using System; using Server.Collections; using Server.Spells; namespace Server.Items { /// /// A godsend to a warrior surrounded, the Whirlwind Attack allows the fighter to strike at all nearby targets in one mighty /// spinning swing. /// public class WhirlwindAttack : WeaponAbility { public override int BaseMana => 15; public override void OnHit(Mobile attacker, Mobile defender, int damage, WorldLocation worldLocation) { if (!Validate(attacker) || !CheckMana(attacker, true)) { return; } ClearCurrentAbility(attacker); var map = attacker.Map; if (map == null) { return; } if (attacker.Weapon is not BaseWeapon weapon) { return; } attacker.FixedEffect(0x3728, 10, 15); attacker.PlaySound(0x2A1); using var queue = PooledRefQueue.Create(); foreach (var m in attacker.GetMobilesInRange(1)) { if (m?.Deleted == false && m != defender && m != attacker && m.Map == attacker.Map && m.Alive && SpellHelper.ValidIndirectTarget(attacker, m) && attacker.CanSee(m) && attacker.CanBeHarmful(m) && attacker.InRange(m, weapon.MaxRange) && attacker.InLOS(m)) { queue.Enqueue(m); } } if (queue.Count <= 0) { return; } var bushido = attacker.Skills.Bushido.Value; var damageBonus = 1.0 + Math.Pow(queue.Count * bushido / 60, 2) / 100; if (damageBonus > 2.0) { damageBonus = 2.0; } attacker.RevealingAction(); while (queue.Count > 0) { var m = queue.Dequeue(); attacker.SendLocalizedMessage(1060161); // The whirling attack strikes a target! m.SendLocalizedMessage(1060162); // You are struck by the whirling attack and take damage! weapon.OnHit(attacker, m, damageBonus); } } } }