ModernUO/Projects/Scripts/Engines/Virtues/Honor.cs
Kamron Batman 179cb50557 Updates Packets & Randomizer (#43)
* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand.

* WIP - Rewriting packets.

* Cleanup and updates README

* Converts more packets

* Fixes header

* Converts Effects packets.

* Forgot the send command

* Adds the start of containers packets.

* Adds message packets with caching

* Extends the send methods

* Starts to add Acquire methods

* Converted the packets

* Cleanup

* Cleanup

* Adds more packets

* Adds more packets

* Fixes clearing arrays from pool. Adds Mobile Incoming

* Converts more packets.

* Moves more packets

* Moves more packets

* Test compression

* Merges

* Migrating to an idiomatic syntax that also supports compression, and proxying.

* Optimize the stack alloc. Changes attributes

* Converted container packets

* Visual Studio doesn't auto save files. I am still getting used to subpar IDEs.

* Adds static packet caching. Will profile later. Converts more packets

* Fixes packets and changes how compression is configured

* WIP - Adds basics for Gumps. Not finished though.

* Fix file

* Fixes formatting

* Changed SpanWriter to be more idiomatic.

* Fixes Span vs RawSpan and missing stackallocs

* Converts over some more gumps

* WIP - Deletes 32bit support.

* Drops RDRand32 support.

* Fixes gump compilation

* Converting gump components

* Removes old huffman compression function

* Revert signature for backwards compatibility

* WIP - Converting more gump components

* Creates ArraySet for the strings. Updates AppendTo to reference that.

* Converts the maining gump components

* Cleans up gump components

* Cleans up directives

* Cleans up ArraySet and moves it. Adds null-coalescing-assignment

* Cleanup, Target Packets, and C# 8 changes.

* Removed OPL Packet

* World packets

* Fixing packet uses

* Cleans up code. Fixes packet uses in various places.

* More cleanup for packets

* Code cleanup

* Converts more packet uses and cleans up more code

* More code cleanup

* Finishes fixing the packets in Item

* Updates secure trade packets

* Updates core and gets it to compile.

* Moved packets to scripts. Fixed account handler use of packets

* Code cleanup

* Updates chat packets

* Code cleanuo

* Adds party packets, but need to implement them.

* Party packets WIP

* Finishes party packets

* Rearrange movement namespaces and classes

* Finishes plant packets

* Code Formatting

* Fixes moving effects

* Code cleanup, eliminates equipinfo

* Adds more packets. Fixes bugs with various packets.

* Finishes mahjon packets

* Fixes mahjong packet

* Code cleanup

* Finishes mahjong packets

* Adds Map packets

* Add multifacet maps and charts

* Cleans up some packets with UTF8

* Optimizes packets

* Cleans up more packets. Moves the MessageHelper

* Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets.

* Updates protocol extensions packet receiver

* Fixes a few bugs. Fixes a few more packets.

* Code cleanup and fixing more packets

* Fixes packet effects

* Cleaned up more code

* Buff Icon cleanup

* Removed unused constructors

* Code Cleanup. Adds BoatHS Packets

* Moves house files. Updates house foundation packets.

* Deployment cleanup

* Fixes:

* Code cleanup

* More code cleanup

* More code cleanup

* Cleaned up BaseHouse

* Enforces styling

* Converts foreach to linq where possible.

* Dont need that

* Goals/Readme updates

* Removes 32bit support at the highest level. Turns on HRT by default.

* Code cleanup. Fixes extended features packet.

* Fixes various bugs

* Code cleanup

* Code cleanup

* Code cleanup. Fixes gump X/Y assignment.

* Code cleanup using |= operator

* More code cleanup

* Cleanup

* Fixes spacing issues. Thanks Visual Studio. You suck.

* Compiler error

* Fixes NPE from RunUO 2.7

* Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README

* Fixes more packets. Stupid trailing nulls.

* Fixes various bugs.

* Fixes for gumps

* Fixes more gump stuff. Going to split it out later since it is getting insane

* Recoded the gump writing

* WIP

* *Added output path of scripts project to dev branch
*Activated debugging in code
2019-11-11 12:40:16 +01:00

399 lines
11 KiB
C#

using System;
using Server.Gumps;
using Server.Mobiles;
using Server.Regions;
using Server.Targeting;
namespace Server
{
public class HonorVirtue
{
private static readonly TimeSpan UseDelay = TimeSpan.FromMinutes(5.0);
public static void Initialize()
{
VirtueGump.Register(107, OnVirtueUsed);
}
private static void OnVirtueUsed(Mobile from)
{
if (from.Alive)
{
from.SendLocalizedMessage(1063160); // Target what you wish to honor.
from.Target = new InternalTarget();
}
}
private static int GetHonorDuration(PlayerMobile from)
{
return VirtueHelper.GetLevel(from, VirtueName.Honor) switch
{
VirtueLevel.Seeker => 30,
VirtueLevel.Follower => 90,
VirtueLevel.Knight => 300,
_ => 0
};
}
private static void EmbraceHonor(PlayerMobile pm)
{
if (pm.HonorActive)
{
pm.SendLocalizedMessage(1063230); // You must wait awhile before you can embrace honor again.
return;
}
if (GetHonorDuration(pm) == 0)
{
pm.SendLocalizedMessage(1063234); // You do not have enough honor to do that
return;
}
TimeSpan waitTime = DateTime.UtcNow - pm.LastHonorUse;
if (waitTime < UseDelay)
{
TimeSpan remainingTime = UseDelay - waitTime;
int remainingMinutes = (int)Math.Ceiling(remainingTime.TotalMinutes);
pm.SendLocalizedMessage(1063240,
remainingMinutes.ToString()); // You must wait ~1_HONOR_WAIT~ minutes before embracing honor again
return;
}
pm.SendGump(new HonorSelf(pm));
}
public static void ActivateEmbrace(PlayerMobile pm)
{
int duration = GetHonorDuration(pm);
int usedPoints;
if (pm.Virtues.Honor < 4399)
usedPoints = 400;
else if (pm.Virtues.Honor < 10599)
usedPoints = 600;
else
usedPoints = 1000;
VirtueHelper.Atrophy(pm, VirtueName.Honor, usedPoints);
pm.HonorActive = true;
pm.SendLocalizedMessage(1063235); // You embrace your honor
Timer.DelayCall(TimeSpan.FromSeconds(duration),
delegate
{
pm.HonorActive = false;
pm.LastHonorUse = DateTime.UtcNow;
pm.SendLocalizedMessage(1063236); // You no longer embrace your honor
});
}
private static void Honor(PlayerMobile source, Mobile target)
{
IHonorTarget honorTarget = target as IHonorTarget;
GuardedRegion reg = source.Region.GetRegion<GuardedRegion>();
Map map = source.Map;
if (honorTarget == null)
return;
if (honorTarget.ReceivedHonorContext != null)
{
if (honorTarget.ReceivedHonorContext.Source == source)
return;
if (honorTarget.ReceivedHonorContext.CheckDistance())
{
source.SendLocalizedMessage(1063233); // Somebody else is honoring this opponent
return;
}
}
if (target.Hits < target.HitsMax)
{
source.SendLocalizedMessage(1063166); // You cannot honor this monster because it is too damaged.
return;
}
if (target.Body.IsHuman && (!(target is BaseCreature cret) || !cret.AlwaysAttackable && !cret.AlwaysMurderer))
{
if (reg?.IsDisabled() != true)
{
//Allow honor on blue if Out of guardzone
}
else if ((map?.Rules & MapRules.HarmfulRestrictions) == 0)
{
//Allow honor on blue if in Fel
}
else
{
source.SendLocalizedMessage(1001018); // You cannot perform negative acts
return; //cannot honor in trammel town on blue
}
}
if (Core.ML && target is PlayerMobile)
{
source.SendLocalizedMessage(1075614); // You cannot honor other players.
return;
}
source.SentHonorContext?.Cancel();
new HonorContext(source, target);
source.Direction = source.GetDirectionTo(target);
if (!source.Mounted)
source.Animate(32, 5, 1, true, true, 0);
}
private class InternalTarget : Target
{
public InternalTarget() : base(12, false, TargetFlags.None) => CheckLOS = true;
protected override void OnTarget(Mobile from, object targeted)
{
if (!(from is PlayerMobile pm))
return;
if (targeted == pm)
EmbraceHonor(pm);
else if (targeted is Mobile mobile)
Honor(pm, mobile);
}
protected override void OnTargetOutOfRange(Mobile from, object targeted)
{
from.SendLocalizedMessage(1063232); // You are too far away to honor your opponent
}
}
}
public interface IHonorTarget
{
HonorContext ReceivedHonorContext{ get; set; }
}
public class HonorContext
{
private FirstHit m_FirstHit;
private double m_HonorDamage;
private Point3D m_InitialLocation;
private Map m_InitialMap;
private bool m_Poisoned;
private InternalTimer m_Timer;
private int m_TotalDamage;
public HonorContext(PlayerMobile source, Mobile target)
{
Source = source;
Target = target;
m_FirstHit = FirstHit.NotDelivered;
m_Poisoned = false;
m_InitialLocation = source.Location;
m_InitialMap = source.Map;
source.SentHonorContext = this;
((IHonorTarget)target).ReceivedHonorContext = this;
m_Timer = new InternalTimer(this);
m_Timer.Start();
source.m_hontime = DateTime.UtcNow + TimeSpan.FromMinutes(40);
Timer.DelayCall(TimeSpan.FromMinutes(40),
delegate
{
if (source.m_hontime < DateTime.UtcNow && source.SentHonorContext != null) Cancel();
});
}
public PlayerMobile Source{ get; }
public Mobile Target{ get; }
public int PerfectionDamageBonus{ get; private set; }
public int PerfectionLuckBonus => PerfectionDamageBonus * PerfectionDamageBonus / 10;
public void OnSourceDamaged(Mobile from, int amount)
{
if (from != Target)
return;
if (m_FirstHit == FirstHit.NotDelivered)
m_FirstHit = FirstHit.Granted;
}
public void OnTargetPoisoned()
{
m_Poisoned = true; // Set this flag for OnTargetDamaged which will be called next
}
public void OnTargetDamaged(Mobile from, int amount)
{
if (m_FirstHit == FirstHit.NotDelivered)
m_FirstHit = FirstHit.Delivered;
if (m_Poisoned)
{
m_HonorDamage += amount * 0.8;
m_Poisoned = false; // Reset the flag
return;
}
m_TotalDamage += amount;
if (from == Source)
{
if (Target.CanSee(Source) && Target.InLOS(Source) && (Source.InRange(Target, 1)
|| Source.Location == m_InitialLocation &&
Source.Map == m_InitialMap))
m_HonorDamage += amount;
else
m_HonorDamage += amount * 0.8;
}
else if (from is BaseCreature creature && creature.GetMaster() == Source)
{
m_HonorDamage += amount * 0.8;
}
}
public void OnTargetHit(Mobile from)
{
if (from != Source || PerfectionDamageBonus == 100)
return;
int bushido = (int)from.Skills.Bushido.Value;
if (bushido < 50)
return;
PerfectionDamageBonus += bushido / 10;
if (PerfectionDamageBonus >= 100)
{
PerfectionDamageBonus = 100;
Source.SendLocalizedMessage(1063254); // You have Achieved Perfection in inflicting damage to this opponent!
}
else
{
Source.SendLocalizedMessage(1063255); // You gain in Perfection as you precisely strike your opponent.
}
}
public void OnTargetMissed(Mobile from)
{
if (from != Source || PerfectionDamageBonus == 0)
return;
PerfectionDamageBonus -= 25;
if (PerfectionDamageBonus <= 0)
{
PerfectionDamageBonus = 0;
Source.SendLocalizedMessage(1063256); // You have lost all Perfection in fighting this opponent.
}
else
{
Source.SendLocalizedMessage(1063257); // You have lost some Perfection in fighting this opponent.
}
}
public void OnSourceBeneficialAction(Mobile to)
{
if (to != Target)
return;
if (PerfectionDamageBonus >= 0)
{
PerfectionDamageBonus = 0;
Source.SendLocalizedMessage(1063256); // You have lost all Perfection in fighting this opponent.
}
}
public void OnSourceKilled()
{
}
public void OnTargetKilled()
{
Cancel();
int targetFame = Target.Fame;
if (PerfectionDamageBonus > 0)
{
int restore = Math.Min(PerfectionDamageBonus * (targetFame + 5000) / 25000, 10);
Source.Hits += restore;
Source.Stam += restore;
Source.Mana += restore;
}
if (Source.Virtues.Honor > targetFame)
return;
double dGain =
targetFame / 100.0 * (m_HonorDamage / m_TotalDamage); //Initial honor gain is 100th of the monsters honor
if (m_HonorDamage == m_TotalDamage && m_FirstHit == FirstHit.Granted)
dGain *= 1.5; //honor gain is increased alot more if the combat was fully honorable
else
dGain *= 0.9;
int gain = Math.Min((int)dGain, 200);
if (gain < 1)
gain = 1; //Minimum gain of 1 honor when the honor is under the monsters fame
if (VirtueHelper.IsHighestPath(Source, VirtueName.Honor))
{
Source.SendLocalizedMessage(1063228); // You cannot gain more Honor.
return;
}
bool gainedPath = false;
if (VirtueHelper.Award(Source, VirtueName.Honor, gain, ref gainedPath))
{
if (gainedPath)
Source.SendLocalizedMessage(1063226); // You have gained a path in Honor!
else
Source.SendLocalizedMessage(1063225); // You have gained in Honor.
}
}
public bool CheckDistance() => true;
public void Cancel()
{
Source.SentHonorContext = null;
((IHonorTarget)Target).ReceivedHonorContext = null;
m_Timer.Stop();
}
private enum FirstHit
{
NotDelivered,
Delivered,
Granted
}
private class InternalTimer : Timer
{
private HonorContext m_Context;
public InternalTimer(HonorContext context) : base(TimeSpan.FromSeconds(1.0), TimeSpan.FromSeconds(1.0)) => m_Context = context;
protected override void OnTick()
{
m_Context.CheckDistance();
}
}
}
}