ModernUO/Projects/UOContent/Spells/Fourth/ArchProtection.cs
Jack 7be8b5f7f6
feat: T2A defensive spells (#2378)
## Summary

Implements T2A-accurate mechanics for the three defensive spells based on UO98 demo scripts. Pre-UOR (`!Core.UOR`) triggers the new behavior; UOR and AOS paths are unchanged.

- **Reactive Armor**: percentage-based melee damage reflection (10-35% based on target Magery), targeted, timed (25-75s). Guards exempt, ranged attacks beyond 1 tile unaffected. Reflected damage is sourceless.
- **Protection**: temporary AC bonus (casterMagery/10, 1-10 AR) via VirtualArmorMod, targeted, timed (12-120s). Shared table with Arch Protection — only one protection buff per mobile.
- **Magic Reflect**: single-use spell reflection using MagicDamageAbsorb as a flag. No timer, no DefensiveSpell lock. Consumed on first reflected spell.
- **Arch Protection**: T2A path applies Protection via shared table with area sound (0x1F7 vs 0x1ED).
- No DefensiveSpell mutual exclusion for T2A — all three spells operate independently.

## Test plan

- [x] Set expansion to T2A
- [x] Cast Reactive Armor on self → verify particles (0x376A) and sound (0x1F2)
- [x] Get hit in melee → verify attacker takes reflected damage with spark effect and sound
- [x] Get hit by ranged weapon from > 1 tile → verify no reflection
- [x] Wait for RA to expire → verify effect ends silently
- [x] Cast RA on target that already has it → verify "This spell is already in effect"
- [x] Cast Protection on another player → verify particles (0x375A) and sound (0x1ED)
- [x] Check target's AR → verify it increased by casterMagery/10
- [x] Wait for Protection to expire → verify AR returns to normal
- [x] Cast Protection on self, then cast Protection on another player → verify both succeed
- [x] Cast Arch Protection on ground near allies → verify each gets AR bonus with sound 0x1F7
- [x] Cast Arch Protection near a target already protected → verify that target is skipped
- [x] Cast Magic Reflect on self → verify particles (0x375A) and sound (0x1E9)
- [x] Have an enemy cast a harmful spell at you → verify spell reflects back, effect consumed
- [x] Cast Magic Reflect again → verify it can be recast after consumption
- [x] Cast Magic Reflect when already active → verify "This spell is already in effect"
- [x] Verify all three spells can be active simultaneously on the same mobile
- [x] Switch expansion to UOR → verify existing UOR behavior unchanged
- [x] Switch expansion to AOS → verify existing AOS behavior unchanged
2026-03-22 11:18:34 -07:00

142 lines
4.3 KiB
C#

using System;
using System.Collections.Generic;
using Server.Collections;
using Server.Engines.PartySystem;
using Server.Spells.Second;
namespace Server.Spells.Fourth
{
public class ArchProtectionSpell : MagerySpell, ITargetingSpell<IPoint3D>
{
private static readonly SpellInfo _info = new(
"Arch Protection",
"Vas Uus Sanct",
Core.AOS ? 239 : 215,
9011,
Reagent.Garlic,
Reagent.Ginseng,
Reagent.MandrakeRoot,
Reagent.SulfurousAsh
);
private static readonly Dictionary<Mobile, int> _table = new();
public ArchProtectionSpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info)
{
}
public override SpellCircle Circle => SpellCircle.Fourth;
public void Target(IPoint3D p)
{
if (Caster.Map == null)
{
return;
}
if (CheckSequence())
{
SpellHelper.Turn(Caster, p);
SpellHelper.GetSurfaceTop(ref p);
var loc = new Point3D(p);
if (!Core.AOS)
{
Effects.PlaySound(loc, Caster.Map, 0x299);
}
using var targets = PooledRefQueue<Mobile>.Create();
foreach (var m in Caster.Map.GetMobilesInRange(loc, Core.AOS ? 2 : 3))
{
if (Caster.CanBeBeneficial(m, false))
{
targets.Enqueue(m);
}
}
if (Core.AOS)
{
var party = Party.Get(Caster);
while (targets.Count > 0)
{
var m = targets.Dequeue();
if (m == Caster || party?.Contains(m) == true)
{
Caster.DoBeneficial(m);
ProtectionSpell.Toggle(Caster, m);
}
}
}
else if (!Core.UOR)
{
while (targets.Count > 0)
{
var m = targets.Dequeue();
if (!ProtectionSpell.HasT2AProtection(m))
{
Caster.DoBeneficial(m);
ProtectionSpell.ApplyT2AProtection(Caster, m);
m.PlaySound(0x1F7);
}
}
}
else
{
var val = (int)(Caster.Skills.Magery.Value / 10.0 + 1);
while (targets.Count > 0)
{
var m = targets.Dequeue();
if (m.BeginAction<ArchProtectionSpell>())
{
Caster.DoBeneficial(m);
m.VirtualArmorMod += val;
AddEntry(m, val);
new InternalTimer(m, Caster).Start();
m.FixedParticles(0x375A, 9, 20, 5027, EffectLayer.Waist);
m.PlaySound(0x1F7);
}
}
}
}
}
public override void OnCast()
{
Caster.Target = new SpellTarget<IPoint3D>(this, allowGround: true);
}
private static void AddEntry(Mobile m, int v)
{
_table[m] = v;
}
public static void RemoveEntry(Mobile m)
{
if (_table.Remove(m, out var v))
{
m.EndAction<ArchProtectionSpell>();
m.VirtualArmorMod -= Math.Min(v, m.VirtualArmorMod);
}
}
private class InternalTimer : Timer
{
private readonly Mobile _owner;
public InternalTimer(Mobile target, Mobile caster) : base(GetDelay(caster)) => _owner = target;
private static TimeSpan GetDelay(Mobile caster) =>
TimeSpan.FromSeconds(Math.Min(144, caster.Skills.Magery.Value * 1.2));
protected override void OnTick()
{
RemoveEntry(_owner);
}
}
}
}