Fixes code according to modern code style. Fixes a few expression bugs.

This commit is contained in:
Kamron Batman 2018-09-15 09:58:51 -07:00
parent 89eea25e5f
commit 970fd563b2
3324 changed files with 441118 additions and 433755 deletions

View file

@ -1,134 +1,131 @@
using System;
using System.Collections;
using Server.Mobiles;
using Server.Spells.Necromancy;
using Server.Network;
using Server.Spells;
using Server.Spells.Necromancy;
namespace Server.Items
{
/// <summary>
/// Make your opponent bleed profusely with this wicked use of your weapon.
/// When successful, the target will bleed for several seconds, taking damage as time passes for up to ten seconds.
/// The rate of damage slows down as time passes, and the blood loss can be completely staunched with the use of bandages.
/// </summary>
public class BleedAttack : WeaponAbility
{
public BleedAttack()
{
}
/// <summary>
/// Make your opponent bleed profusely with this wicked use of your weapon.
/// When successful, the target will bleed for several seconds, taking damage as time passes for up to ten seconds.
/// The rate of damage slows down as time passes, and the blood loss can be completely staunched with the use of bandages.
/// </summary>
public class BleedAttack : WeaponAbility
{
private static Hashtable m_Table = new Hashtable();
public override int BaseMana => 30;
public override int BaseMana => 30;
public override void OnHit( Mobile attacker, Mobile defender, int damage )
{
if ( !Validate( attacker ) || !CheckMana( attacker, true ) )
return;
public override void OnHit(Mobile attacker, Mobile defender, int damage)
{
if (!Validate(attacker) || !CheckMana(attacker, true))
return;
ClearCurrentAbility( attacker );
ClearCurrentAbility(attacker);
// Necromancers under Lich or Wraith Form are immune to Bleed Attacks.
TransformContext context = TransformationSpellHelper.GetContext( defender );
// Necromancers under Lich or Wraith Form are immune to Bleed Attacks.
TransformContext context = TransformationSpellHelper.GetContext(defender);
if ( (context != null && ( context.Type == typeof( LichFormSpell ) || context.Type == typeof( WraithFormSpell ))) ||
(defender is BaseCreature creature && creature.BleedImmune) )
{
attacker.SendLocalizedMessage( 1062052 ); // Your target is not affected by the bleed attack!
return;
}
if (context != null && (context.Type == typeof(LichFormSpell) || context.Type == typeof(WraithFormSpell)) ||
defender is BaseCreature creature && creature.BleedImmune)
{
attacker.SendLocalizedMessage(1062052); // Your target is not affected by the bleed attack!
return;
}
attacker.SendLocalizedMessage( 1060159 ); // Your target is bleeding!
defender.SendLocalizedMessage( 1060160 ); // You are bleeding!
attacker.SendLocalizedMessage(1060159); // Your target is bleeding!
defender.SendLocalizedMessage(1060160); // You are bleeding!
if ( defender is PlayerMobile )
{
defender.LocalOverheadMessage( MessageType.Regular, 0x21, 1060757 ); // You are bleeding profusely
defender.NonlocalOverheadMessage( MessageType.Regular, 0x21, 1060758, defender.Name ); // ~1_NAME~ is bleeding profusely
}
if (defender is PlayerMobile)
{
defender.LocalOverheadMessage(MessageType.Regular, 0x21, 1060757); // You are bleeding profusely
defender.NonlocalOverheadMessage(MessageType.Regular, 0x21, 1060758,
defender.Name); // ~1_NAME~ is bleeding profusely
}
defender.PlaySound( 0x133 );
defender.FixedParticles( 0x377A, 244, 25, 9950, 31, 0, EffectLayer.Waist );
defender.PlaySound(0x133);
defender.FixedParticles(0x377A, 244, 25, 9950, 31, 0, EffectLayer.Waist);
BeginBleed( defender, attacker );
}
BeginBleed(defender, attacker);
}
private static Hashtable m_Table = new Hashtable();
public static bool IsBleeding(Mobile m)
{
return m_Table.Contains(m);
}
public static bool IsBleeding( Mobile m )
{
return m_Table.Contains( m );
}
public static void BeginBleed(Mobile m, Mobile from)
{
Timer t = (Timer)m_Table[m];
public static void BeginBleed( Mobile m, Mobile from )
{
Timer t = (Timer)m_Table[m];
t?.Stop();
t?.Stop();
t = new InternalTimer(from, m);
m_Table[m] = t;
t = new InternalTimer( from, m );
m_Table[m] = t;
t.Start();
}
t.Start();
}
public static void DoBleed(Mobile m, Mobile from, int level)
{
if (m.Alive)
{
int damage = Utility.RandomMinMax(level, level * 2);
public static void DoBleed( Mobile m, Mobile from, int level )
{
if ( m.Alive )
{
int damage = Utility.RandomMinMax( level, level * 2 );
if (!m.Player)
damage *= 2;
if ( !m.Player )
damage *= 2;
m.PlaySound(0x133);
m.Damage(damage, from);
m.PlaySound( 0x133 );
m.Damage( damage, from );
Blood blood = new Blood();
Blood blood = new Blood();
blood.ItemID = Utility.Random(0x122A, 5);
blood.ItemID = Utility.Random( 0x122A, 5 );
blood.MoveToWorld(m.Location, m.Map);
}
else
{
EndBleed(m, false);
}
}
blood.MoveToWorld( m.Location, m.Map );
}
else
{
EndBleed( m, false );
}
}
public static void EndBleed(Mobile m, bool message)
{
Timer t = (Timer)m_Table[m];
public static void EndBleed( Mobile m, bool message )
{
Timer t = (Timer)m_Table[m];
if (t == null)
return;
if ( t == null )
return;
t.Stop();
m_Table.Remove(m);
t.Stop();
m_Table.Remove( m );
if (message)
m.SendLocalizedMessage(1060167); // The bleeding wounds have healed, you are no longer bleeding!
}
if ( message )
m.SendLocalizedMessage( 1060167 ); // The bleeding wounds have healed, you are no longer bleeding!
}
private class InternalTimer : Timer
{
private int m_Count;
private Mobile m_From;
private Mobile m_Mobile;
private class InternalTimer : Timer
{
private Mobile m_From;
private Mobile m_Mobile;
private int m_Count;
public InternalTimer(Mobile from, Mobile m) : base(TimeSpan.FromSeconds(2.0), TimeSpan.FromSeconds(2.0))
{
m_From = from;
m_Mobile = m;
Priority = TimerPriority.TwoFiftyMS;
}
public InternalTimer( Mobile from, Mobile m ) : base( TimeSpan.FromSeconds( 2.0 ), TimeSpan.FromSeconds( 2.0 ) )
{
m_From = from;
m_Mobile = m;
Priority = TimerPriority.TwoFiftyMS;
}
protected override void OnTick()
{
DoBleed(m_Mobile, m_From, 5 - m_Count);
protected override void OnTick()
{
DoBleed( m_Mobile, m_From, 5 - m_Count );
if ( ++m_Count == 5 )
EndBleed( m_Mobile, true );
}
}
}
}
if (++m_Count == 5)
EndBleed(m_Mobile, true);
}
}
}
}