using System; using Server.ContextMenus; using Server.Mobiles; using Server.SkillHandlers; using Server.Spells.Chivalry; using Server.Spells.Necromancy; using Server.Spells.Ninjitsu; using Server.Targeting; /* * There really was no prettier way to do this, other than the one * suggestion to make a rigged baseninjaweapon class that bypasses its * own serialization, due to the way these weapons were originaly coded. */ namespace Server.Items { public interface INinjaAmmo : IUsesRemaining { int PoisonCharges{ get; set; } Poison Poison{ get; set; } } public interface INinjaWeapon : IUsesRemaining { int NoFreeHandMessage{ get; } int EmptyWeaponMessage{ get; } int RecentlyUsedMessage{ get; } int FullWeaponMessage{ get; } int WrongAmmoMessage{ get; } Type AmmoType{ get; } int PoisonCharges{ get; set; } Poison Poison{ get; set; } int WeaponDamage{ get; } int WeaponMinRange{ get; } int WeaponMaxRange{ get; } void AttackAnimation(Mobile from, Mobile to); } public class NinjaWeapon { private const int MaxUses = 10; public static void AttemptShoot(PlayerMobile from, INinjaWeapon weapon) { if (CanUseWeapon(from, weapon)) from.BeginTarget(weapon.WeaponMaxRange, false, TargetFlags.Harmful, OnTarget, weapon); } private static void Shoot(PlayerMobile from, Mobile target, INinjaWeapon weapon) { if (from != target && CanUseWeapon(from, weapon) && from.CanBeHarmful(target)) { if (weapon.WeaponMinRange == 0 || !from.InRange(target, weapon.WeaponMinRange)) { from.NinjaWepCooldown = true; from.Direction = from.GetDirectionTo(target); from.RevealingAction(); weapon.AttackAnimation(from, target); ConsumeUse(weapon); if (CombatCheck(from, target)) Timer.DelayCall(TimeSpan.FromSeconds(1.0), () => OnHit(from, target, weapon)); Timer.DelayCall(TimeSpan.FromSeconds(2.5), ResetUsing, from); } else { from.SendLocalizedMessage(1063303); // Your target is too close! } } } private static void ResetUsing(PlayerMobile from) { from.NinjaWepCooldown = false; } private static void Unload(Mobile from, INinjaWeapon weapon) { if (weapon.UsesRemaining > 0) { INinjaAmmo ammo = Activator.CreateInstance(weapon.AmmoType, weapon.UsesRemaining) as INinjaAmmo; ammo.Poison = weapon.Poison; ammo.PoisonCharges = weapon.PoisonCharges; from.AddToBackpack((Item)ammo); weapon.UsesRemaining = 0; weapon.PoisonCharges = 0; weapon.Poison = null; } } private static void Reload(PlayerMobile from, INinjaWeapon weapon, INinjaAmmo ammo) { if (weapon.UsesRemaining < MaxUses) { int need = Math.Min(MaxUses - weapon.UsesRemaining, ammo.UsesRemaining); if (need > 0) { if (weapon.Poison != null && (ammo.Poison == null || weapon.Poison.Level > ammo.Poison.Level)) { from.SendLocalizedMessage(1070767); // Loaded projectile is stronger, unload it first } else { if (weapon.UsesRemaining > 0) if (weapon.Poison == null && ammo.Poison != null || weapon.Poison != null && ammo.Poison != null && weapon.Poison.Level != ammo.Poison.Level) { Unload(from, weapon); need = Math.Min(MaxUses, ammo.UsesRemaining); } int poisonneeded = Math.Min(MaxUses - weapon.PoisonCharges, ammo.PoisonCharges); weapon.UsesRemaining += need; weapon.PoisonCharges += poisonneeded; if (weapon.PoisonCharges > 0) weapon.Poison = ammo.Poison; ammo.PoisonCharges -= poisonneeded; ammo.UsesRemaining -= need; if (ammo.UsesRemaining < 1) ((Item)ammo).Delete(); else if (ammo.PoisonCharges < 1) ammo.Poison = null; } } // "else" here would mean they targeted "ammo" with 0 uses. undefined behavior. } else { from.SendLocalizedMessage(weapon.FullWeaponMessage); } } private static void ConsumeUse(INinjaWeapon weapon) { if (weapon.UsesRemaining > 0) { weapon.UsesRemaining--; if (weapon.UsesRemaining < 1) { weapon.PoisonCharges = 0; weapon.Poison = null; } } } private static bool CanUseWeapon(PlayerMobile from, INinjaWeapon weapon) { if (WeaponIsValid(weapon, from)) { if (weapon.UsesRemaining > 0) { if (!from.NinjaWepCooldown) { if (BasePotion.HasFreeHand(from)) return true; from.SendLocalizedMessage(weapon.NoFreeHandMessage); } else { from.SendLocalizedMessage(weapon.RecentlyUsedMessage); } } else { from.SendLocalizedMessage(weapon.EmptyWeaponMessage); } } return false; } private static bool CombatCheck(Mobile attacker, Mobile defender) /* mod'd from baseweapon */ { BaseWeapon defWeapon = defender.Weapon as BaseWeapon; Skill atkSkill = defender.Skills.Ninjitsu; // Skill defSkill = defender.Skills[defWeapon.Skill]; double atSkillValue = attacker.Skills.Ninjitsu.Value; double defSkillValue = defWeapon?.GetDefendSkillValue(attacker, defender) ?? 0.0; if (defSkillValue <= -20.0) defSkillValue = -19.9; double attackValue = AosAttributes.GetValue(attacker, AosAttribute.AttackChance); if (DivineFurySpell.UnderEffect(attacker)) attackValue += 10; if (AnimalForm.UnderTransformation(attacker, typeof(GreyWolf)) || AnimalForm.UnderTransformation(attacker, typeof(BakeKitsune))) attackValue += 20; if (HitLower.IsUnderAttackEffect(attacker)) attackValue -= 25; if (attackValue > 45) attackValue = 45; attackValue = (atSkillValue + 20.0) * (100 + attackValue); double defenseValue = AosAttributes.GetValue(defender, AosAttribute.DefendChance); if (DivineFurySpell.UnderEffect(defender)) defenseValue -= 20; if (HitLower.IsUnderDefenseEffect(defender)) defenseValue -= 25; int refBonus = 0; if (Block.GetBonus(defender, ref refBonus)) defenseValue += refBonus; if (Discordance.GetEffect(attacker, ref refBonus)) defenseValue -= refBonus; if (defenseValue > 45) defenseValue = 45; defenseValue = (defSkillValue + 20.0) * (100 + defenseValue); double chance = attackValue / (defenseValue * 2.0); if (chance < 0.02) chance = 0.02; return attacker.CheckSkill(atkSkill.SkillName, chance); } private static void OnHit(Mobile from, Mobile target, INinjaWeapon weapon) { if (!from.CanBeHarmful(target)) return; from.DoHarmful(target); AOS.Damage(target, from, weapon.WeaponDamage, 100, 0, 0, 0, 0); if (weapon.Poison != null && weapon.PoisonCharges > 0) { if (EvilOmenSpell.TryEndEffect(target)) target.ApplyPoison(from, Poison.GetPoison(weapon.Poison.Level + 1)); else target.ApplyPoison(from, weapon.Poison); weapon.PoisonCharges--; if (weapon.PoisonCharges < 1) weapon.Poison = null; } } private static void OnTarget(Mobile from, object targeted, INinjaWeapon weapon) { PlayerMobile player = from as PlayerMobile; if (WeaponIsValid(weapon, from)) { if (targeted is Mobile mobile) Shoot(player, mobile, weapon); else if (targeted.GetType() == weapon.AmmoType) Reload(player, weapon, (INinjaAmmo)targeted); else player.SendLocalizedMessage(weapon.WrongAmmoMessage); } } private static bool WeaponIsValid(INinjaWeapon weapon, Mobile from) { Item item = weapon as Item; return !item.Deleted && item.RootParent == from; } public class LoadEntry : ContextMenuEntry { private INinjaWeapon weapon; public LoadEntry(INinjaWeapon wep, int entry) : base(entry, 0) { weapon = wep; } public override void OnClick() { if (WeaponIsValid(weapon, Owner.From)) Owner.From.BeginTarget(10, false, TargetFlags.Harmful, OnTarget, weapon); } } public class UnloadEntry : ContextMenuEntry { private INinjaWeapon weapon; public UnloadEntry(INinjaWeapon wep, int entry) : base(entry, 0) { weapon = wep; Enabled = weapon.UsesRemaining > 0; } public override void OnClick() { if (WeaponIsValid(weapon, Owner.From)) Unload(Owner.From, weapon); } } } }