AvatarsConquest/Scripts/Items/Traps/BaseTrap.cs

204 lines
No EOL
5.1 KiB
C#

using System;
using Server.Mobiles;
namespace Server.Items
{
public abstract class BaseTrap : Item
{
public virtual bool PassivelyTriggered{ get{ return false; } }
public virtual TimeSpan PassiveTriggerDelay{ get{ return TimeSpan.Zero; } }
public virtual int PassiveTriggerRange{ get{ return -1; } }
public virtual TimeSpan ResetDelay{ get{ return TimeSpan.Zero; } }
private DateTime m_WhenDisarmed;
private DateTime m_WhenSkilled;
private DateTime m_NextPassiveTrigger, m_NextActiveTrigger;
public virtual void OnTrigger( Mobile from )
{
if ( !TriggerCheck( from ) )
return;
if ( DisarmCheck( from ) )
return;
}
public bool TriggerCheck( Mobile from )
{
if ( !from.Alive || from is BaseCreature || m_WhenDisarmed > DateTime.Now )
return false;
bool skillUp = false;
if ( Utility.RandomBool() )
{
if ( from != LastTriggeredBy || ( from == LastTriggeredBy && m_WhenSkilled < DateTime.Now ) )
skillUp = true;
if ( BaseWeapon.CheckDodge( from, skillUp ) )
return false;
}
return true;
}
public bool DisarmCheck( Mobile from )
{
if ( m_WhenDisarmed > DateTime.Now )
return true;
if ( from is PlayerMobile )
{
bool disarmed = false;
double skill = from.Skills[SkillName.RemoveTrap].Base;
if ( from.Skills[SkillName.RemoveTrap].Value > Utility.RandomMinMax(1,101) )
disarmed = true;
if ( from != LastTriggeredBy || ( from == LastTriggeredBy && m_WhenSkilled < DateTime.Now ) )
{
// If they cannot pass this skill check, allow them to keep gaining skill
// Not only pass the kill check, but also gain skill
// Otherwise, record them so they can't keep gaining over and over on the same trap
if ( from.CheckSkill( SkillName.RemoveTrap, 0, 120 ) )
{
if ( skill != from.Skills[SkillName.RemoveTrap].Base )
{
LastTriggeredBy = from;
m_WhenSkilled = (DateTime.Now).AddMinutes(30.0);
}
}
}
if ( disarmed )
{
if ( this is MushroomTrap )
{
from.SendMessage( "You squish the mushroom so its harmless!" );
from.PlaySound( 0x050 );
}
else if ( this is FireColumnTrap && this.ItemID == 0x028F )
{
from.SendMessage( "You plug the hole so no further flames will erupt!" );
from.PlaySound( 0x057 );
}
else
{
from.SendMessage( "You disabled a trap!" );
from.PlaySound( 0x241 );
}
m_WhenDisarmed = (DateTime.Now).AddMinutes((double)(Utility.RandomMinMax(30,60)));
return true;
}
}
return false;
}
public override bool HandlesOnMovement{ get{ return true; } } // Tell the core that we implement OnMovement
public virtual int GetEffectHue()
{
int hue = this.Hue & 0x3FFF;
if ( hue < 2 )
return 0;
return hue - 1;
}
public bool CheckRange( Point3D loc, Point3D oldLoc, int range )
{
return CheckRange( loc, range ) && !CheckRange( oldLoc, range );
}
public bool CheckRange( Point3D loc, int range )
{
return ( (this.Z + 8) >= loc.Z && (loc.Z + 16) > this.Z )
&& Utility.InRange( GetWorldLocation(), loc, range );
}
public override void OnMovement( Mobile m, Point3D oldLocation )
{
if ( m_WhenDisarmed > DateTime.Now )
return;
base.OnMovement( m, oldLocation );
if ( m.Location == oldLocation || m is BaseCreature )
return;
if ( CheckRange( m.Location, oldLocation, 0 ) && DateTime.Now >= m_NextActiveTrigger )
{
m_NextActiveTrigger = m_NextPassiveTrigger = DateTime.Now + ResetDelay;
OnTrigger( m );
}
else if ( PassivelyTriggered && CheckRange( m.Location, oldLocation, PassiveTriggerRange ) && DateTime.Now >= m_NextPassiveTrigger )
{
m_NextPassiveTrigger = DateTime.Now + PassiveTriggerDelay;
OnTrigger( m );
}
}
public BaseTrap( int itemID ) : base( itemID )
{
Movable = false;
}
public Mobile LastTriggeredBy;
[CommandProperty( AccessLevel.GameMaster )]
public Mobile Last_TriggeredBy { get{ return LastTriggeredBy; } set{ LastTriggeredBy = value; } }
[CommandProperty( AccessLevel.GameMaster )]
public DateTime WhenDisarmed
{
get
{
return m_WhenDisarmed;
}
set
{
m_WhenDisarmed = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public DateTime WhenSkilled
{
get
{
return m_WhenSkilled;
}
set
{
m_WhenSkilled = value;
}
}
public BaseTrap( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
writer.Write( (Mobile)LastTriggeredBy);
writer.Write( m_WhenDisarmed );
writer.Write( m_WhenSkilled );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
LastTriggeredBy = reader.ReadMobile();
m_WhenDisarmed = reader.ReadDateTime();
m_WhenSkilled = reader.ReadDateTime();
}
}
}