using System;
using System.Collections.Generic;
namespace Server.Items
{
///
/// The assassin's friend.
/// A successful Mortal Strike will render its victim unable to heal any damage for several seconds.
/// Use a gruesome follow-up to finish off your foe.
///
public class MortalStrike : WeaponAbility
{
public static readonly TimeSpan PlayerDuration = TimeSpan.FromSeconds(6.0);
public static readonly TimeSpan NPCDuration = TimeSpan.FromSeconds(12.0);
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);
attacker.SendLocalizedMessage(1060086); // You deliver a mortal wound!
defender.SendLocalizedMessage(1060087); // You have been mortally wounded!
defender.PlaySound(0x1E1);
defender.FixedParticles(0x37B9, 244, 25, 9944, 31, 0, EffectLayer.Waist);
// Do not reset timer if one is already in place.
if (!IsWounded(defender))
{
BeginWound(defender, defender.Player ? PlayerDuration : NPCDuration);
}
}
public static bool IsWounded(Mobile m) => _table.ContainsKey(m);
private static void StopTimer(Mobile m)
{
if (_table.Remove(m, out var timerToken))
{
timerToken.Cancel();
}
}
public static void BeginWound(Mobile m, TimeSpan duration)
{
StopTimer(m);
Timer.StartTimer(duration, () => EndWound(m), out var timerToken);
_table[m] = timerToken;
m.YellowHealthbar = true;
}
public static void EndWound(Mobile m)
{
StopTimer(m);
m.YellowHealthbar = false;
m.SendLocalizedMessage(1060208); // You are no longer mortally wounded.
}
}
}