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

@ -1,386 +1,402 @@
using System;
using Server.Mobiles;
using Server.Factions;
using Server.Mobiles;
using Server.Regions;
namespace Server.Misc
{
public class SkillCheck
{
private static readonly bool AntiMacroCode = !Core.ML; //Change this to false to disable anti-macro code
public static TimeSpan AntiMacroExpire = TimeSpan.FromMinutes( 5.0 ); //How long do we remember targets/locations?
public const int Allowance = 3; //How many times may we use the same location/target for gain
private const int LocationSize = 5; //The size of eeach location, make this smaller so players dont have to move as far
private static bool[] UseAntiMacro = {
// true if this skill uses the anti-macro code, false if it does not
false,// Alchemy = 0,
true,// Anatomy = 1,
true,// AnimalLore = 2,
true,// ItemID = 3,
true,// ArmsLore = 4,
false,// Parry = 5,
true,// Begging = 6,
false,// Blacksmith = 7,
false,// Fletching = 8,
true,// Peacemaking = 9,
true,// Camping = 10,
false,// Carpentry = 11,
false,// Cartography = 12,
false,// Cooking = 13,
true,// DetectHidden = 14,
true,// Discordance = 15,
true,// EvalInt = 16,
true,// Healing = 17,
true,// Fishing = 18,
true,// Forensics = 19,
true,// Herding = 20,
true,// Hiding = 21,
true,// Provocation = 22,
false,// Inscribe = 23,
true,// Lockpicking = 24,
true,// Magery = 25,
true,// MagicResist = 26,
false,// Tactics = 27,
true,// Snooping = 28,
true,// Musicianship = 29,
true,// Poisoning = 30,
false,// Archery = 31,
true,// SpiritSpeak = 32,
true,// Stealing = 33,
false,// Tailoring = 34,
true,// AnimalTaming = 35,
true,// TasteID = 36,
false,// Tinkering = 37,
true,// Tracking = 38,
true,// Veterinary = 39,
false,// Swords = 40,
false,// Macing = 41,
false,// Fencing = 42,
false,// Wrestling = 43,
true,// Lumberjacking = 44,
true,// Mining = 45,
true,// Meditation = 46,
true,// Stealth = 47,
true,// RemoveTrap = 48,
true,// Necromancy = 49,
false,// Focus = 50,
true,// Chivalry = 51
true,// Bushido = 52
true,//Ninjitsu = 53
true // Spellweaving
};
public static void Initialize()
{
Mobile.SkillCheckLocationHandler = Mobile_SkillCheckLocation;
Mobile.SkillCheckDirectLocationHandler = Mobile_SkillCheckDirectLocation;
Mobile.SkillCheckTargetHandler = Mobile_SkillCheckTarget;
Mobile.SkillCheckDirectTargetHandler = Mobile_SkillCheckDirectTarget;
}
public static bool Mobile_SkillCheckLocation( Mobile from, SkillName skillName, double minSkill, double maxSkill )
{
Skill skill = from.Skills[skillName];
if ( skill == null )
return false;
double value = skill.Value;
if ( value < minSkill )
return false; // Too difficult
if ( value >= maxSkill )
return true; // No challenge
double chance = (value - minSkill) / (maxSkill - minSkill);
Point2D loc = new Point2D( from.Location.X / LocationSize, from.Location.Y / LocationSize );
return CheckSkill( from, skill, loc, chance );
}
public static bool Mobile_SkillCheckDirectLocation( Mobile from, SkillName skillName, double chance )
{
Skill skill = from.Skills[skillName];
if ( skill == null )
return false;
if ( chance < 0.0 )
return false; // Too difficult
if ( chance >= 1.0 )
return true; // No challenge
Point2D loc = new Point2D( from.Location.X / LocationSize, from.Location.Y / LocationSize );
return CheckSkill( from, skill, loc, chance );
}
public static bool CheckSkill( Mobile from, Skill skill, object amObj, double chance )
{
if ( from.Skills.Cap == 0 )
return false;
bool success = ( chance >= Utility.RandomDouble() );
double gc = (double)(from.Skills.Cap - from.Skills.Total) / from.Skills.Cap;
gc += ( skill.Cap - skill.Base ) / skill.Cap;
gc /= 2;
gc += ( 1.0 - chance ) * ( success ? 0.5 : (Core.AOS ? 0.0 : 0.2) );
gc /= 2;
gc *= skill.Info.GainFactor;
if ( gc < 0.01 )
gc = 0.01;
if ( from is BaseCreature creature && creature.Controlled )
gc *= 2;
if ( from.Alive && ( ( gc >= Utility.RandomDouble() && AllowGain( from, skill, amObj ) ) || skill.Base < 10.0 ) )
Gain( from, skill );
return success;
}
public static bool Mobile_SkillCheckTarget( Mobile from, SkillName skillName, object target, double minSkill, double maxSkill )
{
Skill skill = from.Skills[skillName];
if ( skill == null )
return false;
double value = skill.Value;
if ( value < minSkill )
return false; // Too difficult
if ( value >= maxSkill )
return true; // No challenge
double chance = (value - minSkill) / (maxSkill - minSkill);
return CheckSkill( from, skill, target, chance );
}
public class SkillCheck
{
public enum Stat
{
Str,
Dex,
Int
}
public const int Allowance = 3; //How many times may we use the same location/target for gain
private const int
LocationSize = 5; //The size of eeach location, make this smaller so players dont have to move as far
private static readonly bool AntiMacroCode = !Core.ML; //Change this to false to disable anti-macro code
public static TimeSpan AntiMacroExpire = TimeSpan.FromMinutes(5.0); //How long do we remember targets/locations?
private static bool[] UseAntiMacro =
{
// true if this skill uses the anti-macro code, false if it does not
false, // Alchemy = 0,
true, // Anatomy = 1,
true, // AnimalLore = 2,
true, // ItemID = 3,
true, // ArmsLore = 4,
false, // Parry = 5,
true, // Begging = 6,
false, // Blacksmith = 7,
false, // Fletching = 8,
true, // Peacemaking = 9,
true, // Camping = 10,
false, // Carpentry = 11,
false, // Cartography = 12,
false, // Cooking = 13,
true, // DetectHidden = 14,
true, // Discordance = 15,
true, // EvalInt = 16,
true, // Healing = 17,
true, // Fishing = 18,
true, // Forensics = 19,
true, // Herding = 20,
true, // Hiding = 21,
true, // Provocation = 22,
false, // Inscribe = 23,
true, // Lockpicking = 24,
true, // Magery = 25,
true, // MagicResist = 26,
false, // Tactics = 27,
true, // Snooping = 28,
true, // Musicianship = 29,
true, // Poisoning = 30,
false, // Archery = 31,
true, // SpiritSpeak = 32,
true, // Stealing = 33,
false, // Tailoring = 34,
true, // AnimalTaming = 35,
true, // TasteID = 36,
false, // Tinkering = 37,
true, // Tracking = 38,
true, // Veterinary = 39,
false, // Swords = 40,
false, // Macing = 41,
false, // Fencing = 42,
false, // Wrestling = 43,
true, // Lumberjacking = 44,
true, // Mining = 45,
true, // Meditation = 46,
true, // Stealth = 47,
true, // RemoveTrap = 48,
true, // Necromancy = 49,
false, // Focus = 50,
true, // Chivalry = 51
true, // Bushido = 52
true, //Ninjitsu = 53
true // Spellweaving
};
private static TimeSpan m_StatGainDelay = TimeSpan.FromMinutes(Core.ML ? 0.05 : 15);
private static TimeSpan m_PetStatGainDelay = TimeSpan.FromMinutes(5.0);
public static void Initialize()
{
Mobile.SkillCheckLocationHandler = Mobile_SkillCheckLocation;
Mobile.SkillCheckDirectLocationHandler = Mobile_SkillCheckDirectLocation;
Mobile.SkillCheckTargetHandler = Mobile_SkillCheckTarget;
Mobile.SkillCheckDirectTargetHandler = Mobile_SkillCheckDirectTarget;
}
public static bool Mobile_SkillCheckLocation(Mobile from, SkillName skillName, double minSkill, double maxSkill)
{
Skill skill = from.Skills[skillName];
if (skill == null)
return false;
double value = skill.Value;
if (value < minSkill)
return false; // Too difficult
if (value >= maxSkill)
return true; // No challenge
double chance = (value - minSkill) / (maxSkill - minSkill);
Point2D loc = new Point2D(from.Location.X / LocationSize, from.Location.Y / LocationSize);
return CheckSkill(from, skill, loc, chance);
}
public static bool Mobile_SkillCheckDirectLocation(Mobile from, SkillName skillName, double chance)
{
Skill skill = from.Skills[skillName];
if (skill == null)
return false;
if (chance < 0.0)
return false; // Too difficult
if (chance >= 1.0)
return true; // No challenge
Point2D loc = new Point2D(from.Location.X / LocationSize, from.Location.Y / LocationSize);
return CheckSkill(from, skill, loc, chance);
}
public static bool CheckSkill(Mobile from, Skill skill, object amObj, double chance)
{
if (from.Skills.Cap == 0)
return false;
bool success = chance >= Utility.RandomDouble();
double gc = (double)(from.Skills.Cap - from.Skills.Total) / from.Skills.Cap;
gc += (skill.Cap - skill.Base) / skill.Cap;
gc /= 2;
gc += (1.0 - chance) * (success ? 0.5 : Core.AOS ? 0.0 : 0.2);
gc /= 2;
gc *= skill.Info.GainFactor;
if (gc < 0.01)
gc = 0.01;
if (from is BaseCreature creature && creature.Controlled)
gc *= 2;
if (from.Alive && (gc >= Utility.RandomDouble() && AllowGain(from, skill, amObj) || skill.Base < 10.0))
Gain(from, skill);
return success;
}
public static bool Mobile_SkillCheckTarget(Mobile from, SkillName skillName, object target, double minSkill,
double maxSkill)
{
Skill skill = from.Skills[skillName];
if (skill == null)
return false;
double value = skill.Value;
if (value < minSkill)
return false; // Too difficult
if (value >= maxSkill)
return true; // No challenge
public static bool Mobile_SkillCheckDirectTarget( Mobile from, SkillName skillName, object target, double chance )
{
Skill skill = from.Skills[skillName];
double chance = (value - minSkill) / (maxSkill - minSkill);
if ( skill == null )
return false;
return CheckSkill(from, skill, target, chance);
}
if ( chance < 0.0 )
return false; // Too difficult
if ( chance >= 1.0 )
return true; // No challenge
public static bool Mobile_SkillCheckDirectTarget(Mobile from, SkillName skillName, object target, double chance)
{
Skill skill = from.Skills[skillName];
return CheckSkill( from, skill, target, chance );
}
if (skill == null)
return false;
private static bool AllowGain( Mobile from, Skill skill, object obj )
{
if ( Core.AOS && Faction.InSkillLoss( from ) ) //Changed some time between the introduction of AoS and SE.
return false;
if (chance < 0.0)
return false; // Too difficult
if (chance >= 1.0)
return true; // No challenge
if ( AntiMacroCode && from is PlayerMobile mobile && UseAntiMacro[skill.Info.SkillID] )
return mobile.AntiMacroCheck( skill, obj );
return CheckSkill(from, skill, target, chance);
}
return true;
}
public enum Stat { Str, Dex, Int }
public static void Gain( Mobile from, Skill skill )
{
if ( from.Region.IsPartOf( typeof( Regions.Jail ) ) )
return;
if ( from is BaseCreature creature && creature.IsDeadPet )
return;
if ( skill.SkillName == SkillName.Focus && from is BaseCreature )
return;
if ( skill.Base < skill.Cap && skill.Lock == SkillLock.Up )
{
int toGain = 1;
if ( skill.Base <= 10.0 )
toGain = Utility.Random( 4 ) + 1;
Skills skills = from.Skills;
if ( from.Player && ( skills.Total / skills.Cap ) >= Utility.RandomDouble() )//( skills.Total >= skills.Cap )
{
for ( int i = 0; i < skills.Length; ++i )
{
Skill toLower = skills[i];
if ( toLower != skill && toLower.Lock == SkillLock.Down && toLower.BaseFixedPoint >= toGain )
{
toLower.BaseFixedPoint -= toGain;
break;
}
}
}
#region Scroll of Alacrity
if ( from is PlayerMobile pm && skill.SkillName == pm.AcceleratedSkill && pm.AcceleratedStart > DateTime.UtcNow )
toGain *= Utility.RandomMinMax(2, 5);
#endregion
if ( !from.Player || (skills.Total + toGain) <= skills.Cap )
{
skill.BaseFixedPoint += toGain;
}
}
if ( skill.Lock == SkillLock.Up )
{
SkillInfo info = skill.Info;
if ( from.StrLock == StatLockType.Up && (info.StrGain / 33.3) > Utility.RandomDouble() )
GainStat( from, Stat.Str );
else if ( from.DexLock == StatLockType.Up && (info.DexGain / 33.3) > Utility.RandomDouble() )
GainStat( from, Stat.Dex );
else if ( from.IntLock == StatLockType.Up && (info.IntGain / 33.3) > Utility.RandomDouble() )
GainStat( from, Stat.Int );
}
}
public static bool CanLower( Mobile from, Stat stat )
{
switch ( stat )
{
case Stat.Str: return ( from.StrLock == StatLockType.Down && from.RawStr > 10 );
case Stat.Dex: return ( from.DexLock == StatLockType.Down && from.RawDex > 10 );
case Stat.Int: return ( from.IntLock == StatLockType.Down && from.RawInt > 10 );
}
return false;
}
public static bool CanRaise( Mobile from, Stat stat )
{
if ( !(from is BaseCreature creature && creature.Controlled) )
{
if ( from.RawStatTotal >= from.StatCap )
return false;
}
switch ( stat )
{
case Stat.Str: return ( from.StrLock == StatLockType.Up && from.RawStr < 125 );
case Stat.Dex: return ( from.DexLock == StatLockType.Up && from.RawDex < 125 );
case Stat.Int: return ( from.IntLock == StatLockType.Up && from.RawInt < 125 );
}
return false;
}
public static void IncreaseStat( Mobile from, Stat stat, bool atrophy )
{
atrophy = atrophy || (from.RawStatTotal >= from.StatCap);
switch ( stat )
{
case Stat.Str:
{
if ( atrophy )
{
if ( CanLower( from, Stat.Dex ) && (from.RawDex < from.RawInt || !CanLower( from, Stat.Int )) )
--from.RawDex;
else if ( CanLower( from, Stat.Int ) )
--from.RawInt;
}
if ( CanRaise( from, Stat.Str ) )
++from.RawStr;
break;
}
case Stat.Dex:
{
if ( atrophy )
{
if ( CanLower( from, Stat.Str ) && (from.RawStr < from.RawInt || !CanLower( from, Stat.Int )) )
--from.RawStr;
else if ( CanLower( from, Stat.Int ) )
--from.RawInt;
}
if ( CanRaise( from, Stat.Dex ) )
++from.RawDex;
break;
}
case Stat.Int:
{
if ( atrophy )
{
if ( CanLower( from, Stat.Str ) && (from.RawStr < from.RawDex || !CanLower( from, Stat.Dex )) )
--from.RawStr;
else if ( CanLower( from, Stat.Dex ) )
--from.RawDex;
}
if ( CanRaise( from, Stat.Int ) )
++from.RawInt;
break;
}
}
}
private static TimeSpan m_StatGainDelay = TimeSpan.FromMinutes( ( Core.ML ) ? 0.05 : 15 );
private static TimeSpan m_PetStatGainDelay = TimeSpan.FromMinutes( 5.0 );
public static void GainStat( Mobile from, Stat stat )
{
switch( stat )
{
case Stat.Str:
{
if ( from is BaseCreature creature && creature.Controlled ) {
if ( (creature.LastStrGain + m_PetStatGainDelay) >= DateTime.UtcNow )
return;
}
else if ( (from.LastStrGain + m_StatGainDelay) >= DateTime.UtcNow )
return;
from.LastStrGain = DateTime.UtcNow;
break;
}
case Stat.Dex:
{
if ( from is BaseCreature creature && creature.Controlled ) {
if ( (creature.LastDexGain + m_PetStatGainDelay) >= DateTime.UtcNow )
return;
}
else if ( (from.LastDexGain + m_StatGainDelay) >= DateTime.UtcNow )
return;
from.LastDexGain = DateTime.UtcNow;
break;
}
case Stat.Int:
{
if ( from is BaseCreature creature && creature.Controlled ) {
if ( (creature.LastIntGain + m_PetStatGainDelay) >= DateTime.UtcNow )
return;
}
else if ( (from.LastIntGain + m_StatGainDelay) >= DateTime.UtcNow )
return;
from.LastIntGain = DateTime.UtcNow;
break;
}
}
bool atrophy = ( (from.RawStatTotal / (double)from.StatCap) >= Utility.RandomDouble() );
IncreaseStat( from, stat, atrophy );
}
}
}
private static bool AllowGain(Mobile from, Skill skill, object obj)
{
if (Core.AOS && Faction.InSkillLoss(from)) //Changed some time between the introduction of AoS and SE.
return false;
if (AntiMacroCode && from is PlayerMobile mobile && UseAntiMacro[skill.Info.SkillID])
return mobile.AntiMacroCheck(skill, obj);
return true;
}
public static void Gain(Mobile from, Skill skill)
{
if (from.Region.IsPartOf(typeof(Jail)))
return;
if (from is BaseCreature creature && creature.IsDeadPet)
return;
if (skill.SkillName == SkillName.Focus && from is BaseCreature)
return;
if (skill.Base < skill.Cap && skill.Lock == SkillLock.Up)
{
int toGain = 1;
if (skill.Base <= 10.0)
toGain = Utility.Random(4) + 1;
Skills skills = from.Skills;
if (from.Player && skills.Total / skills.Cap >= Utility.RandomDouble()) //( skills.Total >= skills.Cap )
for (int i = 0; i < skills.Length; ++i)
{
Skill toLower = skills[i];
if (toLower != skill && toLower.Lock == SkillLock.Down && toLower.BaseFixedPoint >= toGain)
{
toLower.BaseFixedPoint -= toGain;
break;
}
}
#region Scroll of Alacrity
if (from is PlayerMobile pm && skill.SkillName == pm.AcceleratedSkill &&
pm.AcceleratedStart > DateTime.UtcNow)
toGain *= Utility.RandomMinMax(2, 5);
#endregion
if (!from.Player || skills.Total + toGain <= skills.Cap) skill.BaseFixedPoint += toGain;
}
if (skill.Lock == SkillLock.Up)
{
SkillInfo info = skill.Info;
if (from.StrLock == StatLockType.Up && info.StrGain / 33.3 > Utility.RandomDouble())
GainStat(from, Stat.Str);
else if (from.DexLock == StatLockType.Up && info.DexGain / 33.3 > Utility.RandomDouble())
GainStat(from, Stat.Dex);
else if (from.IntLock == StatLockType.Up && info.IntGain / 33.3 > Utility.RandomDouble())
GainStat(from, Stat.Int);
}
}
public static bool CanLower(Mobile from, Stat stat)
{
switch (stat)
{
case Stat.Str: return from.StrLock == StatLockType.Down && from.RawStr > 10;
case Stat.Dex: return from.DexLock == StatLockType.Down && from.RawDex > 10;
case Stat.Int: return from.IntLock == StatLockType.Down && from.RawInt > 10;
}
return false;
}
public static bool CanRaise(Mobile from, Stat stat)
{
if (!(from is BaseCreature creature && creature.Controlled))
if (from.RawStatTotal >= from.StatCap)
return false;
switch (stat)
{
case Stat.Str: return from.StrLock == StatLockType.Up && from.RawStr < 125;
case Stat.Dex: return from.DexLock == StatLockType.Up && from.RawDex < 125;
case Stat.Int: return from.IntLock == StatLockType.Up && from.RawInt < 125;
}
return false;
}
public static void IncreaseStat(Mobile from, Stat stat, bool atrophy)
{
atrophy = atrophy || from.RawStatTotal >= from.StatCap;
switch (stat)
{
case Stat.Str:
{
if (atrophy)
{
if (CanLower(from, Stat.Dex) && (from.RawDex < from.RawInt || !CanLower(from, Stat.Int)))
--from.RawDex;
else if (CanLower(from, Stat.Int))
--from.RawInt;
}
if (CanRaise(from, Stat.Str))
++from.RawStr;
break;
}
case Stat.Dex:
{
if (atrophy)
{
if (CanLower(from, Stat.Str) && (from.RawStr < from.RawInt || !CanLower(from, Stat.Int)))
--from.RawStr;
else if (CanLower(from, Stat.Int))
--from.RawInt;
}
if (CanRaise(from, Stat.Dex))
++from.RawDex;
break;
}
case Stat.Int:
{
if (atrophy)
{
if (CanLower(from, Stat.Str) && (from.RawStr < from.RawDex || !CanLower(from, Stat.Dex)))
--from.RawStr;
else if (CanLower(from, Stat.Dex))
--from.RawDex;
}
if (CanRaise(from, Stat.Int))
++from.RawInt;
break;
}
}
}
public static void GainStat(Mobile from, Stat stat)
{
switch (stat)
{
case Stat.Str:
{
if (from is BaseCreature creature && creature.Controlled)
{
if (creature.LastStrGain + m_PetStatGainDelay >= DateTime.UtcNow)
return;
}
else if (from.LastStrGain + m_StatGainDelay >= DateTime.UtcNow)
{
return;
}
from.LastStrGain = DateTime.UtcNow;
break;
}
case Stat.Dex:
{
if (from is BaseCreature creature && creature.Controlled)
{
if (creature.LastDexGain + m_PetStatGainDelay >= DateTime.UtcNow)
return;
}
else if (from.LastDexGain + m_StatGainDelay >= DateTime.UtcNow)
{
return;
}
from.LastDexGain = DateTime.UtcNow;
break;
}
case Stat.Int:
{
if (from is BaseCreature creature && creature.Controlled)
{
if (creature.LastIntGain + m_PetStatGainDelay >= DateTime.UtcNow)
return;
}
else if (from.LastIntGain + m_StatGainDelay >= DateTime.UtcNow)
{
return;
}
from.LastIntGain = DateTime.UtcNow;
break;
}
}
bool atrophy = from.RawStatTotal / (double)from.StatCap >= Utility.RandomDouble();
IncreaseStat(from, stat, atrophy);
}
}
}