fix: Renames WeightOverloading to StaminaSystem (#1495)
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12 changed files with 143 additions and 144 deletions
125
Projects/UOContent/Misc/StaminaSystem.cs
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125
Projects/UOContent/Misc/StaminaSystem.cs
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using System;
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using Server.Mobiles;
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using Server.Spells.Ninjitsu;
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namespace Server.Misc;
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public enum DFAlgorithm
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{
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Standard,
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PainSpike
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}
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public static class StaminaSystem
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{
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public const int OverloadAllowance = 4; // We can be four stones overweight without getting fatigued
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public static DFAlgorithm DFA { get; set; }
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public static void Initialize()
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{
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EventSink.Movement += EventSink_Movement;
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}
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public static void FatigueOnDamage(Mobile m, int damage)
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{
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var fatigue = DFA switch
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{
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DFAlgorithm.Standard => damage * (100.0 / m.Hits) * ((double)m.Stam / 100) - 5.0,
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DFAlgorithm.PainSpike => damage * (100.0 / m.Hits + (50.0 + m.Stam) / 100 - 1.0) - 5.0,
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_ => 0.0
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};
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if (fatigue > 0)
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{
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m.Stam -= (int)fatigue;
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}
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}
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public static int GetMaxWeight(Mobile m) => m.MaxWeight;
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public static void EventSink_Movement(MovementEventArgs e)
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{
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var from = e.Mobile;
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if (!from.Alive || from.AccessLevel > AccessLevel.Player)
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{
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return;
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}
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if (!from.Player)
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{
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// Else it won't work on monsters.
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DeathStrike.AddStep(from);
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return;
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}
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var maxWeight = GetMaxWeight(from) + OverloadAllowance;
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var overWeight = Mobile.BodyWeight + from.TotalWeight - maxWeight;
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if (overWeight > 0)
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{
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from.Stam -= GetStamLoss(from, overWeight, (e.Direction & Direction.Running) != 0);
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if (from.Stam == 0)
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{
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from.SendLocalizedMessage(
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500109
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); // You are too fatigued to move, because you are carrying too much weight!
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e.Blocked = true;
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return;
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}
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}
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if (from.Stam * 100 / Math.Max(from.StamMax, 1) < 10)
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{
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--from.Stam;
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}
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if (!Core.AOS && from.Stam == 0)
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{
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from.SendLocalizedMessage(500110); // You are too fatigued to move.
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e.Blocked = true;
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return;
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}
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if (from is PlayerMobile pm)
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{
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var amt = pm.Mounted ? 48 : 16;
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if (++pm.StepsTaken % amt == 0)
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{
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--pm.Stam;
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}
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}
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DeathStrike.AddStep(from);
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}
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public static int GetStamLoss(Mobile from, int overWeight, bool running)
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{
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var loss = 5 + overWeight / 25;
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if (from.Mounted)
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{
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loss /= 3;
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}
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if (running)
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{
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loss *= 2;
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}
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return loss;
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}
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public static bool IsOverloaded(Mobile m)
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{
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if (!m.Player || !m.Alive || m.AccessLevel > AccessLevel.Player)
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{
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return false;
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}
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return Mobile.BodyWeight + m.TotalWeight > GetMaxWeight(m) + OverloadAllowance;
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}
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}
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