using System; using System.Collections.Generic; using System.Linq; using Server.Mobiles; using Server.Targeting; namespace Server.Spells.Fourth { public class ArchCureSpell : MagerySpell, ISpellTargetingPoint3D { private static readonly SpellInfo m_Info = new( "Arch Cure", "Vas An Nox", 215, 9061, Reagent.Garlic, Reagent.Ginseng, Reagent.MandrakeRoot ); public ArchCureSpell(Mobile caster, Item scroll = null) : base(caster, scroll, m_Info) { } public override SpellCircle Circle => SpellCircle.Fourth; // Arch cure is now 1/4th of a second faster public override TimeSpan CastDelayBase => base.CastDelayBase - TimeSpan.FromSeconds(0.25); public void Target(IPoint3D p) { if (!Caster.CanSee(p)) { Caster.SendLocalizedMessage(500237); // Target can not be seen. } else if (CheckSequence()) { SpellHelper.Turn(Caster, p); SpellHelper.GetSurfaceTop(ref p); var targets = new List(); var map = Caster.Map; var directTarget = p as Mobile; var loc = new Point3D(p); if (map != null) { var feluccaRules = map.Rules == MapRules.FeluccaRules; // You can target any living mobile directly, beneficial checks apply if (directTarget != null && Caster.CanBeBeneficial(directTarget, false)) { targets.Add(directTarget); } var eable = map.GetMobilesInRange(loc, 2); targets.AddRange(eable.Where(m => m != directTarget).Where(m => AreaCanTarget(m, feluccaRules))); eable.Free(); } Effects.PlaySound(loc, Caster.Map, 0x299); if (targets.Count > 0) { var cured = 0; for (var i = 0; i < targets.Count; ++i) { var m = targets[i]; Caster.DoBeneficial(m); var poison = m.Poison; if (poison != null) { var chanceToCure = 10000 + (int)(Caster.Skills.Magery.Value * 75) - (poison.Level + 1) * 1750; chanceToCure /= 100; chanceToCure -= 1; if (chanceToCure > Utility.Random(100) && m.CurePoison(Caster)) { ++cured; } } m.FixedParticles(0x373A, 10, 15, 5012, EffectLayer.Waist); m.PlaySound(0x1E0); } if (cured > 0) { Caster.SendLocalizedMessage(1010058); // You have cured the target of all poisons! } } } FinishSequence(); } public override void OnCast() { Caster.Target = new SpellTargetPoint3D(this, TargetFlags.None, Core.ML ? 10 : 12); } private bool AreaCanTarget(Mobile target, bool feluccaRules) { /* Arch cure area effect won't cure aggressors, victims, murderers, criminals or monsters. * In Felucca, it will also not cure summons and pets. * For red players it will only cure themselves and guild members. */ if (!Caster.CanBeBeneficial(target, false)) { return false; } if (Core.AOS && target != Caster) { if (IsAggressor(target) || IsAggressed(target)) { return false; } if ((!IsInnocentTo(Caster, target) || !IsInnocentTo(target, Caster)) && !IsAllyTo(Caster, target)) { return false; } if (feluccaRules && !(target is PlayerMobile)) { return false; } } return true; } private bool IsAggressor(Mobile m) { foreach (var info in Caster.Aggressors) { if (m == info.Attacker && !info.Expired) { return true; } } return false; } private bool IsAggressed(Mobile m) { foreach (var info in Caster.Aggressed) { if (m == info.Defender && !info.Expired) { return true; } } return false; } private static bool IsInnocentTo(Mobile from, Mobile to) => Notoriety.Compute(from, to) == Notoriety.Innocent; private static bool IsAllyTo(Mobile from, Mobile to) => Notoriety.Compute(from, to) == Notoriety.Ally; } }