using System; using System.Collections.Generic; namespace Server.Mobiles; public class MagicalBarrier : MonsterAbility { private HashSet _inactiveField; public bool HasField(Mobile source) => !_inactiveField.Contains(source); public override MonsterAbilityType AbilityType => MonsterAbilityType.MagicalBarrier; public override MonsterAbilityTrigger AbilityTrigger => MonsterAbilityTrigger.TakeDamage | MonsterAbilityTrigger.GiveDamage | MonsterAbilityTrigger.Think; public override TimeSpan MinTriggerCooldown => TimeSpan.FromSeconds(10.0); public override TimeSpan MaxTriggerCooldown => TimeSpan.FromSeconds(10.0); // Regeneration is subject to the cooldown, the rest are not. public override bool CanTrigger(BaseCreature source, MonsterAbilityTrigger trigger) => trigger != MonsterAbilityTrigger.Think || base.CanTrigger(source, trigger); public override void Trigger(MonsterAbilityTrigger trigger, BaseCreature source, Mobile target) { if (trigger == MonsterAbilityTrigger.Think && !source.IsHurt()) { var fieldUp = _inactiveField?.Remove(source) == true; if (fieldUp) { source.FixedParticles(0, 10, 0, 0x2530, EffectLayer.Waist); if (_inactiveField?.Count == 0) { _inactiveField = null; } } } base.Trigger(trigger, source, target); } public override void AlterMeleeDamageFrom(BaseCreature source, Mobile target, ref int damage) { if (HasField(source)) { damage = 0; // no melee damage when the field is up source.FixedParticles(0x376A, 20, 10, 0x2530, EffectLayer.Waist); source.PlaySound(0x2F4); target.SendLocalizedMessage(1114360); // Your weapon cannot penetrate the creature's magical barrier. } } public override void AlterSpellDamageFrom(BaseCreature source, Mobile target, ref int damage) { var canUseField = source.Hits >= source.HitsMax * 9 / 10; // If we cannot use the field, deactivate it. var fieldActive = canUseField ? HasField(source) : _inactiveField.Add(source); if (!fieldActive) { damage = 0; // no spell damage when the field is down // should there be an effect when spells nullifying is on? source.FixedParticles(0, 10, 0, 0x2522, EffectLayer.Waist); target.SendLocalizedMessage(1114359); // Your attack has no effect on the creature's armor. } else if (!canUseField) { // TODO: message and effect when field turns down; cannot be verified on OSI due to a bug source.FixedParticles(0x3735, 1, 30, 0x251F, EffectLayer.Waist); } } public override void Move(BaseCreature source, Direction d) { base.Move(source, d); if (HasField(source) && source.Combatant != null) { source.FixedParticles(0, 10, 0, 0x2530, EffectLayer.Waist); } } }