ModernUO/Projects/UOContent/Engines/Ethics/Hero/Powers/HolySense.cs
Kamron Batman 20596e52fa
fix: Converts ethics system to generic entity persistence (#1824)
### Summary

Converts ethics system to entity persistence and removes the persistence item.


### TODO

1. The enable/disable toggle doesn't propagate to all code that does Ethics checks (notoriety, pvp, etc).
2. We need commands to remove them from an ethic.
2024-06-16 10:26:09 -07:00

76 lines
1.9 KiB
C#

using System;
using Server.Text;
namespace Server.Ethics.Hero;
public sealed class HolySense : Power
{
public HolySense() =>
Definition = new PowerDefinition(
0,
"Holy Sense",
"Drewrok Erstok",
""
);
public override void BeginInvoke(Player from)
{
var opposition = Ethic.Evil;
var enemyCount = 0;
var maxRange = 18 + from.Power;
Player primary = null;
foreach (var pl in opposition.Players)
{
var mob = pl.Mobile;
if (mob == null || mob.Map != from.Mobile.Map || !mob.Alive)
{
continue;
}
if (!mob.InRange(from.Mobile, Math.Max(18, maxRange - pl.Power)))
{
continue;
}
if (primary == null || pl.Power > primary.Power)
{
primary = pl;
}
++enemyCount;
}
using var sb = ValueStringBuilder.Create();
sb.Append($"You sense {(enemyCount == 0 ? "no" : enemyCount.ToString())} {(enemyCount == 1 ? "enemy" : "enemies")}");
if (primary != null)
{
var direction = from.Mobile.GetDirectionTo(primary.Mobile) switch
{
Direction.East => "east",
Direction.North => "north",
Direction.South => "south",
Direction.Up => "north-west",
Direction.Down => "south-east",
Direction.Left => "south-west",
Direction.Right => "north-east",
_ => "west"
};
sb.Append($", and a strong presence to the {direction}.");
}
else
{
sb.Append('.');
}
from.Mobile.LocalOverheadMessage(MessageType.Regular, 0x59, false, sb.ToString());
FinishInvoke(from);
}
}