本文整理汇总了C#中Server.Engines.Harvest.HarvestDefinition.SendMessageTo方法的典型用法代码示例。如果您正苦于以下问题:C# HarvestDefinition.SendMessageTo方法的具体用法?C# HarvestDefinition.SendMessageTo怎么用?C# HarvestDefinition.SendMessageTo使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Server.Engines.Harvest.HarvestDefinition
的用法示例。
在下文中一共展示了HarvestDefinition.SendMessageTo方法的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: CheckRange
public virtual bool CheckRange( Mobile from, Item tool, HarvestDefinition def, Map map, Point3D loc, bool timed )
{
bool inRange = ( from.Map == map && from.InRange( loc, def.MaxRange ) );
if ( !inRange )
def.SendMessageTo( from, timed ? def.TimedOutOfRangeMessage : def.OutOfRangeMessage );
return inRange;
}
示例2: CheckResources
public virtual bool CheckResources( Mobile from, Item tool, HarvestDefinition def, Map map, Point3D loc, bool timed )
{
HarvestBank bank = def.GetBank( map, loc.X, loc.Y );
bool available = ( bank != null && bank.Current >= def.ConsumedPerHarvest );
if ( !available )
def.SendMessageTo( from, timed ? def.DoubleHarvestMessage : def.NoResourcesMessage );
return available;
}
示例3: FinishHarvesting
//.........这里部分代码省略.........
double skillBase = from.Skills[def.Skill].Base;
double skillValue = from.Skills[def.Skill].Value;
Type type = null;
if ( skillBase >= resource.ReqSkill && from.CheckSkill( def.Skill, resource.MinSkill, resource.MaxSkill ) )
{
type = GetResourceType( from, tool, def, map, loc, resource );
if ( type != null )
type = MutateType( type, from, tool, def, map, loc, resource );
if ( type != null )
{
Item item = Construct( type, from );
if ( item == null )
{
type = null;
}
else
{
//The whole harvest system is kludgy and I'm sure this is just adding to it.
if ( item.Stackable )
{
int amount = def.ConsumedPerHarvest;
int feluccaAmount = def.ConsumedPerFeluccaHarvest;
int racialAmount = (int)Math.Ceiling( amount * 1.1 );
int feluccaRacialAmount = (int)Math.Ceiling( feluccaAmount * 1.1 );
bool eligableForRacialBonus = ( def.RaceBonus && from.Race == Race.Human );
bool inFelucca = (map == Map.Felucca);
if( eligableForRacialBonus && inFelucca && bank.Current >= feluccaRacialAmount )
item.Amount = feluccaRacialAmount;
else if( inFelucca && bank.Current >= feluccaAmount )
item.Amount = feluccaAmount;
else if( eligableForRacialBonus && bank.Current >= racialAmount )
item.Amount = racialAmount;
else
item.Amount = amount;
}
bank.Consume( item.Amount, from );
if ( Give( from, item, def.PlaceAtFeetIfFull ) )
{
SendSuccessTo( from, item, resource );
}
else
{
SendPackFullTo( from, item, def, resource );
item.Delete();
}
BonusHarvestResource bonus = def.GetBonusResource();
if ( bonus != null && bonus.Type != null && skillBase >= bonus.ReqSkill )
{
Item bonusItem = Construct( bonus.Type, from );
if ( Give( from, bonusItem, true ) ) //Bonuses always allow placing at feet, even if pack is full irregrdless of def
{
bonus.SendSuccessTo( from );
}
else
{
//28JUL2008 Typo in RC2 - SVN 295: in HarvestSystem.cs *** START ***
//item.Delete();
bonusItem.Delete();
//28JUL2008 Typo in RC2 - SVN 295: in HarvestSystem.cs *** END ***
}
}
if ( tool is IUsesRemaining )
{
IUsesRemaining toolWithUses = (IUsesRemaining)tool;
toolWithUses.ShowUsesRemaining = true;
if ( toolWithUses.UsesRemaining > 0 )
--toolWithUses.UsesRemaining;
if ( toolWithUses.UsesRemaining < 1 )
{
tool.Delete();
def.SendMessageTo( from, def.ToolBrokeMessage );
}
}
}
}
}
if ( type == null )
def.SendMessageTo( from, def.FailMessage );
OnHarvestFinished( from, tool, def, vein, bank, resource, toHarvest );
}
示例4: SendPackFullTo
public virtual void SendPackFullTo( Mobile from, Item item, HarvestDefinition def, HarvestResource resource )
{
def.SendMessageTo( from, def.PackFullMessage );
}
示例5: CheckResources
public virtual bool CheckResources( Mobile from, Item tool, HarvestDefinition def, Map map, Point3D loc, bool timed )
{
HarvestBank bank = def.GetBank( map, loc.X, loc.Y );
bool available = ( bank != null && bank.Current >= def.ConsumedPerHarvest );
if ( available && !(this is Fishing) )
{
Regions.GuardedRegion reg = Region.Find(loc, map).GetRegion(typeof(Regions.GuardedRegion)) as Regions.GuardedRegion;
if (reg != null && !reg.Disabled)
available = false;
}
if ( !available )
def.SendMessageTo( from, timed ? def.DoubleHarvestMessage : def.NoResourcesMessage );
return available;
}
示例6: FinishHarvesting
//.........这里部分代码省略.........
}
else if ( !def.Validate( tileID ) )
{
OnBadHarvestTarget( from, tool, toHarvest );
return;
}
if ( !CheckRange( from, tool, def, map, loc, true ) )
return;
else if ( !CheckResources( from, tool, def, map, loc, true ) )
return;
else if ( !CheckHarvest( from, tool, def, toHarvest ) )
return;
if ( SpecialHarvest( from, tool, def, map, loc ) )
return;
HarvestBank bank = def.GetBank( map, loc.X, loc.Y );
if ( bank == null )
return;
HarvestVein vein = bank.Vein;
if ( vein != null )
vein = MutateVein( from, tool, def, bank, toHarvest, vein );
if ( vein == null )
return;
HarvestResource primary = vein.PrimaryResource;
HarvestResource fallback = vein.FallbackResource;
HarvestResource resource = MutateResource( from, tool, def, map, loc, vein, primary, fallback );
double skillBase = from.Skills[def.Skill].Base;
double skillValue = from.Skills[def.Skill].Value;
Type type = null;
if ( skillBase >= resource.ReqSkill && from.CheckSkill( def.Skill, resource.MinSkill, resource.MaxSkill ) )
{
type = GetResourceType( from, tool, def, map, loc, resource );
if ( type != null )
type = MutateType( type, from, tool, def, map, loc, resource );
if ( type != null )
{
Item item = Construct( type, from );
if ( item == null )
{
type = null;
}
else
{
if ( item.Stackable )
{
if ( map == Map.Felucca && bank.Current >= def.ConsumedPerFeluccaHarvest )
item.Amount = def.ConsumedPerFeluccaHarvest;
else
item.Amount = def.ConsumedPerHarvest;
}
bank.Consume( def, item.Amount );
if ( Give( from, item, def.PlaceAtFeetIfFull ) )
{
SendSuccessTo( from, item, resource );
}
else
{
SendPackFullTo( from, item, def, resource );
item.Delete();
}
if ( tool is IUsesRemaining )
{
IUsesRemaining toolWithUses = (IUsesRemaining)tool;
toolWithUses.ShowUsesRemaining = true;
if ( toolWithUses.UsesRemaining > 0 )
--toolWithUses.UsesRemaining;
if ( toolWithUses.UsesRemaining < 1 )
{
tool.Delete();
def.SendMessageTo( from, def.ToolBrokeMessage );
}
}
}
}
}
if ( type == null )
def.SendMessageTo( from, def.FailMessage );
OnHarvestFinished( from, tool, def, vein, bank, resource, toHarvest );
}
示例7: FinishHarvesting
public override void FinishHarvesting(Mobile from, Item tool, HarvestDefinition def, object toHarvest, object locked)
{
//Lava fishing needs to have its own set of rules.
if (IsLavaHarvest(tool, toHarvest))
{
from.EndAction(locked);
if (!CheckHarvest(from, tool))
return;
int tileID;
Map map;
Point3D loc;
if (!GetHarvestDetails(from, tool, toHarvest, out tileID, out map, out loc))
{
OnBadHarvestTarget(from, tool, toHarvest);
return;
}
else if (!def.Validate(tileID) && !def.ValidateSpecial(tileID))
{
OnBadHarvestTarget(from, tool, toHarvest);
return;
}
if (!CheckRange(from, tool, def, map, loc, true))
return;
else if (!CheckResources(from, tool, def, map, loc, true))
return;
else if (!CheckHarvest(from, tool, def, toHarvest))
return;
HarvestBank bank = def.GetBank(map, loc.X, loc.Y);
if (bank == null)
return;
HarvestVein vein = bank.Vein;
if (vein == null)
return;
Type type = null;
HarvestResource resource = MutateResource(from, tool, def, map, loc, vein, vein.PrimaryResource, vein.FallbackResource);
if (from.CheckSkill(def.Skill, resource.MinSkill, resource.MaxSkill))
{
//Special eye candy item
type = GetSpecialLavaItem(from, tool, map, loc, toHarvest);
//Special fish
if (type == null)
type = FishInfo.GetSpecialItem(from, tool, loc, IsLavaHarvest(tool, tileID));
if (type != null)
{
Item item = Construct(type, from, tool);
if (item == null)
{
type = null;
}
else
{
if (from.AccessLevel == AccessLevel.Player)
bank.Consume(Convert.ToInt32(map != null && map.Rules == MapRules.FeluccaRules ? Math.Ceiling(item.Amount / 2.0) : item.Amount), from);
if (Give(from, item, true))
{
SendSuccessTo(from, item, null);
}
else
{
SendPackFullTo(from, item, def, null);
item.Delete();
}
}
}
}
if (type == null)
{
def.SendMessageTo(from, def.FailMessage);
double skill = (double)from.Skills[SkillName.Fishing].Value / 50;
if (0.5 / skill > Utility.RandomDouble())
OnToolUsed(from, tool, false);
}
else
OnToolUsed(from, tool, true);
OnHarvestFinished(from, tool, def, vein, bank, null, null);
}
else
base.FinishHarvesting(from, tool, def, toHarvest, locked);
}
示例8: FinishHarvesting
//.........这里部分代码省略.........
Type type = null;
//Gain the skill
from.CheckSkill(def.Skill, resource.MinSkill, resource.MaxSkill);
//hacky All harvest now has 15 percent, if you can mine them.
if ( skillBase >= resource.ReqSkill && 0.15 < Utility.RandomDouble())
{
type = GetResourceType( from, tool, def, map, loc, resource );
if ( type != null )
type = MutateType( type, from, tool, def, map, loc, resource );
if ( type != null )
{
Item item = Construct( type, from );
if ( item == null )
{
type = null;
}
else
{
//bool spawnNew = false;
//The whole harvest system is kludgy and I'm sure this is just adding to it.
if ( item.Stackable )
{
int amount = GetOreAmount(vein);
int racialAmount = (int)Math.Ceiling( amount * 1.1 );
bool eligableForRacialBonus = ( def.RaceBonus && from.Race == Race.Human );
if( eligableForRacialBonus && bank.Current >= racialAmount )
item.Amount = racialAmount;
else if( bank.Current >= amount )
item.Amount = amount;
else
item.Amount = bank.Current;
//if ( bank.Current <= item.Amount)
//spawnNew = true;
}
bank.Consume(def, item.Amount, from);
//Maka
//if (spawnNew)
// bank.Vein = def.GetVeinAt(from.Map, from.Location.X, from.Location.Y);
if ( Give( from, item, /*def.PlaceAtFeetIfFull*/true ) ) //Is there something we dont want to place at the feet
{
SendSuccessTo( from, item, resource );
}
else
{
SendPackFullTo( from, item, def, resource );
item.Delete();
}
BonusHarvestResource bonus = def.GetBonusResource();
if (bonus != null && bonus.Type != null && skillBase >= bonus.ReqSkill)
{
Item bonusItem = Construct(bonus.Type, from);
if (Give(from, bonusItem, true)) //Bonuses always allow placing at feet, even if pack is full irregrdless of def
{
bonus.SendSuccessTo(from);
}
else
{
item.Delete();
}
}
if ( tool is IUsesRemaining )
{
IUsesRemaining toolWithUses = (IUsesRemaining)tool;
toolWithUses.ShowUsesRemaining = true;
//if ( toolWithUses.UsesRemaining > 0 )
// --toolWithUses.UsesRemaining;
if ( toolWithUses.UsesRemaining < 1 )
{
tool.Delete();
def.SendMessageTo( from, def.ToolBrokeMessage );
}
}
}
}
}
if ( type == null )
def.SendMessageTo( from, def.FailMessage );
OnHarvestFinished( from, tool, def, vein, bank, resource, toHarvest );
}
示例9: FinishHarvesting
//.........这里部分代码省略.........
Container pack = from.Backpack;
if (pack == null)
{
from.SendMessage("Why don't you have a pack?");
trsource.Delete();
return;
}
Item tap = pack.FindItemByType(typeof(BarrelTap));
if (trsource.ResourceType == TreeResourceType.SapJuice && tap == null)
{
from.SendMessage("You need a barrel tap to sap this tree.");
trsource.Delete();
return;
}
if (trsource.ResourceType == TreeResourceType.SapJuice)
trsource.Amount = 1;
bank.Consume(trsource.Amount, from);
if (tool is TreeHarvestTool)
{
TreeHarvestTool toolWithUses = (TreeHarvestTool)tool;
toolWithUses.ShowUsesRemaining = true;
if (toolWithUses.UsesRemaining > 0)
--toolWithUses.UsesRemaining;
if (toolWithUses.UsesRemaining < 1)
{
tool.Delete();
def.SendMessageTo(from, def.ToolBrokeMessage);
}
}
if (trsource.ResourceType != TreeResourceType.SapJuice || pack.ConsumeTotal(typeof(EmptyJar), 1))
{
if (trsource.ResourceType == TreeResourceType.SapJuice && 0.12 >= Utility.RandomDouble())
{
from.SendMessage("Your tap broke in the process, and is now gone.");
tap.Delete();
}
if (Give(from, trsource, def.PlaceAtFeetIfFull))
{
SendSuccessTo(from, trsource, resource);
gave = true;
}
else
{
SendPackFullTo(from, trsource, def, resource);
trsource.Delete();
return;
}
}
else
{
from.SendMessage("You don't have an empty jar to hold the sap, so it was lost!");
trsource.Delete();
return;
}
}
else
trsource.Delete();