Fixes #1690. Addresses Blood Oath holistically — three bugs found while researching the spell against RunUO, ServUO, the UODemise/uo.com guides, and the archived UOGuide page. ## Bugs fixed ### 1. Expiry timing (the filed issue) The `ExpireTimer` polled every 1s, so expiry and death/delete cleanup lagged up to ~1s. Replaced with a **single-shot** timer plus centralized `[OnEvent]` handlers on `PlayerDeathEvent`/`PlayerDeletedEvent`/`CreatureDeathEvent`/`CreatureDeletedEvent` — the oath now breaks immediately on death/delete of either party. ### 2. Duration formula Used `/80` (the bugged in-game tooltip value) instead of the real OSI formula `((SpiritSpeak - Resist) / 8) + 8`. Confirmed by RunUO, ServUO, the emulator guides, and the code's own fixed-point comment. At GM Spirit Speak this changes duration from ~9.5s to 23s and makes Spirit Speak actually affect duration. ### 3. Damage reflection (`BaseCreature.Damage` vs `PlayerMobile.Damage`) `BaseCreature.Damage` diverged: it attributed the reflected hit to the attacker itself (`from.Damage(amount, from)`) instead of the caster, reflected the bonused (not original) amount, used `×1.1` vs `×1.2`, lacked the caster-survival guard, and had no Publish 48 resist mitigation. Unified both paths: reflect the **original** damage attributed to the **caster** at `×1.2`. Publish 48 resist mitigation now applies only to creature casters and is gated behind `Core.SA`. ## Internals - Collapsed the parallel `_oathTable` into a single `_table` keyed by both participants → shared timer, so `RemoveCurse` resolves from either side (required by the event handlers). - Extracted `GetDurationSeconds` and `ComputeReflectedDamage` as testable statics. ## Tests 13 new tests (duration formula, reflection mitigation, oath lifecycle, end-to-end event-driven removal). Full suite: **436/436 pass**.
173 lines
6.3 KiB
C#
173 lines
6.3 KiB
C#
using System;
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using System.Collections.Generic;
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using ModernUO.CodeGeneratedEvents;
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using Server.Engines.BuffIcons;
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using Server.Mobiles;
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using Server.Targeting;
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namespace Server.Spells.Necromancy;
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public class BloodOathSpell : NecromancerSpell, ITargetingSpell<Mobile>
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{
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private static readonly SpellInfo _info = new(
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"Blood Oath",
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"In Jux Mani Xen",
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203,
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9031,
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Reagent.DaemonBlood
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);
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// Keyed by BOTH participants (caster and target) -> shared timer, so the oath resolves and
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// removes from either side. Required so the death/delete events can break it from either mobile.
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private static readonly Dictionary<Mobile, ExpireTimer> _table = new();
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public BloodOathSpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info)
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{
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}
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public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(1.5);
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public override double RequiredSkill => 20.0;
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public override int RequiredMana => 13;
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public void Target(Mobile m)
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{
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if (m == null)
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{
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Caster.SendLocalizedMessage(1060508); // You can't curse that.
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}
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// only PlayerMobile and BaseCreature implement blood oath checking
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else if (Caster == m || m is not (PlayerMobile or BaseCreature))
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{
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Caster.SendLocalizedMessage(1060508); // You can't curse that.
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}
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else if (_table.ContainsKey(Caster))
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{
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Caster.SendLocalizedMessage(1061607); // You are already bonded in a Blood Oath.
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}
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else if (_table.ContainsKey(m))
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{
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if (m.Player)
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{
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Caster.SendLocalizedMessage(1061608); // That player is already bonded in a Blood Oath.
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}
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else
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{
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Caster.SendLocalizedMessage(1061609); // That creature is already bonded in a Blood Oath.
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}
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}
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else if (CheckHSequence(m))
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{
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SpellHelper.Turn(Caster, m);
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/* Temporarily creates a dark pact between the caster and the target.
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* Any damage dealt by the target to the caster is increased, but the target receives the same amount of damage.
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* The effect lasts for ((Spirit Speak skill level - target's Resist Magic skill level) / 8) + 8 seconds.
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*
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* NOTE: The in-game tooltip (and UOGuide) display /80 due to a fixed-point bug.
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* The actual OSI formula is /8, matching RunUO/ServUO.
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*/
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m.Spell?.OnCasterHurt();
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Caster.PlaySound(0x175);
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Caster.FixedParticles(0x375A, 1, 17, 9919, 33, 7, EffectLayer.Waist);
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Caster.FixedParticles(0x3728, 1, 13, 9502, 33, 7, (EffectLayer)255);
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m.FixedParticles(0x375A, 1, 17, 9919, 33, 7, EffectLayer.Waist);
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m.FixedParticles(0x3728, 1, 13, 9502, 33, 7, (EffectLayer)255);
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var duration = TimeSpan.FromSeconds(GetDurationSeconds(GetDamageSkill(Caster), GetResistSkill(m)));
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m.CheckSkill(SkillName.MagicResist, 0.0, 120.0); // Skill check for gain
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RegisterOath(Caster, m, duration);
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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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// ((Spirit Speak - Resisting Spells) / 8) + 8 seconds.
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internal static double GetDurationSeconds(double damageSkill, double resistSkill) =>
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(damageSkill - resistSkill) / 8 + 8;
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// The attacker takes the original (un-bonused) damage reflected back. Publish 48 lets the
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// attacker's Resisting Spells reduce the reflected damage, but only against creature casters.
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internal static int ComputeReflectedDamage(int originalDamage, double attackerMagicResist, bool applyResistMitigation)
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{
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if (!applyResistMitigation)
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{
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return originalDamage;
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}
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// ((Resisting Spells * 10) / 20) + 10 = percentage of damage resisted
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var resisted = (attackerMagicResist * 0.5 + 10) / 100;
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return (int)(originalDamage * (1.0 - resisted));
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}
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internal static void RegisterOath(Mobile caster, Mobile target, TimeSpan duration)
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{
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var timer = new ExpireTimer(caster, target, duration);
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_table[caster] = timer;
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_table[target] = timer;
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timer.Start();
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(caster as PlayerMobile)?.AddBuff(new BuffInfo(BuffIcon.BloodOathCaster, 1075659, duration, target.Name));
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(target as PlayerMobile)?.AddBuff(new BuffInfo(BuffIcon.BloodOathCurse, 1075661, duration, caster.Name));
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}
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public static bool RemoveCurse(Mobile m)
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{
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if (m == null || !_table.TryGetValue(m, out var timer))
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{
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return false;
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}
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var caster = timer.Caster;
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var target = timer.Target;
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timer.Stop();
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_table.Remove(caster);
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_table.Remove(target);
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caster.SendLocalizedMessage(1061620); // Your Blood Oath has been broken.
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target.SendLocalizedMessage(1061620); // Your Blood Oath has been broken.
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(caster as PlayerMobile)?.RemoveBuff(BuffIcon.BloodOathCaster);
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(target as PlayerMobile)?.RemoveBuff(BuffIcon.BloodOathCurse);
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return true;
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}
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public static Mobile GetBloodOath(Mobile m) =>
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m != null && _table.TryGetValue(m, out var timer) && timer.Target == m ? timer.Caster : null;
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// Death or deletion of either participant breaks the oath immediately. RemoveCurse resolves the
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// shared timer from either the caster or the target key, so a single call per mobile is enough.
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[OnEvent(nameof(PlayerMobile.PlayerDeathEvent))]
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[OnEvent(nameof(PlayerMobile.PlayerDeletedEvent))]
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[OnEvent(nameof(BaseCreature.CreatureDeathEvent))]
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[OnEvent(nameof(BaseCreature.CreatureDeletedEvent))]
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public static void OnCurseEnds(Mobile m) => RemoveCurse(m);
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private class ExpireTimer : Timer
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{
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public Mobile Caster { get; }
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public Mobile Target { get; }
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// Single-shot: fire once when the oath expires. Death or deletion of either party is
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// handled separately by the OnCurseEnds event handler.
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public ExpireTimer(Mobile caster, Mobile target, TimeSpan delay) : base(delay)
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{
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Caster = caster;
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Target = target;
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}
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protected override void OnTick() => RemoveCurse(Target);
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}
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}
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