### Summary - Drastically streamlines the spell targeting by collapsing the target classes into a single `SpellTarget<T>` class. - Moves TargetRange to the spell itself so it can be used by MageAI. - Changes range check in MageAI to use TargetRange. This should fix target acquisition bugs
87 lines
2.4 KiB
C#
87 lines
2.4 KiB
C#
using System;
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using Server.Targeting;
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namespace Server.Spells.Seventh
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{
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public class ManaVampireSpell : MagerySpell, ITargetingSpell<Mobile>
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{
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private static readonly SpellInfo _info = new(
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"Mana Vampire",
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"Ort Sanct",
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221,
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9032,
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Reagent.BlackPearl,
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Reagent.Bloodmoss,
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Reagent.MandrakeRoot,
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Reagent.SpidersSilk
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);
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public ManaVampireSpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info)
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{
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}
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public override SpellCircle Circle => SpellCircle.Seventh;
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public void Target(Mobile m)
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{
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if (CheckHSequence(m))
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{
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SpellHelper.Turn(Caster, m);
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SpellHelper.CheckReflect((int)Circle, Caster, ref m);
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m.Spell?.OnCasterHurt();
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m.Paralyzed = false;
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var toDrain = 0;
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if (Core.AOS)
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{
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toDrain = (int)(GetDamageSkill(Caster) - GetResistSkill(m));
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if (!m.Player)
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{
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toDrain /= 2;
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}
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}
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else if (CheckResisted(m))
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{
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m.SendLocalizedMessage(501783); // You feel yourself resisting magical energy.
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}
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else
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{
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toDrain = m.Mana;
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}
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// Will not drain more than the target has currently
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toDrain = Math.Min(m.Mana, toDrain);
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m.Mana -= toDrain;
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Caster.Mana += toDrain;
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if (Core.AOS)
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{
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m.FixedParticles(0x374A, 1, 15, 5054, 23, 7, EffectLayer.Head);
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m.PlaySound(0x1F9);
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Caster.FixedParticles(0x0000, 10, 5, 2054, EffectLayer.Head);
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}
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else
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{
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m.FixedParticles(0x374A, 10, 15, 5054, EffectLayer.Head);
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m.PlaySound(0x1F9);
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}
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HarmfulSpell(m);
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}
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}
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public override void OnCast()
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{
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Caster.Target = new SpellTarget<Mobile>(this, TargetFlags.Harmful);
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}
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public override double GetResistPercent(Mobile target) => 98.0;
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}
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}
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