ModernUO/Projects/UOContent/Skills/SkillCheck.cs
Kamron Batman 734d20cbaf
fix: Overhauls antimacro system (#1403)
### Summary
- [X] Moves AntiMacro to it's own system.
- [X] Removes antimacro from PlayerMobile.
- [X] Adds `LastExpiration` to antimacro to easily clear out all antimacro tracking when a player logs out, or during world save.
- [X] Optimizes the code somewhat.
2023-05-19 16:32:51 -07:00

423 lines
12 KiB
C#

using System;
using Server.Factions;
using Server.Mobiles;
namespace Server.Misc;
// TODO: Make this entirely configurable
public static class SkillCheck
{
public enum Stat
{
Str,
Dex,
Int
}
// Publish 16 changed max stats from 100 to 125
private static int StatMax = Core.LBR ? 125 : 100;
private static readonly TimeSpan m_StatGainDelay = TimeSpan.FromMinutes(Core.ML ? 0.05 : 15);
private static readonly TimeSpan m_PetStatGainDelay = TimeSpan.FromMinutes(5.0);
public static void Initialize()
{
Mobile.SkillCheckLocationHandler = Mobile_SkillCheckLocation;
Mobile.SkillCheckDirectLocationHandler = Mobile_SkillCheckDirectLocation;
Mobile.SkillCheckTargetHandler = Mobile_SkillCheckTarget;
Mobile.SkillCheckDirectTargetHandler = Mobile_SkillCheckDirectTarget;
}
public static bool Mobile_SkillCheckLocation(Mobile from, SkillName skillName, double minSkill, double maxSkill)
{
var skill = from.Skills[skillName];
if (skill == null)
{
return false;
}
var value = skill.Value;
if (value < minSkill)
{
return false; // Too difficult
}
if (value >= maxSkill || minSkill >= maxSkill)
{
return true; // No challenge
}
var chance = (value - minSkill) / (maxSkill - minSkill);
var size = AntiMacroSystem.Settings.LocationSize;
var loc = new Point2D(from.Location.X / size, from.Location.Y / size);
return CheckSkill(from, skill, loc, chance);
}
public static bool Mobile_SkillCheckDirectLocation(Mobile from, SkillName skillName, double chance)
{
var skill = from.Skills[skillName];
if (skill == null)
{
return false;
}
if (chance < 0.0)
{
return false; // Too difficult
}
if (chance >= 1.0)
{
return true; // No challenge
}
var size = AntiMacroSystem.Settings.LocationSize;
var loc = new Point2D(from.Location.X / size, from.Location.Y / size);
return CheckSkill(from, skill, loc, chance);
}
public static bool CheckSkill(Mobile from, Skill skill, object amObj, double chance)
{
if (from.Skills.Cap == 0)
{
return false;
}
var success = chance >= Utility.RandomDouble();
var region = from.Region;
if (from.Alive && region.AllowGain(from, skill, amObj))
{
if (skill.Base < 10.0) // Gain regardless of the AllowGain check
{
Gain(from, skill);
}
else if (AllowGain(from, skill, amObj))
{
var gc = (double)(from.Skills.Cap - from.Skills.Total) / from.Skills.Cap;
gc += (skill.Cap - skill.Base) / skill.Cap;
gc /= 2;
gc += (1.0 - chance) * (success ? 0.5 : Core.AOS ? 0.0 : 0.2);
gc /= 2;
gc *= skill.Info.GainFactor;
if (gc < 0.01)
{
gc = 0.01;
}
if (from is BaseCreature { Controlled: true })
{
gc *= 2;
}
if (gc >= Utility.RandomDouble())
{
Gain(from, skill);
}
}
}
return success;
}
public static bool Mobile_SkillCheckTarget(
Mobile from, SkillName skillName, object target, double minSkill,
double maxSkill
)
{
var skill = from.Skills[skillName];
if (skill == null)
{
return false;
}
var value = skill.Value;
if (value < minSkill)
{
return false; // Too difficult
}
if (value >= maxSkill || minSkill >= maxSkill)
{
return true; // No challenge
}
var chance = (value - minSkill) / (maxSkill - minSkill);
return CheckSkill(from, skill, target, chance);
}
public static bool Mobile_SkillCheckDirectTarget(Mobile from, SkillName skillName, object target, double chance)
{
var skill = from.Skills[skillName];
if (skill == null)
{
return false;
}
if (chance < 0.0)
{
return false; // Too difficult
}
if (chance >= 1.0)
{
return true; // No challenge
}
return CheckSkill(from, skill, target, chance);
}
private static bool AllowGain(Mobile from, Skill skill, object obj)
{
if (Core.AOS && Faction.InSkillLoss(from)) // Changed some time between the introduction of AoS and SE.
{
return false;
}
return from is not PlayerMobile mobile || AntiMacroSystem.AntiMacroCheck(mobile, skill, obj);
}
public static void Gain(Mobile from, Skill skill)
{
if (from is BaseCreature { IsDeadPet: true })
{
return;
}
if (skill.SkillName == SkillName.Focus && from is BaseCreature)
{
return;
}
if (skill.Base < skill.Cap && skill.Lock == SkillLock.Up)
{
var toGain = 1;
if (skill.Base <= 10.0)
{
toGain = Utility.Random(4) + 1;
}
var skills = from.Skills;
if (from.Player && skills.Total / (double)skills.Cap >= Utility.RandomDouble())
{
for (var i = 0; i < skills.Length; ++i)
{
var toLower = skills[i];
if (toLower != skill && toLower.Lock == SkillLock.Down && toLower.BaseFixedPoint >= toGain)
{
toLower.BaseFixedPoint -= toGain;
break;
}
}
}
if (from is PlayerMobile pm && skill.SkillName == pm.AcceleratedSkill &&
pm.AcceleratedStart > Core.Now)
{
toGain *= Utility.RandomMinMax(2, 5);
}
if (!from.Player || skills.Total + toGain <= skills.Cap)
{
skill.BaseFixedPoint += toGain;
}
}
if (skill.Lock == SkillLock.Up)
{
var info = skill.Info;
if (from.StrLock == StatLockType.Up && info.StrGain / 33.3 > Utility.RandomDouble())
{
GainStat(from, Stat.Str);
}
else if (from.DexLock == StatLockType.Up && info.DexGain / 33.3 > Utility.RandomDouble())
{
GainStat(from, Stat.Dex);
}
else if (from.IntLock == StatLockType.Up && info.IntGain / 33.3 > Utility.RandomDouble())
{
GainStat(from, Stat.Int);
}
}
}
public static bool CanLower(Mobile from, Stat stat)
{
return stat switch
{
Stat.Str => from.StrLock == StatLockType.Down && from.RawStr > 10,
Stat.Dex => from.DexLock == StatLockType.Down && from.RawDex > 10,
Stat.Int => from.IntLock == StatLockType.Down && from.RawInt > 10,
_ => false
};
}
public static bool CanRaise(Mobile from, Stat stat)
{
if (!(from is BaseCreature creature && creature.Controlled))
{
if (from.RawStatTotal >= from.StatCap)
{
return false;
}
}
return stat switch
{
Stat.Str => from.StrLock == StatLockType.Up && from.RawStr < StatMax,
Stat.Dex => from.DexLock == StatLockType.Up && from.RawDex < StatMax,
Stat.Int => from.IntLock == StatLockType.Up && from.RawInt < StatMax,
_ => false
};
}
public static void IncreaseStat(Mobile from, Stat stat, bool atrophy)
{
atrophy = atrophy || from.RawStatTotal >= from.StatCap;
switch (stat)
{
case Stat.Str:
{
if (atrophy)
{
if (CanLower(from, Stat.Dex) && (from.RawDex < from.RawInt || !CanLower(from, Stat.Int)))
{
--from.RawDex;
}
else if (CanLower(from, Stat.Int))
{
--from.RawInt;
}
}
if (CanRaise(from, Stat.Str))
{
++from.RawStr;
}
break;
}
case Stat.Dex:
{
if (atrophy)
{
if (CanLower(from, Stat.Str) && (from.RawStr < from.RawInt || !CanLower(from, Stat.Int)))
{
--from.RawStr;
}
else if (CanLower(from, Stat.Int))
{
--from.RawInt;
}
}
if (CanRaise(from, Stat.Dex))
{
++from.RawDex;
}
break;
}
case Stat.Int:
{
if (atrophy)
{
if (CanLower(from, Stat.Str) && (from.RawStr < from.RawDex || !CanLower(from, Stat.Dex)))
{
--from.RawStr;
}
else if (CanLower(from, Stat.Dex))
{
--from.RawDex;
}
}
if (CanRaise(from, Stat.Int))
{
++from.RawInt;
}
break;
}
}
}
public static void GainStat(Mobile from, Stat stat)
{
switch (stat)
{
case Stat.Str:
{
if (from is BaseCreature creature && creature.Controlled)
{
if (creature.LastStrGain + m_PetStatGainDelay >= Core.Now)
{
return;
}
}
else if (from.LastStrGain + m_StatGainDelay >= Core.Now)
{
return;
}
from.LastStrGain = Core.Now;
break;
}
case Stat.Dex:
{
if (from is BaseCreature creature && creature.Controlled)
{
if (creature.LastDexGain + m_PetStatGainDelay >= Core.Now)
{
return;
}
}
else if (from.LastDexGain + m_StatGainDelay >= Core.Now)
{
return;
}
from.LastDexGain = Core.Now;
break;
}
case Stat.Int:
{
if (from is BaseCreature creature && creature.Controlled)
{
if (creature.LastIntGain + m_PetStatGainDelay >= Core.Now)
{
return;
}
}
else if (from.LastIntGain + m_StatGainDelay >= Core.Now)
{
return;
}
from.LastIntGain = Core.Now;
break;
}
}
var atrophy = from.RawStatTotal / (double)from.StatCap >= Utility.RandomDouble();
IncreaseStat(from, stat, atrophy);
}
}