ModernUO/Projects/Scripts/Items/Skill Items/Magical/Potions/Explosion Potions/BaseExplosionPotion.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

263 lines
6.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Server.Network;
using Server.Spells;
using Server.Targeting;
namespace Server.Items
{
public abstract class BaseExplosionPotion : BasePotion
{
private const int ExplosionRange = 2; // How long is the blast radius?
private static bool LeveledExplosion = false; // Should explosion potions explode other nearby potions?
private static bool InstantExplosion = false; // Should explosion potions explode on impact?
private static bool RelativeLocation = false; // Is the explosion target location relative for mobiles?
private Timer m_Timer;
public BaseExplosionPotion(PotionEffect effect) : base(0xF0D, effect)
{
}
public BaseExplosionPotion(Serial serial) : base(serial)
{
}
public abstract int MinDamage{ get; }
public abstract int MaxDamage{ get; }
public override bool RequireFreeHand => false;
public List<Mobile> Users{ get; private set; }
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
public virtual IEntity FindParent(Mobile from)
{
if (HeldBy?.Holding == this)
return HeldBy;
if (RootParent != null)
return RootParent;
if (Map == Map.Internal)
return from;
return this;
}
public override void Drink(Mobile from)
{
if (Core.AOS && (from.Paralyzed || from.Frozen || from.Spell?.IsCasting == true))
{
from.SendLocalizedMessage(1062725); // You can not use a purple potion while paralyzed.
return;
}
ThrowTarget targ = from.Target as ThrowTarget;
Stackable = false; // Scavenged explosion potions won't stack with those ones in backpack, and still will explode.
if (targ?.Potion == this)
return;
from.RevealingAction();
Users ??= new List<Mobile>();
if (!Users.Contains(from))
Users.Add(from);
from.Target = new ThrowTarget(this);
if (m_Timer == null)
{
from.SendLocalizedMessage(500236); // You should throw it now!
int timer = 3;
if (Core.ML)
m_Timer = Timer.DelayCall(TimeSpan.FromSeconds(1.0), TimeSpan.FromSeconds(1.25), 5,
() => Detonate_OnTick(from, timer--)); // 3.6 seconds explosion delay
else
m_Timer = Timer.DelayCall(TimeSpan.FromSeconds(0.75), TimeSpan.FromSeconds(1.0), 4,
() => Detonate_OnTick(from, timer--)); // 2.6 seconds explosion delay
}
}
private void Detonate_OnTick(Mobile from, int timer)
{
if (Deleted)
return;
IEntity parent = FindParent(from);
if (timer == 0)
{
Point3D loc;
Map map;
if (parent is Item item)
{
loc = item.GetWorldLocation();
map = item.Map;
}
else if (parent is Mobile m)
{
loc = m.Location;
map = m.Map;
}
else
{
return;
}
Explode(from, true, loc, map);
m_Timer = null;
}
else
{
if (parent is Item item)
item.PublicOverheadMessage(MessageType.Regular, 0x22, false, timer.ToString());
else if (parent is Mobile mobile)
mobile.PublicOverheadMessage(MessageType.Regular, 0x22, false, timer.ToString());
}
}
private void Reposition_OnTick(Mobile from, Point3D loc, Map map)
{
if (Deleted)
return;
if (InstantExplosion)
Explode(from, true, loc, map);
else
MoveToWorld(loc, map);
}
public void Explode(Mobile from, bool direct, Point3D loc, Map map)
{
if (Deleted)
return;
Consume();
for (int i = 0; Users != null && i < Users.Count; ++i)
{
Mobile m = Users[i];
if (m.Target is ThrowTarget targ && targ.Potion == this)
Target.Cancel(m);
}
if (map == null)
return;
Effects.PlaySound(loc, map, 0x307);
Effects.SendLocationEffect(loc, map, 0x36B0, 9);
int alchemyBonus = 0;
if (direct)
alchemyBonus = (int)(from.Skills.Alchemy.Value / (Core.AOS ? 5 : 10));
IPooledEnumerable<IEntity> eable = map.GetObjectsInRange(loc, ExplosionRange, LeveledExplosion);
int toDamage = 0;
List<IEntity> toExplode = eable.Where(o =>
{
if (!(o is Mobile mobile) || from != null &&
(!SpellHelper.ValidIndirectTarget(from, mobile) || !from.CanBeHarmful(mobile, false)))
return o is BaseExplosionPotion && o != this;
++toDamage;
return true;
}).ToList();
eable.Free();
int min = Scale(from, MinDamage);
int max = Scale(from, MaxDamage);
for (int i = 0; i < toExplode.Count; ++i)
{
IEntity o = toExplode[i];
if (o is Mobile m)
{
from?.DoHarmful(m);
int damage = Utility.RandomMinMax(min, max);
damage += alchemyBonus;
if (!Core.AOS && damage > 40)
damage = 40;
else if (Core.AOS && toDamage > 2)
damage /= toDamage - 1;
AOS.Damage(m, from, damage, 0, 100, 0, 0, 0);
}
else if (o is BaseExplosionPotion pot)
{
pot.Explode(from, false, pot.GetWorldLocation(), pot.Map);
}
}
}
private class ThrowTarget : Target
{
public ThrowTarget(BaseExplosionPotion potion) : base(12, true, TargetFlags.None) => Potion = potion;
public BaseExplosionPotion Potion{ get; }
protected override void OnTarget(Mobile from, object targeted)
{
if (Potion.Deleted || Potion.Map == Map.Internal)
return;
if (!(targeted is IPoint3D p))
return;
Map map = from.Map;
if (map == null)
return;
SpellHelper.GetSurfaceTop(ref p);
from.RevealingAction();
IEntity to = new Entity(Serial.Zero, new Point3D(p), map);
if (p is Mobile m)
{
if (!RelativeLocation) // explosion location = current mob location.
p = m.Location;
else
to = m;
}
Effects.SendMovingEffect(from, to, Potion.ItemID, 7, 0, false, false, Potion.Hue);
if (Potion.Amount > 1) Mobile.LiftItemDupe(Potion, 1);
Potion.Internalize();
Timer.DelayCall(TimeSpan.FromSeconds(1.0), () => Potion.Reposition_OnTick(from, new Point3D(p), map));
}
}
}
}