ModernUO/Projects/UOContent/Spells/Chivalry/ConsecrateWeapon.cs
2022-07-16 22:32:51 -07:00

122 lines
3.9 KiB
C#

using System;
using System.Collections.Generic;
using Server.Items;
namespace Server.Spells.Chivalry
{
public class ConsecrateWeaponSpell : PaladinSpell
{
private static readonly SpellInfo _info = new(
"Consecrate Weapon",
"Consecrus Arma",
-1,
9002
);
private static readonly Dictionary<BaseWeapon, ExpireTimer> _table = new();
public ConsecrateWeaponSpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info)
{
}
public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(0.5);
public override double RequiredSkill => 15.0;
public override int RequiredMana => 10;
public override int RequiredTithing => 10;
public override int MantraNumber => 1060720; // Consecrus Arma
public override bool BlocksMovement => false;
public override void OnCast()
{
if (Caster.Weapon is not (BaseWeapon weapon and not Fists))
{
Caster.SendLocalizedMessage(501078); // You must be holding a weapon.
}
else if (CheckSequence())
{
/* Temporarily enchants the weapon the caster is currently wielding.
* The type of damage the weapon inflicts when hitting a target will
* be converted to the target's worst Resistance type.
* Duration of the effect is affected by the caster's Karma and lasts for 3 to 11 seconds.
*/
int itemID, soundID;
switch (weapon.Skill)
{
case SkillName.Macing:
{
itemID = 0xFB4;
soundID = 0x232;
break;
}
case SkillName.Archery:
{
itemID = 0x13B1;
soundID = 0x145;
break;
}
default:
{
itemID = 0xF5F;
soundID = 0x56;
break;
}
}
Caster.PlaySound(0x20C);
Caster.PlaySound(soundID);
Caster.FixedParticles(0x3779, 1, 30, 9964, 3, 3, EffectLayer.Waist);
IEntity from = new Entity(Serial.Zero, new Point3D(Caster.X, Caster.Y, Caster.Z), Caster.Map);
IEntity to = new Entity(Serial.Zero, new Point3D(Caster.X, Caster.Y, Caster.Z + 50), Caster.Map);
Effects.SendMovingParticles(
from,
to,
itemID,
1,
0,
false,
false,
33,
3,
9501,
1,
0,
EffectLayer.Head,
0x100
);
var seconds = Math.Clamp(ComputePowerValue(20), 3.0, 11.0);
var duration = TimeSpan.FromSeconds(seconds);
_table.TryGetValue(weapon, out var timer);
timer?.Stop();
weapon.Consecrated = true;
_table[weapon] = timer = new ExpireTimer(weapon, duration);
timer.Start();
}
FinishSequence();
}
private class ExpireTimer : Timer
{
private BaseWeapon _weapon;
public ExpireTimer(BaseWeapon weapon, TimeSpan delay) : base(delay) => _weapon = weapon;
protected override void OnTick()
{
_weapon.Consecrated = false;
Effects.PlaySound(_weapon.GetWorldLocation(), _weapon.Map, 0x1F8);
_table.Remove(_weapon);
}
}
}
}