Formatting FIxes (#58)

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Kamron Batman 2019-10-04 23:08:13 -07:00 committed by GitHub
parent 57fb9fb525
commit 096d39609e
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GPG key ID: 4AEE18F83AFDEB23
1318 changed files with 11633 additions and 22129 deletions

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@ -51,10 +51,7 @@ namespace Server.Items
BeginBleed(defender, attacker);
}
public static bool IsBleeding(Mobile m)
{
return m_Table.ContainsKey(m);
}
public static bool IsBleeding(Mobile m) => m_Table.ContainsKey(m);
public static void BeginBleed(Mobile m, Mobile from)
{

View file

@ -17,10 +17,7 @@ namespace Server.Items
{
public override int BaseMana => 15;
public override bool RequiresTactics(Mobile from)
{
return false;
}
public override bool RequiresTactics(Mobile from) => false;
public override void OnHit(Mobile attacker, Mobile defender, int damage)
{

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@ -34,10 +34,7 @@ namespace Server.Items
BeginWound(defender, defender.Player ? PlayerDuration : NPCDuration);
}
public static bool IsWounded(Mobile m)
{
return m_Table.ContainsKey(m);
}
public static bool IsWounded(Mobile m) => m_Table.ContainsKey(m);
public static void BeginWound(Mobile m, TimeSpan duration)
{

View file

@ -11,10 +11,7 @@ namespace Server.Items
public override bool ValidatesDuringHit => false;
public override bool OnBeforeSwing(Mobile attacker, Mobile defender)
{
return Validate(attacker) && CheckMana(attacker, true);
}
public override bool OnBeforeSwing(Mobile attacker, Mobile defender) => Validate(attacker) && CheckMana(attacker, true);
public override void OnMiss(Mobile attacker, Mobile defender)
{

View file

@ -36,10 +36,7 @@ namespace Server.Items
return false;
}*/
public override bool RequiresTactics(Mobile from)
{
return !(from.Weapon is BaseWeapon weapon && weapon.Skill == SkillName.Wrestling);
}
public override bool RequiresTactics(Mobile from) => !(from.Weapon is BaseWeapon weapon && weapon.Skill == SkillName.Wrestling);
public override bool OnBeforeSwing(Mobile attacker, Mobile defender)
{
@ -80,10 +77,7 @@ namespace Server.Items
BeginImmunity(defender, duration + FreezeDelayDuration);
}
public static bool IsImmune(Mobile m)
{
return m_Table.ContainsKey(m);
}
public static bool IsImmune(Mobile m) => m_Table.ContainsKey(m);
public static void BeginImmunity(Mobile m, TimeSpan duration)
{

View file

@ -10,10 +10,7 @@ namespace Server.Items
public override int BaseMana => 20;
public override double DamageScalar => 1.25;
public override bool RequiresTactics(Mobile from)
{
return false;
}
public override bool RequiresTactics(Mobile from) => false;
public override bool CheckSkills(Mobile from)
{

View file

@ -102,21 +102,11 @@ namespace Server.Items
{
}
public virtual bool OnBeforeSwing(Mobile attacker, Mobile defender)
{
// Here because you must be sure you can use the skill before calling CheckHit if the ability has a HCI bonus for example
return true;
}
public virtual bool OnBeforeSwing(Mobile attacker, Mobile defender) => true;
public virtual bool OnBeforeDamage(Mobile attacker, Mobile defender)
{
return true;
}
public virtual bool OnBeforeDamage(Mobile attacker, Mobile defender) => true;
public virtual bool RequiresTactics(Mobile from)
{
return true;
}
public virtual bool RequiresTactics(Mobile from) => true;
public virtual double GetRequiredSkill(Mobile from)
{
@ -203,10 +193,7 @@ namespace Server.Items
return false;
}
public virtual bool CheckSkills(Mobile from)
{
return CheckWeaponSkill(from);
}
public virtual bool CheckSkills(Mobile from) => CheckWeaponSkill(from);
public virtual double GetSkill(Mobile from, SkillName skillName) => from.Skills[skillName]?.Value ?? 0.0;
@ -327,11 +314,9 @@ namespace Server.Items
return CheckSkills(from) && CheckMana(from, false);
}
public static bool IsWeaponAbility(Mobile m, WeaponAbility a)
{
return a == null || !m.Player || m.Weapon is BaseWeapon weapon &&
(weapon.PrimaryAbility == a || weapon.SecondaryAbility == a);
}
public static bool IsWeaponAbility(Mobile m, WeaponAbility a) =>
a == null || !m.Player || m.Weapon is BaseWeapon weapon &&
(weapon.PrimaryAbility == a || weapon.SecondaryAbility == a);
public static WeaponAbility GetCurrentAbility(Mobile m)
{
@ -459,10 +444,7 @@ namespace Server.Items
private class WeaponAbilityContext
{
public WeaponAbilityContext(Timer timer)
{
Timer = timer;
}
public WeaponAbilityContext(Timer timer) => Timer = timer;
public Timer Timer{ get; }
}