rawMaterial)
        {
            long maxCount = 0;

            if (rawMaterial == null)
            {
                return(0);
            }

            #region Weapons

            switch ((eObjectType)item.Object_Type)
            {
            case eObjectType.RecurvedBow:
            case eObjectType.CompositeBow:
            case eObjectType.Longbow:
            case eObjectType.Crossbow:
            case eObjectType.Staff:
            case eObjectType.Fired:
                maxCount += 36;
                break;

            case eObjectType.Thrown:
            case eObjectType.CrushingWeapon:
            case eObjectType.SlashingWeapon:
            case eObjectType.ThrustWeapon:
            case eObjectType.Flexible:
            case eObjectType.Blades:
            case eObjectType.Blunt:
            case eObjectType.Piercing:
            case eObjectType.Sword:
            case eObjectType.Hammer:
            case eObjectType.LeftAxe:
            case eObjectType.Axe:
            case eObjectType.HandToHand:
            {
                int dps = item.DPS_AF;
                if (dps > 520)
                {
                    maxCount += 10;
                }
                else
                {
                    maxCount += 5;
                }
                break;
            }

            case eObjectType.TwoHandedWeapon:
            case eObjectType.PolearmWeapon:
            case eObjectType.LargeWeapons:
            case eObjectType.CelticSpear:
            case eObjectType.Scythe:
            case eObjectType.Spear:
            {
                int dps = item.DPS_AF;
                if (dps > 520)
                {
                    maxCount += 15;
                }
                else
                {
                    maxCount += 10;
                }
            }
            break;

            case eObjectType.Shield:
                switch (item.Type_Damage)
                {
                case 1:
                    maxCount += 5;
                    break;

                case 2:
                    maxCount += 8;
                    break;

                case 3:
                    maxCount += 12;
                    break;

                default:
                    maxCount += 5;
                    break;
                }
                break;

            case eObjectType.Instrument:
                switch (item.Type_Damage)
                {
                case 1:
                    maxCount += 5;
                    break;

                case 2:
                    maxCount += 8;
                    break;

                case 3:
                    maxCount += 12;
                    break;

                default:
                    maxCount += 5;
                    break;
                }
                break;

                #endregion Weapons

                #region Armor

            case eObjectType.Cloth:
            case eObjectType.Leather:
            case eObjectType.Reinforced:
            case eObjectType.Studded:
            case eObjectType.Scale:
            case eObjectType.Chain:
            case eObjectType.Plate:
                switch (item.Item_Type)
                {
                case Slot.HELM:
                    maxCount += 12;
                    break;

                case Slot.TORSO:
                    maxCount += 17;
                    break;

                case Slot.LEGS:
                    maxCount += 15;
                    break;

                case Slot.ARMS:
                    maxCount += 10;
                    break;

                case Slot.HANDS:
                    maxCount += 6;
                    break;

                case Slot.FEET:
                    maxCount += 5;
                    break;

                default:
                    maxCount += 5;
                    break;
                }
                break;
            }
            #endregion Armor

            #region Modifications

            if (maxCount < 1)
            {
                maxCount = (int)(item.Price * 0.45 / rawMaterial.Price);
            }

            int toadd = 0;

            if (item.Quality > 97 && !item.IsCrafted)
            {
                for (int i = 97; i < item.Quality;)
                {
                    toadd += 3;
                    i++;
                }
            }

            if (item.Price > 300000 && !item.IsCrafted)
            {
                long i = item.Price;
                i      = item.Price / 100000;
                toadd += (int)i;
            }

            if (toadd > 0)
            {
                maxCount += toadd;
            }

            #region SpecialFix MerchantList

            if (item.Bonus8 > 0)
            {
                if (item.Bonus8Type == 0 || item.Bonus8Type.ToString() == "")
                {
                    maxCount = item.Bonus8;
                }
            }

            #endregion SpecialFix MerchantList

            if (item.Condition != item.MaxCondition && item.Condition < item.MaxCondition)
            {
                long usureoverall = (maxCount * ((item.Condition / 5) / 1000)) / 100; // assume that all items have 50000 base con
                maxCount = usureoverall;
            }

            if (maxCount < 1)
            {
                maxCount = 1;
            }
            else if (maxCount > 500)
            {
                maxCount = 500;
            }

            #endregion Modifications

            return((int)maxCount);
        }
Пример #5
0
        /// <summary>
        /// Called when craft time is finished
        /// </summary>
        /// <param name="timer"></param>
        /// <returns></returns>
        protected static int Proceed(RegionTimer timer)
        {
            GamePlayer    player        = timer.Properties.getProperty <GamePlayer>(AbstractCraftingSkill.PLAYER_CRAFTER, null);
            InventoryItem itemToSalvage = timer.Properties.getProperty <InventoryItem>(SALVAGED_ITEM, null);
            SalvageYield  yield         = timer.Properties.getProperty <SalvageYield>(SALVAGE_YIELD, null);
            int           materialCount = yield.Count;

            if (player == null || itemToSalvage == null || yield == null || materialCount == 0)
            {
                player.Out.SendMessage("Error retrieving salvage data for this item!", eChatType.CT_Important, eChatLoc.CL_SystemWindow);
                log.Error("Salvage: There was a problem getting back salvage info from the craft timer.");
                return(0);
            }

            ItemTemplate rawMaterial = null;

            if (string.IsNullOrEmpty(yield.MaterialId_nb) == false)
            {
                rawMaterial = GameServer.Database.FindObjectByKey <ItemTemplate>(yield.MaterialId_nb);
            }

            if (rawMaterial == null)
            {
                player.Out.SendMessage("Error finding the raw material needed to salvage this item!", eChatType.CT_Important, eChatLoc.CL_SystemWindow);
                log.Error("Salvage: Error finding raw material " + yield.MaterialId_nb);
                return(0);
            }

            player.CraftTimer.Stop();
            player.Out.SendCloseTimerWindow();

            if (!player.Inventory.RemoveItem(itemToSalvage))             // clean the free of the item to salvage
            {
                player.Out.SendMessage("Error finding the item to salvage!", eChatType.CT_Important, eChatLoc.CL_SystemWindow);
                return(0);
            }

            InventoryLogging.LogInventoryAction(player, "(salvage)", eInventoryActionType.Craft, itemToSalvage.Template, itemToSalvage.Count);

            Dictionary <int, int> changedSlots = new Dictionary <int, int>(5);           // value: < 0 = new item count; > 0 = add to old

            lock (player.Inventory)
            {
                int count = materialCount;
                foreach (InventoryItem item in player.Inventory.GetItemRange(eInventorySlot.FirstBackpack, eInventorySlot.LastBackpack))
                {
                    if (item == null)
                    {
                        continue;
                    }
                    if (item.Id_nb != rawMaterial.Id_nb)
                    {
                        continue;
                    }
                    if (item.Count >= item.MaxCount)
                    {
                        continue;
                    }

                    int countFree = item.MaxCount - item.Count;
                    if (count > countFree)
                    {
                        changedSlots.Add(item.SlotPosition, countFree);                         // existing item should be changed
                        count -= countFree;
                    }
                    else
                    {
                        changedSlots.Add(item.SlotPosition, count);                         // existing item should be changed
                        count = 0;
                        break;
                    }
                }

                if (count > 0)                // Add new object
                {
                    eInventorySlot firstEmptySlot = player.Inventory.FindFirstEmptySlot(eInventorySlot.FirstBackpack, eInventorySlot.LastBackpack);
                    changedSlots.Add((int)firstEmptySlot, -count);                     // Create the item in the free slot (always at least one)
                    count = 0;
                }
            }

            InventoryItem newItem = null;

            player.Inventory.BeginChanges();
            Dictionary <int, int> .Enumerator enumerator = changedSlots.GetEnumerator();
            while (enumerator.MoveNext())
            {
                KeyValuePair <int, int> de = enumerator.Current;
                int countToAdd             = de.Value;
                if (countToAdd > 0)                     // Add to exiting item
                {
                    newItem = player.Inventory.GetItem((eInventorySlot)de.Key);
                    player.Inventory.AddCountToStack(newItem, countToAdd);
                    InventoryLogging.LogInventoryAction("(salvage)", player, eInventoryActionType.Craft, newItem.Template, countToAdd);
                }
                else
                {
                    newItem       = GameInventoryItem.Create <ItemTemplate>(rawMaterial);
                    newItem.Count = -countToAdd;
                    player.Inventory.AddItem((eInventorySlot)de.Key, newItem);
                    InventoryLogging.LogInventoryAction("(salvage)", player, eInventoryActionType.Craft, newItem.Template, newItem.Count);
                }
            }

            player.Inventory.CommitChanges();
            player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Salvage.Proceed.GetBackMaterial", materialCount, rawMaterial.Name, itemToSalvage.Name), eChatType.CT_Important, eChatLoc.CL_SystemWindow);

            return(0);
        }
Пример #6
0
        public void OnCommand(GameClient client, string[] args)
        {
            if (args.Length < 2)
            {
                DisplaySyntax(client);
                return;
            }

            try
            {
                #region List
                if (args[1].ToLower() == "list")
                {
                    List <string> list  = new List <string>();
                    int           count = 0;
                    foreach (int value in Enum.GetValues(typeof(eCraftingSkill)))
                    {
                        if (++count < 16)                         // get rid of duplicate due to _Last
                        {
                            list.Add(value + " = " + Enum.GetName(typeof(eCraftingSkill), value));
                        }
                    }

                    client.Out.SendCustomTextWindow(LanguageMgr.GetTranslation(client.Account.Language, "GMCommands.Crafting.SkillDescription"), list);
                    return;
                }
                #endregion List

                #region Salvage

                if (args[1].ToLower() == "salvageinfo")
                {
                    List <string> list      = new List <string>();
                    int           salvageID = Convert.ToInt32(args[2]);
                    SalvageYield  salvage   = GameServer.Database.SelectObject <SalvageYield>("ID=" + salvageID);

                    if (salvage == null)
                    {
                        DisplayMessage(client, "SalvageYield ID not found!");
                        return;
                    }

                    ItemTemplate template     = GameServer.Database.FindObjectByKey <ItemTemplate>(salvage.MaterialId_nb);
                    string       materialName = "Not Found!";

                    if (template != null)
                    {
                        materialName = template.Name;
                    }

                    list.Add("SalvageYield ID: " + salvageID);
                    list.Add("     ObjectType: " + (salvage.ObjectType == 0 ? "Unused" : salvage.ObjectType.ToString()));
                    list.Add("   SalvageLevel: " + (salvage.SalvageLevel == 0 ? "Unused" : salvage.SalvageLevel.ToString()));
                    list.Add("       Material: " + materialName + " (" + salvage.MaterialId_nb + ")");
                    list.Add("          Count: " + (salvage.Count == 0 ? "Calculated" : salvage.Count.ToString()));
                    list.Add("          Realm: " + (salvage.Realm == 0 ? "Any" : GlobalConstants.RealmToName((eRealm)salvage.Realm)));
                    list.Add("      PackageID: " + salvage.PackageID);

                    client.Out.SendCustomTextWindow("SalvageYield ID " + salvageID, list);
                    return;
                }

                if (args[1].ToLower() == "salvageadd" || args[1].ToLower() == "salvageupdate")
                {
                    try
                    {
                        int    salvageID = Convert.ToInt32(args[2]);
                        string material  = args[3];
                        int    count     = Convert.ToInt32(args[4]);
                        byte   realm     = 0;
                        string package   = "";

                        if (args.Length > 5)
                        {
                            realm = Convert.ToByte(args[5]);
                        }

                        if (args.Length > 6)
                        {
                            package = args[6];
                        }

                        ItemTemplate template = GameServer.Database.FindObjectByKey <ItemTemplate>(material);

                        if (template == null)
                        {
                            DisplayMessage(client, "Material id_nb " + material + " not found!");
                            return;
                        }

                        SalvageYield salvage = GameServer.Database.SelectObject <SalvageYield>("ID=" + salvageID);

                        if (args[1].ToLower() == "salvageadd")
                        {
                            if (salvage != null)
                            {
                                DisplayMessage(client, "This SalvageYield ID already exists, use salvageupdate to change it.");
                                return;
                            }

                            salvage = new SalvageYield();
                            if (salvageID > 0)
                            {
                                salvage.ID = salvageID;
                            }

                            salvage.MaterialId_nb = material;
                            salvage.Count         = Math.Max(1, count);
                            salvage.Realm         = realm;

                            if (package == "")
                            {
                                package = client.Player.Name;
                            }

                            salvage.PackageID = package;

                            GameServer.Database.AddObject(salvage);

                            DisplayMessage(client, string.Format("Created SalvageYield ID: {0}, Material: {1}, Count: {2}, Realm: {3}, PackageID: {4}",
                                                                 salvage.ID, salvage.MaterialId_nb, salvage.Count, salvage.Realm, salvage.PackageID));
                        }
                        else
                        {
                            if (salvage == null)
                            {
                                DisplayMessage(client, "SalvageID not found!");
                                return;
                            }

                            if (salvage.PackageID == SalvageYield.LEGACY_SALVAGE_ID)
                            {
                                DisplayMessage(client, "This SalvageYield ID is used for legacy salvage support and can not be updated.");
                                return;
                            }

                            salvage.MaterialId_nb = material;
                            salvage.Count         = Math.Max(1, count);
                            salvage.Realm         = realm;

                            if (string.IsNullOrEmpty(salvage.PackageID) && package == "")
                            {
                                package = client.Player.Name;
                            }

                            if (package != "")
                            {
                                salvage.PackageID = package;
                            }

                            GameServer.Database.SaveObject(salvage);

                            DisplayMessage(client, string.Format("Updated SalvageYield ID: {0}, Material: {1}, Count: {2}, Realm: {3}, PackageID: {4}",
                                                                 salvage.ID, salvage.MaterialId_nb, salvage.Count, salvage.Realm, salvage.PackageID));
                        }
                    }
                    catch
                    {
                        DisplaySyntax(client);
                    }

                    return;
                }

                #endregion Salvage

                GamePlayer target = null;
                if ((client.Player.TargetObject != null) && (client.Player.TargetObject is GamePlayer))
                {
                    target = client.Player.TargetObject as GamePlayer;
                }
                else
                {
                    DisplayMessage(client, LanguageMgr.GetTranslation(client.Account.Language, "GMCommands.Crafting.NoPlayerTarget"));
                    return;
                }

                switch (args[1].ToLower())
                {
                    #region Add
                case "add":
                {
                    eCraftingSkill craftingSkillID = eCraftingSkill.NoCrafting;
                    int            startLevel      = 1;
                    try
                    {
                        craftingSkillID = (eCraftingSkill)Convert.ToUInt16(args[2]);
                        if (args.Length > 3)
                        {
                            startLevel = Convert.ToUInt16(args[3]);
                        }

                        AbstractCraftingSkill skill = CraftingMgr.getSkillbyEnum(craftingSkillID);
                        if (skill == null)
                        {
                            DisplayMessage(client, LanguageMgr.GetTranslation(client.Account.Language, "GMCommands.Crafting.InvalidSkill"));
                        }
                        else
                        {
                            if (target.AddCraftingSkill(craftingSkillID, startLevel))
                            {
                                target.Out.SendUpdateCraftingSkills();
                                target.SaveIntoDatabase();
                                DisplayMessage(client, LanguageMgr.GetTranslation(client.Account.Language, "GMCommands.Crafting.SkillAdded", skill.Name));
                            }
                            else
                            {
                                DisplayMessage(client, LanguageMgr.GetTranslation(client.Account.Language, "GMCommands.Crafting.AlreadyHaveSkill", target.Name, skill.Name));
                            }
                        }
                    }
                    catch (Exception)
                    {
                        DisplaySyntax(client);
                    }
                    break;
                }

                    #endregion Add
                    #region Change
                case "change":
                {
                    eCraftingSkill craftingSkillID = eCraftingSkill.NoCrafting;
                    int            amount          = 1;
                    try
                    {
                        craftingSkillID = (eCraftingSkill)Convert.ToUInt16(args[2]);

                        if (args.Length > 3)
                        {
                            amount = Convert.ToInt32(args[3]);
                        }

                        AbstractCraftingSkill skill = CraftingMgr.getSkillbyEnum(craftingSkillID);
                        if (skill == null)
                        {
                            DisplayMessage(client, LanguageMgr.GetTranslation(client.Account.Language, "GMCommands.Crafting.InvalidSkill"));
                        }
                        else
                        {
                            if (target.GetCraftingSkillValue(craftingSkillID) < 0)
                            {
                                DisplayMessage(client, LanguageMgr.GetTranslation(client.Account.Language, "GMCommands.Crafting.NotHaveSkillAddIt", target.Name, skill.Name));
                                return;
                            }

                            if (amount > 0)
                            {
                                target.GainCraftingSkill(craftingSkillID, amount);
                            }
                            else
                            {
                                target.CraftingSkills[craftingSkillID] += amount;
                            }
                            target.Out.SendUpdateCraftingSkills();
                            target.SaveIntoDatabase();
                            DisplayMessage(client, LanguageMgr.GetTranslation(client.Account.Language, "GMCommands.Crafting.SkillChanged", skill.Name));
                            DisplayMessage(client, LanguageMgr.GetTranslation(client.Account.Language, "GMCommands.Crafting.NowHasSkillPoints", target.Name, target.GetCraftingSkillValue(craftingSkillID), (eCraftingSkill)craftingSkillID));
                        }
                    }
                    catch (Exception)
                    {
                        DisplaySyntax(client);
                        return;
                    }
                    break;
                }

                    #endregion Change
                    #region Default
                default:
                {
                    DisplaySyntax(client);
                    break;
                }
                    #endregion Default
                }
            }
            catch
            {
                DisplaySyntax(client);
            }
        }