#W# Traps: Added Dungeon traps that are step based but can be avoided with skill/armor/stats. New settings in Settings.cs

This commit is contained in:
WarrentyExpired 2026-10-14 15:19:54 -04:00
parent c66ce46f90
commit c43f543611
6 changed files with 294 additions and 6 deletions

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@ -0,0 +1,193 @@
using System;
using System.Collections.Generic;
using Server;
using Server.Items;
using Server.Mobiles;
using Server.Spells;
namespace Server.Engines.DungeonTraps
{
public enum TrapDamageType
{
Physical,
Magical
}
public abstract class BaseRegionTrap
{
public abstract string Name { get; }
public abstract TrapDamageType DamageType { get; }
public abstract int MinDamage { get; }
public abstract int MaxDamage { get; }
// The master method called when a region step roll succeeds
public virtual void Trigger(PlayerMobile pm)
{
// 1. Remove Trap Check (Absolute Disarm)
double removeTrap = pm.Skills[SkillName.RemoveTrap].Value;
if (removeTrap > 0 && removeTrap >= Utility.RandomDouble() * 100.0)
{
pm.SendMessage(0x35, $"You hear a click and instinctively jam the {Name} mechanism before it fires.");
pm.PlaySound(0x3A4); // Click sound
return;
}
// 2. Evasion Check: (Dex + Int) * 0.25
double evasionChance = (pm.Dex + pm.Int) * 0.25;
if (evasionChance >= Utility.RandomDouble() * 100.0)
{
pm.SendMessage(0x59, $"A {Name} triggers, but your quick reflexes allow you to dodge it!");
PlayTrapEffect(pm); // Trap goes off, but misses
return;
}
// 3. Mitigation Check (AR for Physical, Magic Resist for Magical)
PlayTrapEffect(pm);
bool mitigated = false;
if (DamageType == TrapDamageType.Physical)
{
// Using PhysicalResistance (or VirtualArmor for pre-AoS)
if (pm.PhysicalResistance >= Utility.RandomDouble() * 100.0)
{
mitigated = true;
}
}
else // Magical
{
if (pm.Skills[SkillName.MagicResist].Value >= Utility.RandomDouble() * 100.0)
{
mitigated = true;
}
}
// 4. Resolve Impact
if (mitigated)
{
pm.SendMessage(0x22, $"Your defenses absorb the {Name}, but your equipment takes a beating!");
DamageRandomArmor(pm);
}
else
{
pm.SendMessage(0x22, $"You are struck by a {Name}!");
ApplyDamage(pm);
}
}
protected virtual void DamageRandomArmor(PlayerMobile pm)
{
// Gather all equippable armor the player is wearing
List<BaseArmor> wornArmor = new List<BaseArmor>();
foreach (Item item in pm.Items)
{
if (item is BaseArmor armor && armor.HitPoints > 0)
{
wornArmor.Add(armor);
}
}
if (wornArmor.Count > 0)
{
// Pick a random piece of armor
BaseArmor hitArmor = wornArmor[Utility.Random(wornArmor.Count)];
// Calculate 5% to 10% of current hit points
int damage = Utility.RandomMinMax((int)(hitArmor.HitPoints * 0.05), (int)(hitArmor.HitPoints * 0.10));
// Ensure it does at least 1 damage, but doesn't drop below 0
damage = Math.Max(1, damage);
hitArmor.HitPoints = Math.Max(0, hitArmor.HitPoints - damage);
}
else
{
// If they are totally naked but magically mitigated it, they take a small stamina penalty instead
pm.Stam -= 10;
}
}
public abstract void PlayTrapEffect(PlayerMobile pm);
public virtual void ApplyDamage(PlayerMobile pm)
{
int damage = Utility.RandomMinMax(MinDamage, MaxDamage);
AOS.Damage(pm, damage, DamageType == TrapDamageType.Physical ? 100 : 0, DamageType == TrapDamageType.Physical ? 0 : 100, 0, 0, 0);
}
}
// ==========================================
// SPECIFIC TRAP DEFINITIONS
// ==========================================
public class TripwireTrap : BaseRegionTrap
{
public override string Name => "tripwire";
public override TrapDamageType DamageType => TrapDamageType.Physical;
public override int MinDamage => 15;
public override int MaxDamage => 30;
public override void PlayTrapEffect(PlayerMobile pm)
{
pm.PlaySound(0x3E4); // Snapping sound
Effects.SendLocationEffect(pm.Location, pm.Map, 0x373A, 10, 10); // Dust cloud
}
public override void ApplyDamage(PlayerMobile pm)
{
base.ApplyDamage(pm);
pm.Stam -= 15; // Tripwires knock the wind out of you
}
}
public class ExplosionTrap : BaseRegionTrap
{
public override string Name => "hidden explosive";
public override TrapDamageType DamageType => TrapDamageType.Physical;
public override int MinDamage => 20;
public override int MaxDamage => 40;
public override void PlayTrapEffect(PlayerMobile pm)
{
pm.PlaySound(0x207); // Explosion sound
Effects.SendLocationEffect(pm.Location, pm.Map, 0x36BD, 10, 10); // Big explosion visual
}
}
public class FlameTrap : BaseRegionTrap
{
public override string Name => "flame jet";
public override TrapDamageType DamageType => TrapDamageType.Magical;
public override int MinDamage => 20;
public override int MaxDamage => 40;
public override void PlayTrapEffect(PlayerMobile pm)
{
pm.PlaySound(0x226); // Fire sound
Effects.SendLocationParticles(EffectItem.Create(pm.Location, pm.Map, EffectItem.DefaultDuration), 0x3709, 10, 30, 5052); // Flame column
}
}
public class GasTrap : BaseRegionTrap
{
public override string Name => "poison gas cloud";
public override TrapDamageType DamageType => TrapDamageType.Magical;
public override int MinDamage => 5;
public override int MaxDamage => 10; // Low initial damage, but applies poison
public override void PlayTrapEffect(PlayerMobile pm)
{
pm.PlaySound(0x230); // Hissing gas sound
Effects.SendLocationEffect(pm.Location, pm.Map, 0x3728, 10, 10, 63); // Green smoke
}
public override void ApplyDamage(PlayerMobile pm)
{
base.ApplyDamage(pm);
// Gas traps apply a poison effect if the player takes damage
if (!pm.Poisoned)
{
pm.ApplyPoison(pm, Poison.Regular);
}
}
}
}

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@ -113,7 +113,10 @@ namespace Server.Gumps
InvokeCommand("IS Data/Spawns/Underworld/**.json", from);
break;
case 4:
InvokeCommand("IS Data/Spawns/traps.json", from);
if (Settings.S_DungeonTraps)
{
InvokeCommand("IS Data/Spawns/traps.json", from);
}
InvokeCommand("IS Data/Spawns/Chests/**.json", from);
break;
case 5: InvokeCommand("WipeWildMobs", from); break;
@ -132,7 +135,10 @@ namespace Server.Gumps
InvokeCommand("Decorate", from);
InvokeCommand("IS Data/Spawns/Overworld/**.json", from);
InvokeCommand("IS Data/Spawns/Underworld/**.json", from);
InvokeCommand("IS Data/Spawns/traps.json", from);
if (Settings.S_DungeonTraps)
{
InvokeCommand("IS Data/Spawns/traps.json", from);
}
InvokeCommand("IS Data/Spawns/Chests/**.json", from);
from.SendMessage(0x3F, "World population complete.");

View file

@ -64,5 +64,14 @@ namespace Server
mins = 1;
return (double)mins;
}
public static double RegionDungeonTrapsChance()
{
int chance = Settings.S_RegionDungeonTrapsChance;
if (chance > 100)
chance = 100;
if (chance < 1 )
chance = 1;
return (double)chance;
}
}
}

View file

@ -1,25 +1,46 @@
using System;
using System.Collections.Generic;
using Server;
using Server.Mobiles;
using Server.Engines.DungeonTraps;
namespace Server.Regions
{
public class GreetingDungeonRegion : NoTravelSpellsAllowedRegion
{
// 1. Initialize the pool of available traps
private static readonly BaseRegionTrap[] _dungeonTraps =
[
new TripwireTrap(),
new ExplosionTrap(),
new FlameTrap(),
new GasTrap()
];
// 2. Track how many safe steps a player has remaining to prevent trap spam
private readonly Dictionary<Mobile, int> _safeSteps = new();
public GreetingDungeonRegion(string name, Map map, int priority, params Rectangle3D[] area)
: base(name, map, priority, area)
{
}
public override bool MountsAllowed => false;
public override void OnEnter(Mobile m)
{
base.OnEnter(m);
if (m.Player)
{
m.SendMessage($"You entered <BASEFONT COLOR='#FF0000'>{this.Name}</BASEFONT>.");
// Give players a 10-step grace period right at the entrance
_safeSteps[m] = 10;
}
if (m is PlayerMobile player && player.Mounted )
if (m is PlayerMobile player && player.Mounted)
{
if ( player.Mount is BaseMount )
if (player.Mount is BaseMount)
{
Server.Custom.AutoStable.StoreMount(player);
}
@ -34,9 +55,64 @@ namespace Server.Regions
public override void OnExit(Mobile m)
{
base.OnExit(m);
if ( m is PlayerMobile player )
if (m is PlayerMobile player)
{
Server.Custom.AutoStable.RestoreMount(player);
// Clean up the dictionary when they leave to free up memory
_safeSteps.Remove(player);
}
}
// 3. Evaluate every step taken inside the region
public override void OnLocationChanged(Mobile m, Point3D oldLocation)
{
base.OnLocationChanged(m, oldLocation);
if (!Settings.S_RegionDungeonTraps)
{
return;
}
// Only check for traps if they are an alive player who actually moved to a new tile
if (m is PlayerMobile pm && pm.Alive && pm.Location != oldLocation && pm.AccessLevel == AccessLevel.Player)
{
CheckForTraps(pm);
}
}
private void CheckForTraps(PlayerMobile pm)
{
// 4. Handle Safe Steps Cooldown
if (!_safeSteps.TryGetValue(pm, out int safeStepsLeft))
{
safeStepsLeft = 0;
}
if (safeStepsLeft > 0)
{
_safeSteps[pm] = safeStepsLeft - 1;
return; // Player is still in their grace period
}
// 5. Calculate Trigger Chance (Base 5% chance per step)
// Detect Hidden actively reduces this chance.
// At 0 DH = 5% chance. At 100 DH = 1% chance.
double baseChance = ValidSettings.RegionDungeonTrapsChance();
double detectHidden = pm.Skills[SkillName.DetectHidden].Value;
double finalChance = Math.Max(1.0, baseChance - (detectHidden / 25.0));
// 6. Roll for Trap Trigger
if (Utility.RandomDouble() * 100.0 <= finalChance)
{
// Pick a random trap from the pool
BaseRegionTrap trap = _dungeonTraps[Utility.Random(_dungeonTraps.Length)];
// Fire the trap logic cascade (Remove Trap -> Dodge -> AR/MR -> Damage)
trap.Trigger(pm);
// Reset the player's safe steps to prevent back-to-back trap triggers
_safeSteps[pm] = Utility.RandomMinMax(8, 12);
}
}
}

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@ -9,5 +9,8 @@ namespace Server
public static int S_Stables = 3; // 0-20 Extra stable slots
public static int S_DungeonBountyBoardDelay = 60; // 1-1440 minutes delay between bountie quests
public static int S_DungeonBountyRefusalDelay = 10; // 1-1440 minutes delay between refusing a quest
public static bool S_DungeonTraps = false; // Spawns Dugeon floor traps
public static bool S_RegionDungeonTraps = true; // Step activated dungeon traps
public static int S_RegionDungeonTrapsChance = 5; // 1-100 Chance to get a trap check per step
}
}