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

@ -1,227 +1,240 @@
using System;
using Server.Mobiles;
using Server.Network;
using Server.Spells;
using Server.Mobiles;
namespace Server.Items
{
public abstract class BaseRanged : BaseMeleeWeapon
{
public abstract int EffectID{ get; }
public abstract Type AmmoType{ get; }
public abstract Item Ammo{ get; }
public abstract class BaseRanged : BaseMeleeWeapon
{
private bool m_Balanced;
public override int DefHitSound => 0x234;
public override int DefMissSound => 0x238;
private Timer m_RecoveryTimer; // so we don't start too many timers
private int m_Velocity;
public override SkillName DefSkill => SkillName.Archery;
public override WeaponType DefType => WeaponType.Ranged;
public override WeaponAnimation DefAnimation => WeaponAnimation.ShootXBow;
public BaseRanged(int itemID) : base(itemID)
{
}
public override SkillName AccuracySkill => SkillName.Archery;
public BaseRanged(Serial serial) : base(serial)
{
}
private Timer m_RecoveryTimer; // so we don't start too many timers
private bool m_Balanced;
private int m_Velocity;
public abstract int EffectID{ get; }
public abstract Type AmmoType{ get; }
public abstract Item Ammo{ get; }
[CommandProperty( AccessLevel.GameMaster )]
public bool Balanced
{
get => m_Balanced;
set{ m_Balanced = value; InvalidateProperties(); }
}
public override int DefHitSound => 0x234;
public override int DefMissSound => 0x238;
[CommandProperty( AccessLevel.GameMaster )]
public int Velocity
{
get => m_Velocity;
set{ m_Velocity = value; InvalidateProperties(); }
}
public override SkillName DefSkill => SkillName.Archery;
public override WeaponType DefType => WeaponType.Ranged;
public override WeaponAnimation DefAnimation => WeaponAnimation.ShootXBow;
public BaseRanged( int itemID ) : base( itemID )
{
}
public override SkillName AccuracySkill => SkillName.Archery;
public BaseRanged( Serial serial ) : base( serial )
{
}
[CommandProperty(AccessLevel.GameMaster)]
public bool Balanced
{
get => m_Balanced;
set
{
m_Balanced = value;
InvalidateProperties();
}
}
public override TimeSpan OnSwing( Mobile attacker, Mobile defender )
{
// WeaponAbility a = WeaponAbility.GetCurrentAbility( attacker );
[CommandProperty(AccessLevel.GameMaster)]
public int Velocity
{
get => m_Velocity;
set
{
m_Velocity = value;
InvalidateProperties();
}
}
// Make sure we've been standing still for .25/.5/1 second depending on Era
if (Core.TickCount - attacker.LastMoveTime >= (Core.SE ? 250 : Core.AOS ? 500 : 1000) || (Core.AOS && WeaponAbility.GetCurrentAbility(attacker) is MovingShot))
{
bool canSwing = true;
public override TimeSpan OnSwing(Mobile attacker, Mobile defender)
{
// WeaponAbility a = WeaponAbility.GetCurrentAbility( attacker );
if ( Core.AOS )
{
canSwing = ( !attacker.Paralyzed && !attacker.Frozen );
// Make sure we've been standing still for .25/.5/1 second depending on Era
if (Core.TickCount - attacker.LastMoveTime >= (Core.SE ? 250 : Core.AOS ? 500 : 1000) ||
Core.AOS && WeaponAbility.GetCurrentAbility(attacker) is MovingShot)
{
bool canSwing = true;
if ( canSwing )
{
canSwing = ( !(attacker.Spell is Spell sp) || !sp.IsCasting || !sp.BlocksMovement );
}
}
if (Core.AOS)
{
canSwing = !attacker.Paralyzed && !attacker.Frozen;
#region Dueling
if ( attacker is PlayerMobile pm )
{
if ( pm.DuelContext != null && !pm.DuelContext.CheckItemEquip( attacker, this ) )
canSwing = false;
}
#endregion
if (canSwing) canSwing = !(attacker.Spell is Spell sp) || !sp.IsCasting || !sp.BlocksMovement;
}
if ( canSwing && attacker.HarmfulCheck( defender ) )
{
attacker.DisruptiveAction();
attacker.Send( new Swing( 0, attacker, defender ) );
#region Dueling
if ( OnFired( attacker, defender ) )
{
if ( CheckHit( attacker, defender ) )
OnHit( attacker, defender );
else
OnMiss( attacker, defender );
}
}
if (attacker is PlayerMobile pm)
if (pm.DuelContext != null && !pm.DuelContext.CheckItemEquip(attacker, this))
canSwing = false;
attacker.RevealingAction();
#endregion
return GetDelay( attacker );
}
if (canSwing && attacker.HarmfulCheck(defender))
{
attacker.DisruptiveAction();
attacker.Send(new Swing(0, attacker, defender));
attacker.RevealingAction();
if (OnFired(attacker, defender))
{
if (CheckHit(attacker, defender))
OnHit(attacker, defender);
else
OnMiss(attacker, defender);
}
}
return TimeSpan.FromSeconds( 0.25 );
}
attacker.RevealingAction();
public override void OnHit( Mobile attacker, Mobile defender, double damageBonus = 1)
{
if ( attacker.Player && !defender.Player && (defender.Body.IsAnimal || defender.Body.IsMonster) && 0.4 >= Utility.RandomDouble() )
defender.AddToBackpack( Ammo );
return GetDelay(attacker);
}
if ( Core.ML && m_Velocity > 0 )
{
int bonus = (int) attacker.GetDistanceToSqrt( defender );
attacker.RevealingAction();
if ( bonus > 0 && m_Velocity > Utility.Random( 100 ) )
{
AOS.Damage( defender, attacker, bonus * 3, 100, 0, 0, 0, 0 );
return TimeSpan.FromSeconds(0.25);
}
if ( attacker.Player )
attacker.SendLocalizedMessage( 1072794 ); // Your arrow hits its mark with velocity!
public override void OnHit(Mobile attacker, Mobile defender, double damageBonus = 1)
{
if (attacker.Player && !defender.Player && (defender.Body.IsAnimal || defender.Body.IsMonster) &&
0.4 >= Utility.RandomDouble())
defender.AddToBackpack(Ammo);
if ( defender.Player )
defender.SendLocalizedMessage( 1072795 ); // You have been hit by an arrow with velocity!
}
}
if (Core.ML && m_Velocity > 0)
{
int bonus = (int)attacker.GetDistanceToSqrt(defender);
base.OnHit( attacker, defender, damageBonus );
}
if (bonus > 0 && m_Velocity > Utility.Random(100))
{
AOS.Damage(defender, attacker, bonus * 3, 100, 0, 0, 0, 0);
public override void OnMiss( Mobile attacker, Mobile defender )
{
if ( attacker.Player && 0.4 >= Utility.RandomDouble() )
{
if ( Core.SE )
{
if ( attacker is PlayerMobile pm )
{
Type ammo = AmmoType;
if (attacker.Player)
attacker.SendLocalizedMessage(1072794); // Your arrow hits its mark with velocity!
if ( pm.RecoverableAmmo.ContainsKey( ammo ) )
pm.RecoverableAmmo[ ammo ]++;
else
pm.RecoverableAmmo.Add( ammo, 1 );
if (defender.Player)
defender.SendLocalizedMessage(1072795); // You have been hit by an arrow with velocity!
}
}
if ( !pm.Warmode )
{
if ( m_RecoveryTimer == null )
m_RecoveryTimer = Timer.DelayCall( TimeSpan.FromSeconds( 10 ), pm.RecoverAmmo );
base.OnHit(attacker, defender, damageBonus);
}
if ( !m_RecoveryTimer.Running )
m_RecoveryTimer.Start();
}
}
} else {
Ammo.MoveToWorld( new Point3D( defender.X + Utility.RandomMinMax( -1, 1 ), defender.Y + Utility.RandomMinMax( -1, 1 ), defender.Z ), defender.Map );
}
}
public override void OnMiss(Mobile attacker, Mobile defender)
{
if (attacker.Player && 0.4 >= Utility.RandomDouble())
{
if (Core.SE)
{
if (attacker is PlayerMobile pm)
{
Type ammo = AmmoType;
base.OnMiss( attacker, defender );
}
if (pm.RecoverableAmmo.ContainsKey(ammo))
pm.RecoverableAmmo[ammo]++;
else
pm.RecoverableAmmo.Add(ammo, 1);
public virtual bool OnFired( Mobile attacker, Mobile defender )
{
if ( attacker.Player )
{
BaseQuiver quiver = attacker.FindItemOnLayer( Layer.Cloak ) as BaseQuiver;
Container pack = attacker.Backpack;
if (!pm.Warmode)
{
if (m_RecoveryTimer == null)
m_RecoveryTimer = Timer.DelayCall(TimeSpan.FromSeconds(10), pm.RecoverAmmo);
if ( quiver == null || Utility.Random( 100 ) >= quiver.LowerAmmoCost )
{
// consume ammo
if ( quiver != null && quiver.ConsumeTotal( AmmoType, 1 ) )
quiver.InvalidateWeight();
else if ( pack == null || !pack.ConsumeTotal( AmmoType, 1 ) )
return false;
}
else if ( quiver.FindItemByType( AmmoType ) == null && ( pack?.FindItemByType( AmmoType ) == null ) )
{
// lower ammo cost should not work when we have no ammo at all
return false;
}
}
if (!m_RecoveryTimer.Running)
m_RecoveryTimer.Start();
}
}
}
else
{
Ammo.MoveToWorld(
new Point3D(defender.X + Utility.RandomMinMax(-1, 1), defender.Y + Utility.RandomMinMax(-1, 1),
defender.Z), defender.Map);
}
}
attacker.MovingEffect( defender, EffectID, 18, 1, false, false );
base.OnMiss(attacker, defender);
}
return true;
}
public virtual bool OnFired(Mobile attacker, Mobile defender)
{
if (attacker.Player)
{
BaseQuiver quiver = attacker.FindItemOnLayer(Layer.Cloak) as BaseQuiver;
Container pack = attacker.Backpack;
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
if (quiver == null || Utility.Random(100) >= quiver.LowerAmmoCost)
{
// consume ammo
if (quiver != null && quiver.ConsumeTotal(AmmoType, 1))
quiver.InvalidateWeight();
else if (pack == null || !pack.ConsumeTotal(AmmoType, 1))
return false;
}
else if (quiver.FindItemByType(AmmoType) == null && pack?.FindItemByType(AmmoType) == null)
{
// lower ammo cost should not work when we have no ammo at all
return false;
}
}
writer.Write( (int) 3 ); // version
attacker.MovingEffect(defender, EffectID, 18, 1, false, false);
writer.Write( (bool) m_Balanced );
writer.Write( (int) m_Velocity );
}
return true;
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
int version = reader.ReadInt();
writer.Write(3); // version
switch ( version )
{
case 3:
{
m_Balanced = reader.ReadBool();
m_Velocity = reader.ReadInt();
writer.Write(m_Balanced);
writer.Write(m_Velocity);
}
goto case 2;
}
case 2:
case 1:
{
break;
}
case 0:
{
/*m_EffectID =*/ reader.ReadInt();
break;
}
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
if ( version < 2 )
{
WeaponAttributes.MageWeapon = 0;
WeaponAttributes.UseBestSkill = 0;
}
}
}
}
int version = reader.ReadInt();
switch (version)
{
case 3:
{
m_Balanced = reader.ReadBool();
m_Velocity = reader.ReadInt();
goto case 2;
}
case 2:
case 1:
{
break;
}
case 0:
{
/*m_EffectID =*/
reader.ReadInt();
break;
}
}
if (version < 2)
{
WeaponAttributes.MageWeapon = 0;
WeaponAttributes.UseBestSkill = 0;
}
}
}
}