fix: Various code cleanup (#756)

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Kamron Batman 2021-09-03 19:41:12 -07:00 • committed by GitHub
parent f4378acd05
commit dbd4d6f13f
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GPG key ID: 4AEE18F83AFDEB23
40 changed files with 117 additions and 280 deletions

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@ -799,31 +799,17 @@ namespace Server.Items
public int GetDurabilityBonus()
{
var bonus = 0;
var bonus = m_Quality == WeaponQuality.Exceptional ? 20 : 0;
if (m_Quality == WeaponQuality.Exceptional)
bonus += m_DurabilityLevel switch
{
bonus += 20;
}
switch (m_DurabilityLevel)
{
case WeaponDurabilityLevel.Durable:
bonus += 20;
break;
case WeaponDurabilityLevel.Substantial:
bonus += 50;
break;
case WeaponDurabilityLevel.Massive:
bonus += 70;
break;
case WeaponDurabilityLevel.Fortified:
bonus += 100;
break;
case WeaponDurabilityLevel.Indestructible:
bonus += 120;
break;
}
WeaponDurabilityLevel.Durable => 20,
WeaponDurabilityLevel.Substantial => 50,
WeaponDurabilityLevel.Massive => 70,
WeaponDurabilityLevel.Fortified => 100,
WeaponDurabilityLevel.Indestructible => 120,
_ => 0
};
if (Core.AOS)
{
@ -1519,32 +1505,15 @@ namespace Server.Items
{
var positionChance = Utility.RandomDouble();
Item armorItem;
if (positionChance < 0.07)
Item armorItem = positionChance switch
{
armorItem = defender.NeckArmor;
}
else if (positionChance < 0.14)
{
armorItem = defender.HandArmor;
}
else if (positionChance < 0.28)
{
armorItem = defender.ArmsArmor;
}
else if (positionChance < 0.43)
{
armorItem = defender.HeadArmor;
}
else if (positionChance < 0.65)
{
armorItem = defender.LegsArmor;
}
else
{
armorItem = defender.ChestArmor;
}
< 0.07 => defender.NeckArmor,
< 0.14 => defender.HandArmor,
< 0.28 => defender.ArmsArmor,
< 0.43 => defender.HeadArmor,
< 0.65 => defender.LegsArmor,
_ => defender.ChestArmor
};
if (armorItem is IWearableDurability armor)
{
@ -1569,32 +1538,15 @@ namespace Server.Items
var chance = Utility.RandomDouble();
Item armorItem;
if (chance < 0.07)
Item armorItem = chance switch
{
armorItem = defender.NeckArmor;
}
else if (chance < 0.14)
{
armorItem = defender.HandArmor;
}
else if (chance < 0.28)
{
armorItem = defender.ArmsArmor;
}
else if (chance < 0.43)
{
armorItem = defender.HeadArmor;
}
else if (chance < 0.65)
{
armorItem = defender.LegsArmor;
}
else
{
armorItem = defender.ChestArmor;
}
< 0.07 => defender.NeckArmor,
< 0.14 => defender.HandArmor,
< 0.28 => defender.ArmsArmor,
< 0.43 => defender.HeadArmor,
< 0.65 => defender.LegsArmor,
_ => defender.ChestArmor
};
if (armorItem is IWearableDurability armor)
{
@ -1605,28 +1557,14 @@ namespace Server.Items
if (virtualArmor > 0)
{
double scalar;
if (chance < 0.14)
double scalar = chance switch
{
scalar = 0.07;
}
else if (chance < 0.28)
{
scalar = 0.14;
}
else if (chance < 0.43)
{
scalar = 0.15;
}
else if (chance < 0.65)
{
scalar = 0.22;
}
else
{
scalar = 0.35;
}
< 0.14 => 0.07,
< 0.28 => 0.14,
< 0.43 => 0.15,
< 0.65 => 0.22,
_ => 0.35
};
var from = (int)(virtualArmor * scalar) / 2;
var to = (int)(virtualArmor * scalar);
@ -1678,12 +1616,10 @@ namespace Server.Items
{
if (m?.Summoned == true && m.SummonMaster == defender)
{
attacker.SendLocalizedMessage(
1063141
); // Your attack has been diverted to a nearby mirror image of your target!
defender.SendLocalizedMessage(
1063140
); // You manage to divert the attack onto one of your nearby mirror images.
// Your attack has been diverted to a nearby mirror image of your target!
attacker.SendLocalizedMessage(1063141);
// You manage to divert the attack onto one of your nearby mirror images.
defender.SendLocalizedMessage(1063140);
/*
* TODO: What happens if the Clone parries a blow?
@ -1836,18 +1772,17 @@ namespace Server.Items
}
AddBlood(attacker, defender, damage);
int phys, fire, cold, pois, nrgy, chaos, direct;
GetDamageTypes(
attacker,
out phys,
out fire,
out cold,
out pois,
out nrgy,
out chaos,
out direct
);
attacker,
out var phys,
out var fire,
out var cold,
out var pois,
out var nrgy,
out var chaos,
out var direct
);
if (Core.ML && this is BaseRanged && attacker.FindItemOnLayer(Layer.Cloak) is BaseQuiver quiver)
{
@ -2447,28 +2382,15 @@ namespace Server.Items
return 0;
}
var bonus = 0;
switch (m_AccuracyLevel)
return m_AccuracyLevel switch
{
case WeaponAccuracyLevel.Accurate:
bonus += 02;
break;
case WeaponAccuracyLevel.Surpassingly:
bonus += 04;
break;
case WeaponAccuracyLevel.Eminently:
bonus += 06;
break;
case WeaponAccuracyLevel.Exceedingly:
bonus += 08;
break;
case WeaponAccuracyLevel.Supremely:
bonus += 10;
break;
}
return bonus;
WeaponAccuracyLevel.Accurate => 2,
WeaponAccuracyLevel.Surpassingly => 4,
WeaponAccuracyLevel.Eminently => 6,
WeaponAccuracyLevel.Exceedingly => 8,
WeaponAccuracyLevel.Supremely => 10,
_ => 0
};
}
public virtual int GetDamageBonus()