feat(throwing): core gargoyle Throwing skill (SA) (#2510)
Supersedes #2376 (@jwvalentine). This is a reviewed, corrected, and scoped-down **Phase 1** of Joe Valentine's throwing implementation — his original commits are cherry-picked here with authorship preserved, plus a fix/scoping pass. Phase 1 lands only the **core gargoyle Throwing skill**; the incomplete content is excised for follow-up PRs (see below). ## What's included (core skill) - `BaseThrown` combat mechanics on top of the existing skeleton: close-quarters penalty, below-min-range penalty, shield penalty, STR-scaled range, overthrow damage penalty. - Base weapons: **Boomerang, Cyclone, SoulGlaive** (gargoyle-only), + blacksmith crafting (SA-gated). - Two symmetric hooks on `BaseWeapon` (`ModifyHitChance`, new `ModifyDamage`) that are inert no-ops for every other weapon. ## Fixes over the original - **Overthrow damage**: was dead code (the swing gate already guarantees you're within `MaxRange`, so the old `ComputeDamage` check never fired). Reimplemented as `finalDamage × 0.53` applied *after* all offensive bonuses via a new `ModifyDamage` hook, firing at the outer range ring. - **`DefMaxRange`**: clamped to `[MinThrowRange, MaxThrowRange]` (uncapped before → e.g. range 13 at 200 Str) and guarded against a latent divide-by-zero. - **Close-quarters mitigation** now uses `RawDex` (matches ServUO/OSI; deterministic under stat mods). - **Return-throw timer** guarded against a deleted/unmapped thrower/target. - Reverted the `MovingShot` change (it rebalanced archery — belongs in a separate PR). - Kept only complex-logic tests (hit-chance/range/damage math); dropped property-value assertions. ## Excised for follow-up PRs (Phase 2/3) 7 named artifacts, the Into-the-Void quest + Agralem, GargishOutcast, the Bladeweaver vendor, and the SA loot tables — these were unwired/non-functional (loot never triggered, quest/creature never spawned) and will return properly wired. `StormCaller` also needs its missing Battle Lust, and the quest its correct void-creature target. ## Verification - Build: 0 warnings / 0 errors. - `UOContent.Tests`: **501/501** passing (the `ModifyDamage` hook causes zero regressions across all weapons). - Full whole-branch review completed: no must-fix defects.
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using System;
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using Server;
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using Server.Items;
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using Server.Mobiles;
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using Server.Tests;
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using Xunit;
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namespace UOContent.Tests;
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[Collection("Sequential UOContent Tests")]
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public class ThrowingTests
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{
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// Exposes protected ModifyHitChance so the math can be verified directly.
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private class TestThrown : BaseThrown
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{
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public TestThrown() : base(0x8FF) { }
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public override int MinThrowRange => 4;
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public double TestModifyHitChance(Mobile attacker, Mobile defender, double chance) =>
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ModifyHitChance(attacker, defender, chance);
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public int TestModifyDamage(Mobile attacker, Mobile defender, int damage) =>
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ModifyDamage(attacker, defender, damage);
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}
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// Hit chance modifiers
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/// <summary>At optimal range with no shield the chance should not change.</summary>
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[Fact]
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public void ModifyHitChance_OptimalRange_NoShield_NoChange()
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{
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var map = Map.Felucca;
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var attacker = CreateMobile(map, new Point3D(5000, 500, 0));
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var defender = CreateMobile(map, new Point3D(5005, 500, 0)); // distance 5, within range 4..7
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var weapon = new TestThrown();
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try
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{
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attacker.Skills.Throwing.BaseFixedPoint = 0;
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attacker.RawDex = 10;
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var result = weapon.TestModifyHitChance(attacker, defender, 0.8);
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Assert.Equal(0.8, result, 10);
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}
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finally
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{
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attacker.Delete();
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defender.Delete();
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weapon.Delete();
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}
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}
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/// <summary>
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/// At distance 1 with no throwing skill and minimum dex, close to the full -12% applies.
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/// Elf race avoids the Human Jack-of-All-Trades 20.0 skill floor.
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/// RawDex clamps to 1 minimum, so mitigation = (0+1)/20 = 0.05 -> penalty = 0.1195.
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/// </summary>
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[Fact]
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public void ModifyHitChance_CloseQuarters_MinimumSkill_AppliesNearFullPenalty()
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{
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var map = Map.Felucca;
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var attacker = CreateMobile(map, new Point3D(5100, 500, 0));
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var defender = CreateMobile(map, new Point3D(5101, 500, 0)); // distance 1
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var weapon = new TestThrown();
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try
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{
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attacker.Race = Race.Elf; // humans have Jack-of-All-Trades (+20.0 floor on all skills)
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attacker.Skills.Throwing.BaseFixedPoint = 0;
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attacker.RawDex = 1; // minimum
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var result = weapon.TestModifyHitChance(attacker, defender, 0.8);
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Assert.Equal(0.6805, result, 10);
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}
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finally
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{
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attacker.Delete();
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defender.Delete();
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weapon.Delete();
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}
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}
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/// <summary>At distance 0 with 120 skill and 120 dex, (120+120)/20 = 12 caps mitigation, no penalty.</summary>
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[Fact]
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public void ModifyHitChance_CloseQuarters_MaxSkillAndDex_NoChange()
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{
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var map = Map.Felucca;
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var attacker = CreateMobile(map, new Point3D(5200, 500, 0));
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var defender = CreateMobile(map, new Point3D(5200, 500, 0)); // same tile, distance 0
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var weapon = new TestThrown();
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try
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{
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attacker.Skills.Throwing.BaseFixedPoint = 1200; // 120.0
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attacker.RawDex = 120;
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var result = weapon.TestModifyHitChance(attacker, defender, 0.8);
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Assert.Equal(0.8, result, 10);
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}
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finally
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{
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attacker.Delete();
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defender.Delete();
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weapon.Delete();
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}
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}
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/// <summary>Distance 2 is above melee range but below MinThrowRange of 4, so the flat -12% applies.</summary>
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[Fact]
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public void ModifyHitChance_BelowMinRange_AppliesFlatPenalty()
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{
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var map = Map.Felucca;
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var attacker = CreateMobile(map, new Point3D(5300, 500, 0));
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var defender = CreateMobile(map, new Point3D(5302, 500, 0)); // distance 2
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var weapon = new TestThrown();
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try
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{
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var result = weapon.TestModifyHitChance(attacker, defender, 0.8);
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Assert.Equal(0.68, result, 10);
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}
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finally
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{
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attacker.Delete();
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defender.Delete();
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weapon.Delete();
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}
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}
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/// <summary>
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/// Shield at 100 Parry: 1200/100 = 12% penalty, chance * 0.88.
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/// Layer must be set explicitly since tile data is not loaded in tests.
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/// </summary>
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[Fact]
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public void ModifyHitChance_Shield_100Parry_AppliesCorrectPenalty()
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{
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var map = Map.Felucca;
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var attacker = CreateMobile(map, new Point3D(5400, 500, 0));
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var defender = CreateMobile(map, new Point3D(5405, 500, 0)); // distance 5, optimal
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var weapon = new TestThrown();
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var shield = new Buckler { Layer = Layer.TwoHanded }; // tile data not loaded in tests
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try
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{
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attacker.Skills.Parry.BaseFixedPoint = 1000; // 100.0
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attacker.AddItem(shield);
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var result = weapon.TestModifyHitChance(attacker, defender, 0.8);
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Assert.Equal(0.704, result, 10);
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}
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finally
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{
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attacker.Delete();
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defender.Delete();
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weapon.Delete();
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}
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}
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/// <summary>Shield at 120 Parry: 1200/120 = 10% penalty, chance * 0.90.</summary>
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[Fact]
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public void ModifyHitChance_Shield_120Parry_AppliesCorrectPenalty()
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{
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var map = Map.Felucca;
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var attacker = CreateMobile(map, new Point3D(5500, 500, 0));
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var defender = CreateMobile(map, new Point3D(5505, 500, 0)); // distance 5, optimal
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var weapon = new TestThrown();
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var shield = new Buckler { Layer = Layer.TwoHanded };
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try
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{
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attacker.Skills.Parry.BaseFixedPoint = 1200; // 120.0
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attacker.AddItem(shield);
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var result = weapon.TestModifyHitChance(attacker, defender, 0.8);
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Assert.Equal(0.72, result, 10);
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}
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finally
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{
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attacker.Delete();
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defender.Delete();
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weapon.Delete();
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}
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}
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/// <summary>
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/// Shield at 0 Parry hits the 90% cap, chance * 0.10.
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/// Elf race prevents JOAT from raising Parry to 20.0.
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/// </summary>
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[Fact]
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public void ModifyHitChance_Shield_ZeroParry_CapsAt90Percent()
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{
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var map = Map.Felucca;
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var attacker = CreateMobile(map, new Point3D(5600, 500, 0));
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var defender = CreateMobile(map, new Point3D(5605, 500, 0)); // distance 5, optimal
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var weapon = new TestThrown();
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var shield = new Buckler { Layer = Layer.TwoHanded };
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try
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{
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attacker.Race = Race.Elf; // humans have Jack-of-All-Trades (+20.0 floor on all skills)
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attacker.Skills.Parry.BaseFixedPoint = 0;
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attacker.AddItem(shield);
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var result = weapon.TestModifyHitChance(attacker, defender, 0.8);
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Assert.Equal(0.08, result, 10);
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}
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finally
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{
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attacker.Delete();
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defender.Delete();
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weapon.Delete();
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}
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}
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// DefMaxRange STR scaling (uses SoulGlaive: StrReq 60, Min 8, Max 11)
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[Fact]
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public void DefMaxRange_AtStrReq_EqualsMinThrowRange()
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{
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var weapon = new SoulGlaive();
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var attacker = CreateMobile(Map.Felucca, new Point3D(5800, 500, 0));
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try
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{
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attacker.RawStr = 60; // == AosStrengthReq
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attacker.AddItem(weapon);
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Assert.Equal(weapon.MinThrowRange, weapon.DefMaxRange); // 8
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}
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finally
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{
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weapon.Delete();
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attacker.Delete();
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}
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}
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[Fact]
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public void DefMaxRange_At140Str_EqualsMaxThrowRange()
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{
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var weapon = new SoulGlaive();
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var attacker = CreateMobile(Map.Felucca, new Point3D(5810, 500, 0));
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try
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{
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attacker.RawStr = 140;
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attacker.AddItem(weapon);
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Assert.Equal(weapon.MaxThrowRange, weapon.DefMaxRange); // 11
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}
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finally
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{
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weapon.Delete();
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attacker.Delete();
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}
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}
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[Fact]
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public void DefMaxRange_AboveMaxStr_IsCappedAtMaxThrowRange()
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{
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var weapon = new SoulGlaive();
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var attacker = CreateMobile(Map.Felucca, new Point3D(5820, 500, 0));
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try
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{
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attacker.RawStr = 200; // uncapped formula would give 13
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attacker.AddItem(weapon);
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Assert.Equal(weapon.MaxThrowRange, weapon.DefMaxRange); // 11, not 13
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}
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finally
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{
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weapon.Delete();
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attacker.Delete();
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}
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}
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[Fact]
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public void DefMaxRange_BelowStrReq_FlooredAtMinThrowRange()
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{
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var weapon = new SoulGlaive();
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var attacker = CreateMobile(Map.Felucca, new Point3D(5830, 500, 0));
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try
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{
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attacker.RawStr = 10; // below StrReq 60
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attacker.AddItem(weapon);
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Assert.Equal(weapon.MinThrowRange, weapon.DefMaxRange); // 8, not 6
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}
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finally
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{
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weapon.Delete();
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attacker.Delete();
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}
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}
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/// <summary>At the outermost admissible tile (dist == MaxRange) a throw loses 47% damage.</summary>
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[Fact]
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public void ModifyDamage_AtMaxRange_Reduces47Percent()
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{
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var map = Map.Felucca;
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var attacker = CreateMobile(map, new Point3D(5900, 500, 0));
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var weapon = new TestThrown(); // MinThrowRange 4 -> MaxThrowRange 7
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try
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{
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attacker.RawStr = 140; // MaxRange == MaxThrowRange == 7
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attacker.AddItem(weapon);
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var defender = CreateMobile(map, new Point3D(5907, 500, 0)); // distance 7 == MaxRange
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try
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{
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Assert.Equal(53, weapon.TestModifyDamage(attacker, defender, 100));
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}
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finally
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{
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defender.Delete();
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}
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}
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finally
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{
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weapon.Delete();
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attacker.Delete();
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}
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}
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/// <summary>Inside max range, damage is unchanged.</summary>
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[Fact]
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public void ModifyDamage_WithinRange_NoChange()
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{
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var map = Map.Felucca;
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var attacker = CreateMobile(map, new Point3D(5920, 500, 0));
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var weapon = new TestThrown();
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try
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{
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attacker.RawStr = 140; // MaxRange 7
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attacker.AddItem(weapon);
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var defender = CreateMobile(map, new Point3D(5925, 500, 0)); // distance 5 < 7
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try
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{
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Assert.Equal(100, weapon.TestModifyDamage(attacker, defender, 100));
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}
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finally
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{
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defender.Delete();
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}
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}
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finally
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{
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weapon.Delete();
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attacker.Delete();
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}
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}
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/// <summary>Close-quarters mitigation uses RawDex, so a Dex debuff does not change the penalty.</summary>
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[Fact]
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public void ModifyHitChance_CloseQuarters_UsesRawDex_IgnoresStatMods()
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{
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var map = Map.Felucca;
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var attacker = CreateMobile(map, new Point3D(5940, 500, 0));
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var defender = CreateMobile(map, new Point3D(5941, 500, 0)); // distance 1
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var weapon = new TestThrown();
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try
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{
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attacker.Race = Race.Elf; // avoid Human JOAT skill floor
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attacker.Skills.Throwing.BaseFixedPoint = 0;
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attacker.RawDex = 40;
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// RawDex-based mitigation = (0 + 40)/20 = 2.0 -> penalty = (12 - 2)/100 = 0.10
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var baseline = weapon.TestModifyHitChance(attacker, defender, 0.8); // 0.70
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attacker.AddStatMod(new StatMod(StatType.Dex, "curse", -30, TimeSpan.Zero)); // effective Dex 10
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var withMod = weapon.TestModifyHitChance(attacker, defender, 0.8);
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Assert.Equal(0.70, baseline, 10);
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Assert.Equal(baseline, withMod, 10); // unchanged because RawDex is used
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}
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finally
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{
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attacker.Delete();
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defender.Delete();
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weapon.Delete();
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}
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}
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private static PlayerMobile CreateMobile(Map map, Point3D location)
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{
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var mobile = new PlayerMobile(World.NewMobile);
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mobile.DefaultMobileInit();
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mobile.MoveToWorld(location, map);
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return mobile;
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}
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}
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