ModernUO/Projects/UOContent/Items/Skill Items/Ninjitsu/NinjaWeapons.cs
Kamron Batman f58117a877
fix: Moves ContextMenu out of core, streamlines code, fixes bugs (#1873)
## Summary
- Removes allocation of a `List<ContextMenuEntry>` every time a context menu is created.
- Moves packet/context menu creation logic out of the core
- Fixes tame entry

## BREAKING CHANGE
> [!Important]
> **Developer Note**
> ```cs
> public virtual void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
> ```
> and similar functions changed to
> ```cs
> public virtual void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
> ```
2024-07-20 21:33:23 -07:00

357 lines
10 KiB
C#

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 static 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))
{
return;
}
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.StartTimer(TimeSpan.FromSeconds(1.0), () => OnHit(from, target, weapon));
}
Timer.StartTimer(TimeSpan.FromSeconds(2.5), () => from.NinjaWepCooldown = false);
}
else
{
from.SendLocalizedMessage(1063303); // Your target is too close!
}
}
private static void Unload(Mobile from, INinjaWeapon weapon)
{
if (weapon.UsesRemaining > 0)
{
var ammo = weapon.AmmoType.CreateInstance<Item>(weapon.UsesRemaining);
if (ammo is INinjaAmmo ninaAmmo)
{
ninaAmmo.Poison = weapon.Poison;
ninaAmmo.PoisonCharges = weapon.PoisonCharges;
}
from.AddToBackpack(ammo);
weapon.UsesRemaining = 0;
weapon.PoisonCharges = 0;
weapon.Poison = null;
}
}
private static void Reload(PlayerMobile from, INinjaWeapon weapon, INinjaAmmo ammo)
{
if (weapon.UsesRemaining < MaxUses)
{
var 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);
}
}
var 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 */
{
var defWeapon = defender.Weapon as BaseWeapon;
var atkSkill = defender.Skills.Ninjitsu;
// Skill defSkill = defender.Skills[defWeapon.Skill];
var atSkillValue = attacker.Skills.Ninjitsu.Value;
var defSkillValue = defWeapon?.GetDefendSkillValue(attacker, defender) ?? 0.0;
if (defSkillValue <= -20.0)
{
defSkillValue = -19.9;
}
double attackValue = AosAttributes.GetValue(attacker, AosAttribute.AttackChance);
attackValue += DivineFurySpell.GetAttackBonus(attacker);
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);
defenseValue -= DivineFurySpell.GetDefendMalus(defender);
if (HitLower.IsUnderDefenseEffect(defender))
{
defenseValue -= 25;
}
var 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);
var 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.EndEffect(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)
{
if (from is PlayerMobile player && 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) =>
weapon is Item item && !item.Deleted && item.RootParent == from;
public class LoadEntry : ContextMenuEntry
{
public LoadEntry(int entry) : base(entry, 0)
{
}
public override void OnClick(Mobile from, IEntity target)
{
if (target is INinjaWeapon weapon && WeaponIsValid(weapon, from))
{
from.BeginTarget(10, false, TargetFlags.Harmful, OnTarget, weapon);
}
}
}
public class UnloadEntry : ContextMenuEntry
{
public UnloadEntry(int entry, bool enabled) : base(entry, 0) => Enabled = enabled;
public override void OnClick(Mobile from, IEntity target)
{
if (target is INinjaWeapon weapon && WeaponIsValid(weapon, from))
{
Unload(from, weapon);
}
}
}
}