using System;
using System.Collections;
using Server;
using Server.Items;
using Server.Engines.CannedEvil;
using System.Collections.Generic;
namespace Server.Mobiles
{
public abstract class BaseChampion : BaseCreature
{
public BaseChampion( AIType aiType ) : this( aiType, FightMode.Closest )
{
}
public BaseChampion( AIType aiType, FightMode mode ) : base( aiType, mode, 18, 1, 0.1, 0.2 )
{
}
public BaseChampion( Serial serial ) : base( serial )
{
}
public abstract ChampionSkullType SkullType{ get; }
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
public static Item CreateRandomDeed()
{
Item item = null;
switch (Utility.Random(4))
{
case 0:
{
item = new ArmorBonusHitRegenModDeed();
break;
}
case 1:
{
item = new ArmorBonusStamRegenModDeed();
return;
}
case 2:
{
item = new ArmorEnergyResistModDeed();
break;
}
case 3:
{
item = new ArmorSelfRepairModDeed();
break;
}
}
return item;
}
private PowerScroll CreateRandomPowerScroll()
{
int level;
double random = Utility.RandomDouble();
if ( 0.1 >= random )
level = 20;
else if ( 0.4 >= random )
level = 15;
else
level = 10;
return PowerScroll.CreateRandomNoCraft( level, level );
}
public void GivePowerScrolls()
{
/*if ( Map != Map.Felucca )
return;*/
ArrayList toGive = new ArrayList();
List<DamageStore> rights = BaseCreature.GetLootingRights( this.DamageEntries, this.HitsMax );
for ( int i = rights.Count - 1; i >= 0; --i )
{
DamageStore ds = rights[i];
if ( ds.m_HasRight )
toGive.Add( ds.m_Mobile );
}
if ( toGive.Count == 0 )
return;
for( int i = 0; i < toGive.Count; i++ )
{
Mobile m = (Mobile)toGive[i];
if( !(m is PlayerMobile) )
continue;
bool gainedPath = false;
int pointsToGain = 800;
if( VirtueHelper.Award( m, VirtueName.Valor, pointsToGain, ref gainedPath ) )
{
if( gainedPath )
m.SendLocalizedMessage( 1054032 ); // You have gained a path in Valor!
else
m.SendLocalizedMessage( 1054030 ); // You have gained in Valor!
//No delay on Valor gains
}
}
// Randomize
for ( int i = 0; i < toGive.Count; ++i )
{
int rand = Utility.Random( toGive.Count );
object hold = toGive[i];
toGive[i] = toGive[rand];
toGive[rand] = hold;
}
for ( int i = 0; i < 6; ++i )
{
Mobile m = (Mobile)toGive[i % toGive.Count];
PowerScroll ps = CreateRandomPowerScroll();
m.SendLocalizedMessage( 1049524 ); // You have received a scroll of power!
if (!Core.SE || m.Alive)
//////////////////////////////////////////////////
if (Utility.RandomDouble() <= 0.20)
m.AddToBackpack(CreateRandomDeed());
else
///////////////////////////////////////////////////
m.AddToBackpack(ps);
else
{
if ( m.Corpse != null && !m.Corpse.Deleted )
((Container)m.Corpse).DropItem( ps );
else
m.AddToBackpack( ps );
}
if ( m is PlayerMobile )
{
PlayerMobile pm = (PlayerMobile)m;
for ( int j = 0; j < pm.JusticeProtectors.Count; ++j )
{
Mobile prot = (Mobile)pm.JusticeProtectors[j];
if ( prot.Map != m.Map || prot.Kills >= 5 || prot.Criminal || !JusticeVirtue.CheckMapRegion( m, prot ) )
continue;
int chance = 0;
switch ( VirtueHelper.GetLevel( prot, VirtueName.Justice ) )
{
case VirtueLevel.Seeker: chance = 60; break;
case VirtueLevel.Follower: chance = 80; break;
case VirtueLevel.Knight: chance = 100; break;
}
if ( chance > Utility.Random( 100 ) )
{
ps = CreateRandomPowerScroll();
prot.SendLocalizedMessage( 1049368 ); // You have been rewarded for your dedication to Justice!
if ( !Core.SE || prot.Alive )
prot.AddToBackpack( ps );
else
{
if ( prot.Corpse != null && !prot.Corpse.Deleted )
((Container)prot.Corpse).DropItem( ps );
else
prot.AddToBackpack( ps );
}
}
}
}
}
}
public override bool OnBeforeDeath()
{
if ( !NoKillAwards )
{
GivePowerScrolls();
Map map = this.Map;
if ( map != null )
{
for ( int x = -12; x <= 12; ++x )
{
for ( int y = -12; y <= 12; ++y )
{
double dist = Math.Sqrt(x*x+y*y);
if ( dist <= 12 )
new GoodiesTimer( map, X + x, Y + y ).Start();
}
}
}
}
return base.OnBeforeDeath();
}
public override void OnDeath( Container c )
{
//if ( Map == Map.Felucca )
{
//TODO: Confirm SE change or AoS one too?
List<DamageStore> rights = BaseCreature.GetLootingRights( this.DamageEntries, this.HitsMax );
List<Mobile> toGive = new List<Mobile>();
for ( int i = rights.Count - 1; i >= 0; --i )
{
DamageStore ds = rights[i];
if ( ds.m_HasRight )
toGive.Add( ds.m_Mobile );
}
if ( toGive.Count > 0 )
toGive[Utility.Random( toGive.Count )].AddToBackpack( new ChampionSkull( SkullType ) );
else
c.DropItem( new ChampionSkull( SkullType ) );
}
base.OnDeath( c );
}
private class GoodiesTimer : Timer
{
private Map m_Map;
private int m_X, m_Y;
public GoodiesTimer( Map map, int x, int y ) : base( TimeSpan.FromSeconds( Utility.RandomDouble() * 10.0 ) )
{
m_Map = map;
m_X = x;
m_Y = y;
}
protected override void OnTick()
{
int z = m_Map.GetAverageZ( m_X, m_Y );
bool canFit = m_Map.CanFit( m_X, m_Y, z, 6, false, false );
for ( int i = -3; !canFit && i <= 3; ++i )
{
canFit = m_Map.CanFit( m_X, m_Y, z + i, 6, false, false );
if ( canFit )
z += i;
}
if ( !canFit )
return;
Gold g = new Gold( 500, 1000 );
g.MoveToWorld( new Point3D( m_X, m_Y, z ), m_Map );
if ( 0.5 >= Utility.RandomDouble() )
{
switch ( Utility.Random( 3 ) )
{
case 0: // Fire column
{
Effects.SendLocationParticles( EffectItem.Create( g.Location, g.Map, EffectItem.DefaultDuration ), 0x3709, 10, 30, 5052 );
Effects.PlaySound( g, g.Map, 0x208 );
break;
}
case 1: // Explosion
{
Effects.SendLocationParticles( EffectItem.Create( g.Location, g.Map, EffectItem.DefaultDuration ), 0x36BD, 20, 10, 5044 );
Effects.PlaySound( g, g.Map, 0x307 );
break;
}
case 2: // Ball of fire
{
Effects.SendLocationParticles( EffectItem.Create( g.Location, g.Map, EffectItem.DefaultDuration ), 0x36FE, 10, 10, 5052 );
break;
}
}
}
}
}
}
}