ModernUO/Projects/Scripts/Items/Weapons/Abilities/WeaponAbility.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

430 lines
13 KiB
C#

using System;
using System.Collections.Generic;
using Server.Engines.ConPVP;
using Server.Mobiles;
using Server.Network;
using Server.Spells;
using Server.Spells.Bushido;
using Server.Spells.Necromancy;
using Server.Spells.Ninjitsu;
namespace Server.Items
{
public abstract class WeaponAbility
{
public static WeaponAbility[] Abilities{ get; } = {
null,
new ArmorIgnore(),
new BleedAttack(),
new ConcussionBlow(),
new CrushingBlow(),
new Disarm(),
new Dismount(),
new DoubleStrike(),
new InfectiousStrike(),
new MortalStrike(),
new MovingShot(),
new ParalyzingBlow(),
new ShadowStrike(),
new WhirlwindAttack(),
new RidingSwipe(),
new FrenziedWhirlwind(),
new Block(),
new DefenseMastery(),
new NerveStrike(),
new TalonStrike(),
new Feint(),
new DualWield(),
new DoubleShot(),
new ArmorPierce(),
null,
null,
null,
null,
null,
null,
new Disrobe()
};
public static readonly WeaponAbility ArmorIgnore = Abilities[1];
public static readonly WeaponAbility BleedAttack = Abilities[2];
public static readonly WeaponAbility ConcussionBlow = Abilities[3];
public static readonly WeaponAbility CrushingBlow = Abilities[4];
public static readonly WeaponAbility Disarm = Abilities[5];
public static readonly WeaponAbility Dismount = Abilities[6];
public static readonly WeaponAbility DoubleStrike = Abilities[7];
public static readonly WeaponAbility InfectiousStrike = Abilities[8];
public static readonly WeaponAbility MortalStrike = Abilities[9];
public static readonly WeaponAbility MovingShot = Abilities[10];
public static readonly WeaponAbility ParalyzingBlow = Abilities[11];
public static readonly WeaponAbility ShadowStrike = Abilities[12];
public static readonly WeaponAbility WhirlwindAttack = Abilities[13];
public static readonly WeaponAbility RidingSwipe = Abilities[14];
public static readonly WeaponAbility FrenziedWhirlwind = Abilities[15];
public static readonly WeaponAbility Block = Abilities[16];
public static readonly WeaponAbility DefenseMastery = Abilities[17];
public static readonly WeaponAbility NerveStrike = Abilities[18];
public static readonly WeaponAbility TalonStrike = Abilities[19];
public static readonly WeaponAbility Feint = Abilities[20];
public static readonly WeaponAbility DualWield = Abilities[21];
public static readonly WeaponAbility DoubleShot = Abilities[22];
public static readonly WeaponAbility ArmorPierce = Abilities[23];
public static readonly WeaponAbility Bladeweave = Abilities[24];
public static readonly WeaponAbility ForceArrow = Abilities[25];
public static readonly WeaponAbility LightningArrow = Abilities[26];
public static readonly WeaponAbility PsychicAttack = Abilities[27];
public static readonly WeaponAbility SerpentArrow = Abilities[28];
public static readonly WeaponAbility ForceOfNature = Abilities[29];
public static readonly WeaponAbility Disrobe = Abilities[30];
private static Dictionary<Mobile, WeaponAbilityContext> m_PlayersTable = new Dictionary<Mobile, WeaponAbilityContext>();
public virtual int BaseMana => 0;
public virtual int AccuracyBonus => 0;
public virtual double DamageScalar => 1.0;
public virtual bool RequiresSE => false;
public static Dictionary<Mobile, WeaponAbility> Table{ get; } = new Dictionary<Mobile, WeaponAbility>();
public virtual bool ValidatesDuringHit => true;
public virtual void OnHit(Mobile attacker, Mobile defender, int damage)
{
}
public virtual void OnMiss(Mobile attacker, Mobile defender)
{
}
public virtual bool OnBeforeSwing(Mobile attacker, Mobile defender) => true;
public virtual bool OnBeforeDamage(Mobile attacker, Mobile defender) => true;
public virtual bool RequiresTactics(Mobile from) => true;
public virtual double GetRequiredSkill(Mobile from)
{
if (from.Weapon is BaseWeapon weapon)
{
if (weapon.PrimaryAbility == this)
return 70.0;
if (weapon.SecondaryAbility == this)
return 90.0;
}
return 200.0;
}
public virtual int CalculateMana(Mobile from)
{
int mana = BaseMana;
double skillTotal = GetSkill(from, SkillName.Swords) + GetSkill(from, SkillName.Macing) +
GetSkill(from, SkillName.Fencing) +
GetSkill(from, SkillName.Archery) +
GetSkill(from, SkillName.Parry) +
GetSkill(from, SkillName.Lumberjacking) +
GetSkill(from, SkillName.Stealth) +
GetSkill(from, SkillName.Poisoning) +
GetSkill(from, SkillName.Bushido) +
GetSkill(from, SkillName.Ninjitsu);
if (skillTotal >= 300.0)
mana -= 10;
else if (skillTotal >= 200.0)
mana -= 5;
double scalar = 1.0;
if (!MindRotSpell.GetMindRotScalar(from, ref scalar))
scalar = 1.0;
// Lower Mana Cost = 40%
int lmc = Math.Min(AosAttributes.GetValue(from, AosAttribute.LowerManaCost), 40);
scalar -= (double)lmc / 100;
mana = (int)(mana * scalar);
// Using a special move within 3 seconds of the previous special move costs double mana
if (GetContext(from) != null)
mana *= 2;
return mana;
}
public virtual bool CheckWeaponSkill(Mobile from)
{
if (!(from.Weapon is BaseWeapon weapon))
return false;
Skill skill = from.Skills[weapon.Skill];
double reqSkill = GetRequiredSkill(from);
bool reqTactics = Core.ML && RequiresTactics(from);
if (Core.ML && reqTactics && from.Skills.Tactics.Base < reqSkill)
{
from.SendLocalizedMessage(1079308,
reqSkill.ToString()); // You need ~1_SKILL_REQUIREMENT~ weapon and tactics skill to perform that attack
return false;
}
if (skill?.Base >= reqSkill)
return true;
/* <UBWS> */
if (weapon.WeaponAttributes.UseBestSkill > 0 && (from.Skills.Swords.Base >= reqSkill ||
from.Skills.Macing.Base >= reqSkill ||
from.Skills.Fencing.Base >= reqSkill))
return true;
/* </UBWS> */
if (reqTactics)
from.SendLocalizedMessage(1079308,
reqSkill.ToString()); // You need ~1_SKILL_REQUIREMENT~ weapon and tactics skill to perform that attack
else
from.SendLocalizedMessage(1060182,
reqSkill.ToString()); // You need ~1_SKILL_REQUIREMENT~ weapon skill to perform that attack
return false;
}
public virtual bool CheckSkills(Mobile from) => CheckWeaponSkill(from);
public virtual double GetSkill(Mobile from, SkillName skillName) => from.Skills[skillName]?.Value ?? 0.0;
public virtual bool CheckMana(Mobile from, bool consume)
{
int mana = CalculateMana(from);
if (from.Mana < mana)
{
if (from is BaseCreature creature && creature.HasManaOveride) return true;
from.SendLocalizedMessage(1060181,
mana.ToString()); // You need ~1_MANA_REQUIREMENT~ mana to perform that attack
return false;
}
if (consume)
{
if (GetContext(from) == null)
{
Timer timer = new WeaponAbilityTimer(from);
timer.Start();
AddContext(from, new WeaponAbilityContext(timer));
}
from.Mana -= mana;
}
return true;
}
public virtual bool Validate(Mobile from)
{
if (!from.Player)
return true;
NetState state = from.NetState;
if (state == null)
return false;
if (RequiresSE && !state.SupportsExpansion(Expansion.SE))
{
from.SendLocalizedMessage(1063456); // You must upgrade to Samurai Empire in order to use that ability.
return false;
}
if (HonorableExecution.IsUnderPenalty(from) || AnimalForm.UnderTransformation(from))
{
from.SendLocalizedMessage(1063024); // You cannot perform this special move right now.
return false;
}
if (Core.ML && from.Spell != null)
{
from.SendLocalizedMessage(1063024); // You cannot perform this special move right now.
return false;
}
#region Dueling
string option = this switch
{
ArmorIgnore _ => "Armor Ignore",
BleedAttack _ => "Bleed Attack",
ConcussionBlow _ => "Concussion Blow",
CrushingBlow _ => "Crushing Blow",
Disarm _ => "Disarm",
Dismount _ => "Dismount",
DoubleStrike _ => "Double Strike",
InfectiousStrike _ => "Infectious Strike",
MortalStrike _ => "Mortal Strike",
MovingShot _ => "Moving Shot",
ParalyzingBlow _ => "Paralyzing Blow",
ShadowStrike _ => "Shadow Strike",
WhirlwindAttack _ => "Whirlwind Attack",
RidingSwipe _ => "Riding Swipe",
FrenziedWhirlwind _ => "Frenzied Whirlwind",
Block _ => "Block",
DefenseMastery _ => "Defense Mastery",
NerveStrike _ => "Nerve Strike",
TalonStrike _ => "Talon Strike",
Feint _ => "Feint",
DualWield _ => "Dual Wield",
DoubleShot _ => "Double Shot",
ArmorPierce _ => "Armor Pierce",
_ => null
};
if (option != null && !DuelContext.AllowSpecialAbility(from, option, true))
return false;
#endregion
return CheckSkills(from) && CheckMana(from, false);
}
public static bool IsWeaponAbility(Mobile m, WeaponAbility a) =>
a == null || !m.Player || m.Weapon is BaseWeapon weapon &&
(weapon.PrimaryAbility == a || weapon.SecondaryAbility == a);
public static WeaponAbility GetCurrentAbility(Mobile m)
{
if (!Core.AOS)
{
ClearCurrentAbility(m);
return null;
}
Table.TryGetValue(m, out WeaponAbility a);
if (!IsWeaponAbility(m, a))
{
ClearCurrentAbility(m);
return null;
}
if (a?.ValidatesDuringHit == true && !a.Validate(m))
{
ClearCurrentAbility(m);
return null;
}
return a;
}
public static bool SetCurrentAbility(Mobile m, WeaponAbility a)
{
if (!Core.AOS)
{
ClearCurrentAbility(m);
return false;
}
if (!IsWeaponAbility(m, a))
{
ClearCurrentAbility(m);
return false;
}
if (a?.Validate(m) == false)
{
ClearCurrentAbility(m);
return false;
}
if (a == null)
{
Table.Remove(m);
}
else
{
SpecialMove.ClearCurrentMove(m);
Table[m] = a;
}
return true;
}
public static void ClearCurrentAbility(Mobile m)
{
Table.Remove(m);
if (Core.AOS && m.NetState != null)
Packets.SendClearWeaponAbility(m.NetState);
}
public static void Initialize()
{
EventSink.SetAbility += EventSink_SetAbility;
}
private static void EventSink_SetAbility(SetAbilityEventArgs e)
{
int index = e.Index;
if (index == 0)
ClearCurrentAbility(e.Mobile);
else if (index >= 1 && index < Abilities.Length)
SetCurrentAbility(e.Mobile, Abilities[index]);
}
private static void AddContext(Mobile m, WeaponAbilityContext context)
{
m_PlayersTable[m] = context;
}
private static void RemoveContext(Mobile m)
{
WeaponAbilityContext context = GetContext(m);
if (context != null)
RemoveContext(m, context);
}
private static void RemoveContext(Mobile m, WeaponAbilityContext context)
{
m_PlayersTable.Remove(m);
context.Timer.Stop();
}
private static WeaponAbilityContext GetContext(Mobile m)
{
m_PlayersTable.TryGetValue(m, out WeaponAbilityContext context);
return context;
}
private class WeaponAbilityTimer : Timer
{
private Mobile m_Mobile;
public WeaponAbilityTimer(Mobile from) : base(TimeSpan.FromSeconds(3.0))
{
m_Mobile = from;
Priority = TimerPriority.TwentyFiveMS;
}
protected override void OnTick()
{
RemoveContext(m_Mobile);
}
}
private class WeaponAbilityContext
{
public WeaponAbilityContext(Timer timer) => Timer = timer;
public Timer Timer{ get; }
}
}
}