### 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
129 lines
3.9 KiB
C#
129 lines
3.9 KiB
C#
using System;
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using Server.Targeting;
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namespace Server.Spells.Fifth
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{
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public class MindBlastSpell : MagerySpell, ITargetingSpell<Mobile>
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{
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private static readonly SpellInfo _info = new(
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"Mind Blast",
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"Por Corp Wis",
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218,
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Core.AOS ? 9002 : 9032,
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Reagent.BlackPearl,
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Reagent.MandrakeRoot,
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Reagent.Nightshade,
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Reagent.SulfurousAsh
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);
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public MindBlastSpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info)
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{
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if (Core.AOS)
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{
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_info.LeftHandEffect = _info.RightHandEffect = 9002;
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}
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}
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public override SpellCircle Circle => SpellCircle.Fifth;
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public override bool DelayedDamage => !Core.AOS;
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public void Target(Mobile m)
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{
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if (Core.AOS)
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{
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if (Caster.CanBeHarmful(m) && CheckSequence())
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{
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Mobile from = Caster, target = m;
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SpellHelper.Turn(from, target);
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SpellHelper.CheckReflect((int)Circle, ref from, ref target);
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var damage = Math.Min((int)((Caster.Skills.Magery.Value + Caster.Int) / 5), 60);
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Timer.StartTimer(TimeSpan.FromSeconds(1.0), () =>
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{
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AosDelay_Callback(Caster, target, m, damage);
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}
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);
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}
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}
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else if (CheckHSequence(m))
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{
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Mobile from = Caster, target = m;
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SpellHelper.Turn(from, target);
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SpellHelper.CheckReflect((int)Circle, ref from, ref target);
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// Algorithm: (highestStat - lowestStat) / 2 [- 50% if resisted]
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int highestStat = target.Str, lowestStat = target.Str;
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if (target.Dex > highestStat)
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{
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highestStat = target.Dex;
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}
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if (target.Dex < lowestStat)
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{
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lowestStat = target.Dex;
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}
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if (target.Int > highestStat)
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{
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highestStat = target.Int;
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}
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if (target.Int < lowestStat)
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{
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lowestStat = target.Int;
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}
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if (highestStat > 150)
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{
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highestStat = 150;
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}
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if (lowestStat > 150)
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{
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lowestStat = 150;
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}
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var damage = Math.Min(GetDamageScalar(m) * (highestStat - lowestStat) / 2, 45); // Many users prefer 3 or 4
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if (CheckResisted(target))
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{
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damage /= 2;
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target.SendLocalizedMessage(501783); // You feel yourself resisting magical energy.
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}
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from.FixedParticles(0x374A, 10, 15, 2038, EffectLayer.Head);
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target.FixedParticles(0x374A, 10, 15, 5038, EffectLayer.Head);
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target.PlaySound(0x213);
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SpellHelper.Damage(this, target, damage, 0, 0, 100, 0, 0);
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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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private void AosDelay_Callback(Mobile caster, Mobile target, Mobile defender, int damage)
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{
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if (caster.HarmfulCheck(defender))
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{
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SpellHelper.Damage(this, target, Utility.RandomMinMax(damage, damage + 4), 0, 0, 100, 0, 0);
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target.FixedParticles(0x374A, 10, 15, 5038, 1181, 2, EffectLayer.Head);
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target.PlaySound(0x213);
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}
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}
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public override double GetSlayerDamageScalar(Mobile target) => 1.0;
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}
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}
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