fix: Consolidates and fixes movement/direction checks (#1861)

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Kamron Batman 2024-07-06 12:41:45 -07:00 • committed by GitHub
parent 06e05f2e52
commit e6bfc45228
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11 changed files with 146 additions and 320 deletions

View file

@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Runtime.CompilerServices;
using ModernUO.Serialization;
using Server.Targeting;
using CalcMoves = Server.Movement.Movement;
namespace Server.Items;
@ -233,53 +234,7 @@ public abstract partial class BaseDoor : Item, ILockable, ITelekinesisable
int x = m.X;
int y = m.Y;
switch (m.Direction & Direction.Mask)
{
case Direction.North:
{
--y;
break;
}
case Direction.Right:
{
++x;
--y;
break;
}
case Direction.East:
{
++x;
break;
}
case Direction.Down:
{
++x;
++y;
break;
}
case Direction.South:
{
++y;
break;
}
case Direction.Left:
{
--x;
++y;
break;
}
case Direction.West:
{
--x;
break;
}
case Direction.Up:
{
--x;
--y;
break;
}
}
CalcMoves.Offset(m.Direction, ref x, ref y);
foreach (var item in m.Map.GetItemsAt(x, y))
{

View file

@ -1,132 +1,82 @@
using System;
using ModernUO.Serialization;
using Server.Targeting;
using CalcMoves = Server.Movement.Movement;
namespace Server.Items
namespace Server.Items;
[Flippable(0xF52, 0xF51)]
[SerializationGenerator(0, false)]
public partial class ThrowingDagger : Item
{
[Flippable(0xF52, 0xF51)]
[SerializationGenerator(0, false)]
public partial class ThrowingDagger : Item
[Constructible]
public ThrowingDagger() : base(0xF52)
{
[Constructible]
public ThrowingDagger() : base(0xF52)
Weight = 1.0;
Layer = Layer.OneHanded;
}
public override string DefaultName => "a throwing dagger";
public override void OnDoubleClick(Mobile from)
{
if (from.Items.Contains(this))
{
Weight = 1.0;
Layer = Layer.OneHanded;
var t = new InternalTarget(this);
from.Target = t;
}
public override string DefaultName => "a throwing dagger";
public override void OnDoubleClick(Mobile from)
else
{
if (from.Items.Contains(this))
from.SendMessage("You must be holding that weapon to use it.");
}
}
private class InternalTarget : Target
{
private readonly ThrowingDagger m_Dagger;
public InternalTarget(ThrowingDagger dagger) : base(10, false, TargetFlags.Harmful) => m_Dagger = dagger;
protected override void OnTarget(Mobile from, object targeted)
{
if (m_Dagger.Deleted)
{
var t = new InternalTarget(this);
from.Target = t;
return;
}
else
if (!from.Items.Contains(m_Dagger))
{
from.SendMessage("You must be holding that weapon to use it.");
}
}
private class InternalTarget : Target
{
private readonly ThrowingDagger m_Dagger;
public InternalTarget(ThrowingDagger dagger) : base(10, false, TargetFlags.Harmful) => m_Dagger = dagger;
protected override void OnTarget(Mobile from, object targeted)
else if (targeted is Mobile m && m != from && from.HarmfulCheck(m))
{
if (m_Dagger.Deleted)
var to = from.GetDirectionTo(m);
from.Direction = to;
from.Animate(from.Mounted ? 26 : 9, 7, 1, true, false, 0);
if (Utility.RandomDouble() >= Math.Sqrt(m.Dex / 100.0) * 0.8)
{
return;
from.MovingEffect(m, 0x1BFE, 7, 1, false, false, 0x481, 0);
AOS.Damage(m, from, Utility.Random(5, from.Str / 10), 100, 0, 0, 0, 0);
m_Dagger.MoveToWorld(m.Location, m.Map);
}
if (!from.Items.Contains(m_Dagger))
else
{
from.SendMessage("You must be holding that weapon to use it.");
}
else if (targeted is Mobile m && m != from && from.HarmfulCheck(m))
{
var to = from.GetDirectionTo(m);
var p = m.Location;
CalcMoves.Offset(to, ref p);
from.Direction = to;
p.X += Utility.Random(-1, 3);
p.Y += Utility.Random(-1, 3);
from.Animate(from.Mounted ? 26 : 9, 7, 1, true, false, 0);
m_Dagger.MoveToWorld(p, m.Map);
if (Utility.RandomDouble() >= Math.Sqrt(m.Dex / 100.0) * 0.8)
{
from.MovingEffect(m, 0x1BFE, 7, 1, false, false, 0x481, 0);
from.MovingEffect(m_Dagger, 0x1BFE, 7, 1, false, false, 0x481, 0);
AOS.Damage(m, from, Utility.Random(5, from.Str / 10), 100, 0, 0, 0, 0);
m_Dagger.MoveToWorld(m.Location, m.Map);
}
else
{
int x = 0, y = 0;
switch (to & Direction.Mask)
{
case Direction.North:
{
--y;
break;
}
case Direction.South:
{
++y;
break;
}
case Direction.West:
{
--x;
break;
}
case Direction.East:
{
++x;
break;
}
case Direction.Up:
{
--x;
--y;
break;
}
case Direction.Down:
{
++x;
++y;
break;
}
case Direction.Left:
{
--x;
++y;
break;
}
case Direction.Right:
{
++x;
--y;
break;
}
}
x += Utility.Random(-1, 3);
y += Utility.Random(-1, 3);
x += m.X;
y += m.Y;
m_Dagger.MoveToWorld(new Point3D(x, y, m.Z), m.Map);
from.MovingEffect(m_Dagger, 0x1BFE, 7, 1, false, false, 0x481, 0);
from.SendMessage("You miss.");
}
from.SendMessage("You miss.");
}
}
}