ModernUO/Projects/Scripts/Items/Skill Items/Misc/FireHorn.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

213 lines
5.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Server.Network;
using Server.Spells;
using Server.Targeting;
namespace Server.Items
{
public class FireHorn : Item
{
[Constructible]
public FireHorn() : base(0xFC7)
{
Hue = 0x466;
Weight = 1.0;
}
public FireHorn(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1060456; // fire horn
private bool CheckUse(Mobile from)
{
if (!IsAccessibleTo(from))
return false;
if (from.Map != Map || !from.InRange(GetWorldLocation(), 2))
{
from.LocalOverheadMessage(MessageType.Regular, 0x3B2, 1019045); // I can't reach that.
return false;
}
if (!from.CanBeginAction<FireHorn>())
{
from.SendLocalizedMessage(1049615); // You must take a moment to catch your breath.
return false;
}
if (from.Backpack?.GetAmount(typeof(SulfurousAsh)) >= (Core.AOS ? 4 : 15))
return true;
from.SendLocalizedMessage(1049617); // You do not have enough sulfurous ash.
return false;
}
public override void OnDoubleClick(Mobile from)
{
if (CheckUse(from))
{
from.SendLocalizedMessage(1049620); // Select an area to incinerate.
from.Target = new InternalTarget(this);
}
}
public void Use(Mobile from, IPoint3D loc)
{
if (!CheckUse(from))
return;
from.BeginAction<FireHorn>();
Timer.DelayCall(Core.AOS ? TimeSpan.FromSeconds(6.0) : TimeSpan.FromSeconds(12.0), EndAction, from);
int music = from.Skills.Musicianship.Fixed;
int sucChance = 500 + (music - 775) * 2;
double dSucChance = sucChance / 1000.0;
if (!from.CheckSkill(SkillName.Musicianship, dSucChance))
{
from.SendLocalizedMessage(1049618); // The horn emits a pathetic squeak.
from.PlaySound(0x18A);
return;
}
int sulfAsh = Core.AOS ? 4 : 15;
from.Backpack.ConsumeUpTo(typeof(SulfurousAsh), sulfAsh);
from.PlaySound(0x15F);
Effects.SendMovingEffect(from, loc, from.Map, 0x36D4, 5, 0, false, true);
IPooledEnumerable<Mobile> eable = from.Map.GetMobilesInRange(new Point3D(loc), 2);
bool playerVsPlayer = false;
List<Mobile> targets = eable.Where(m =>
{
if (from == m || !SpellHelper.ValidIndirectTarget(from, m) || !from.CanBeHarmful(m, false)
|| Core.AOS && !from.InLOS(m))
return false;
playerVsPlayer |= m.Player;
return true;
}).ToList();
eable.Free();
if (targets.Count > 0)
{
int prov = from.Skills.Provocation.Fixed;
int disc = from.Skills.Discordance.Fixed;
int peace = from.Skills.Peacemaking.Fixed;
int minDamage, maxDamage;
if (Core.AOS)
{
int musicScaled = music + Math.Max(0, music - 900) * 2;
int provScaled = prov + Math.Max(0, prov - 900) * 2;
int discScaled = disc + Math.Max(0, disc - 900) * 2;
int peaceScaled = peace + Math.Max(0, peace - 900) * 2;
int weightAvg = (musicScaled + provScaled * 3 + discScaled * 3 + peaceScaled) / 80;
int avgDamage;
if (playerVsPlayer)
avgDamage = weightAvg / 3;
else
avgDamage = weightAvg / 2;
minDamage = avgDamage * 9 / 10;
maxDamage = avgDamage * 10 / 9;
}
else
{
int total = prov + disc / 5 + peace / 5;
if (playerVsPlayer)
total /= 3;
maxDamage = total * 2 / 30;
minDamage = maxDamage * 7 / 10;
}
double damage = Utility.RandomMinMax(minDamage, maxDamage);
if (Core.AOS && targets.Count > 1)
damage = damage * 2 / targets.Count;
else if (!Core.AOS)
damage /= targets.Count;
for (int i = 0; i < targets.Count; ++i)
{
Mobile m = targets[i];
double toDeal = damage;
if (!Core.AOS && m.CheckSkill(SkillName.MagicResist, 0.0, 120.0))
{
toDeal *= 0.5;
m.SendLocalizedMessage(501783); // You feel yourself resisting magical energy.
}
from.DoHarmful(m);
SpellHelper.Damage(TimeSpan.Zero, m, from, toDeal, 0, 100, 0, 0, 0);
Effects.SendTargetEffect(m, 0x3709, 10, 30);
}
}
double breakChance = Core.AOS ? 0.01 : 0.16;
if (Utility.RandomDouble() < breakChance)
{
from.SendLocalizedMessage(1049619); // The fire horn crumbles in your hands.
Delete();
}
}
private static void EndAction(Mobile m)
{
m?.EndAction<FireHorn>();
m?.SendLocalizedMessage(1049621); // You catch your breath.
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.WriteEncodedInt(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadEncodedInt();
}
private class InternalTarget : Target
{
private FireHorn m_Horn;
public InternalTarget(FireHorn horn) : base(Core.AOS ? 3 : 2, true, TargetFlags.Harmful) => m_Horn = horn;
protected override void OnTarget(Mobile from, object targeted)
{
if (m_Horn.Deleted)
return;
IPoint3D loc;
if (targeted is Item item)
loc = item.GetWorldLocation();
else
loc = targeted as IPoint3D;
m_Horn.Use(from, loc);
}
}
}
}