chore(content): Cleans up abilities and some spell timers (#427)

- [X] Exposes Index/Count on the timer.
- [X] Cleans up abilities
- [X] Combines some spell context/info objects with their timers to reduce allocations
- [X] Fixes a bug where immolating weapon both finishes effect or stops in the wrong order due to a race condition.
This commit is contained in:
Kamron Batman 2021-01-23 16:40:53 -08:00 • committed by GitHub
parent 9ef7752beb
commit 178f71c6dc
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GPG key ID: 4AEE18F83AFDEB23
33 changed files with 469 additions and 677 deletions

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@ -12,8 +12,7 @@ namespace Server.Spells.Spellweaving
-1
);
private static readonly Dictionary<BaseWeapon, ImmolatingWeaponEntry> m_WeaponDamageTable =
new();
private static readonly Dictionary<BaseWeapon, ImmolatingWeaponTimer> m_Table = new();
public ImmolatingWeaponSpell(Mobile caster, Item scroll = null)
: base(caster, scroll, m_Info)
@ -54,9 +53,10 @@ namespace Server.Spells.Spellweaving
var duration = 10 + (int)(skill / 24) + FocusLevel;
var damage = 5 + (int)(skill / 24) + FocusLevel;
var stopTimer = Timer.DelayCall(TimeSpan.FromSeconds(duration), StopImmolating, weapon);
var t = new ImmolatingWeaponTimer(TimeSpan.FromSeconds(duration), damage, Caster, weapon);
m_Table[weapon] = t;
t.Start();
m_WeaponDamageTable[weapon] = new ImmolatingWeaponEntry(damage, stopTimer, Caster);
weapon.InvalidateProperties();
}
}
@ -64,60 +64,53 @@ namespace Server.Spells.Spellweaving
FinishSequence();
}
public static bool IsImmolating(BaseWeapon weapon) => m_WeaponDamageTable.ContainsKey(weapon);
public static bool IsImmolating(BaseWeapon weapon) => m_Table.ContainsKey(weapon);
public static int GetImmolatingDamage(BaseWeapon weapon) =>
m_WeaponDamageTable.TryGetValue(weapon, out var entry) ? entry.m_Damage : 0;
m_Table.TryGetValue(weapon, out var entry) ? entry._damage : 0;
public static void DoEffect(BaseWeapon weapon, Mobile target)
{
Timer.DelayCall(TimeSpan.FromSeconds(0.25), FinishEffect, new DelayedEffectEntry(weapon, target));
if (m_Table.Remove(weapon, out var timer))
{
timer.Stop();
Timer.DelayCall(TimeSpan.FromSeconds(0.25), FinishEffect, target, timer);
}
}
private static void FinishEffect(DelayedEffectEntry effect)
private static void FinishEffect(Mobile target, ImmolatingWeaponTimer timer)
{
if (m_WeaponDamageTable.TryGetValue(effect.m_Weapon, out var entry))
{
AOS.Damage(effect.m_Target, entry.m_Caster, entry.m_Damage, 0, 100, 0, 0, 0);
}
AOS.Damage(target, timer._caster, timer._damage, 0, 100, 0, 0, 0);
}
public static void StopImmolating(BaseWeapon weapon)
{
if (!m_WeaponDamageTable.Remove(weapon, out var entry))
if (m_Table.Remove(weapon, out var timer))
{
return;
}
timer._caster?.PlaySound(0x27);
timer.Stop();
entry.m_Caster?.PlaySound(0x27);
entry.m_Timer.Stop();
weapon.InvalidateProperties();
}
private class ImmolatingWeaponEntry
{
public readonly Mobile m_Caster;
public readonly int m_Damage;
public readonly Timer m_Timer;
public ImmolatingWeaponEntry(int damage, Timer stopTimer, Mobile caster)
{
m_Damage = damage;
m_Timer = stopTimer;
m_Caster = caster;
weapon.InvalidateProperties();
}
}
private class DelayedEffectEntry
private class ImmolatingWeaponTimer : Timer
{
public readonly Mobile m_Target;
public readonly BaseWeapon m_Weapon;
public readonly Mobile _caster;
public readonly int _damage;
public readonly BaseWeapon _weapon;
public DelayedEffectEntry(BaseWeapon weapon, Mobile target)
public ImmolatingWeaponTimer(TimeSpan duration, int damage, Mobile caster, BaseWeapon weapon) : base(duration)
{
m_Weapon = weapon;
m_Target = target;
_damage = damage;
_caster = caster;
_weapon = weapon;
}
protected override void OnTick()
{
StopImmolating(_weapon);
}
}
}