using System; using System.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) { if (!Validate(attacker)) return; ClearCurrentAbility(attacker); Map map = attacker.Map; if (map == null) return; if (!(attacker.Weapon is BaseWeapon weapon)) return; if (!CheckMana(attacker, true)) return; attacker.FixedEffect(0x3728, 10, 15); attacker.PlaySound(0x2A1); ArrayList list = new ArrayList(); foreach (Mobile m in attacker.GetMobilesInRange(1)) list.Add(m); ArrayList targets = new ArrayList(); for (int i = 0; i < list.Count; ++i) { Mobile m = (Mobile)list[i]; if (m != defender && m != attacker && SpellHelper.ValidIndirectTarget(attacker, m)) { if (m == null || m.Deleted || m.Map != attacker.Map || !m.Alive || !attacker.CanSee(m) || !attacker.CanBeHarmful(m)) continue; if (!attacker.InRange(m, weapon.MaxRange)) continue; if (attacker.InLOS(m)) targets.Add(m); } } if (targets.Count > 0) { double bushido = attacker.Skills.Bushido.Value; double damageBonus = 1.0 + Math.Pow(targets.Count * bushido / 60, 2) / 100; if (damageBonus > 2.0) damageBonus = 2.0; attacker.RevealingAction(); for (int i = 0; i < targets.Count; ++i) { Mobile m = (Mobile)targets[i]; 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); } } } } }