using System; using System.Collections.Generic; using Server.Mobiles; using Server.Network; using Server.Spells; using Server.Spells.Necromancy; namespace Server.Items { /// /// Make your opponent bleed profusely with this wicked use of your weapon. /// When successful, the target will bleed for several seconds, taking damage as time passes for up to ten seconds. /// The rate of damage slows down as time passes, and the blood loss can be completely staunched with the use of bandages. /// public class BleedAttack : WeaponAbility { private static readonly Dictionary _table = new(); public override int BaseMana => 30; public override void OnHit(Mobile attacker, Mobile defender, int damage) { if (!Validate(attacker) || !CheckMana(attacker, true)) { return; } ClearCurrentAbility(attacker); // Necromancers under Lich or Wraith Form are immune to Bleed Attacks. var context = TransformationSpellHelper.GetContext(defender); if (context != null && (context.Type == typeof(LichFormSpell) || context.Type == typeof(WraithFormSpell)) || defender is BaseCreature creature && creature.BleedImmune) { attacker.SendLocalizedMessage(1062052); // Your target is not affected by the bleed attack! return; } attacker.SendLocalizedMessage(1060159); // Your target is bleeding! defender.SendLocalizedMessage(1060160); // You are bleeding! if (defender is PlayerMobile) { defender.LocalOverheadMessage(MessageType.Regular, 0x21, 1060757); // You are bleeding profusely defender.NonlocalOverheadMessage( MessageType.Regular, 0x21, 1060758, // ~1_NAME~ is bleeding profusely defender.Name ); } defender.PlaySound(0x133); defender.FixedParticles(0x377A, 244, 25, 9950, 31, 0, EffectLayer.Waist); BeginBleed(defender, attacker); } public static bool IsBleeding(Mobile m) => _table.ContainsKey(m); public static void BeginBleed(Mobile m, Mobile from) { _table.TryGetValue(m, out var timer); timer?.Stop(); _table[m] = timer = new InternalTimer(from, m); timer.Start(); } public static void DoBleed(Mobile m, Mobile from, int level) { if (m.Alive) { var damage = Utility.RandomMinMax(level, level * 2); if (!m.Player) { damage *= 2; } m.PlaySound(0x133); m.Damage(damage, from); var blood = new Blood { ItemID = Utility.Random(0x122A, 5) }; blood.MoveToWorld(m.Location, m.Map); } else { EndBleed(m, false); } } public static void EndBleed(Mobile m, bool message) { if (!_table.Remove(m, out var t)) { return; } t.Stop(); if (message) { m.SendLocalizedMessage(1060167); // The bleeding wounds have healed, you are no longer bleeding! } } private class InternalTimer : Timer { private readonly Mobile m_From; private readonly Mobile m_Mobile; public InternalTimer(Mobile from, Mobile m) : base(TimeSpan.FromSeconds(2.0), TimeSpan.FromSeconds(2.0), 5) { m_From = from; m_Mobile = m; } protected override void OnTick() { DoBleed(m_Mobile, m_From, 5 - Index); if (Index == 4) { EndBleed(m_Mobile, true); } } } } }