ModernUO/Projects/Scripts/Skills/Discordance.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

261 lines
8.6 KiB
C#

using System;
using System.Collections.Generic;
using Server.Items;
using Server.Mobiles;
using Server.Targeting;
namespace Server.SkillHandlers
{
public class Discordance
{
private static Dictionary<Mobile, DiscordanceInfo> m_Table = new Dictionary<Mobile, DiscordanceInfo>();
public static void Initialize()
{
SkillInfo.Table[(int)SkillName.Discordance].Callback = OnUse;
}
public static TimeSpan OnUse(Mobile m)
{
m.RevealingAction();
BaseInstrument.PickInstrument(m, OnPickedInstrument);
return TimeSpan.FromSeconds(1.0); // Cannot use another skill for 1 second
}
public static void OnPickedInstrument(Mobile from, BaseInstrument instrument)
{
from.RevealingAction();
from.SendLocalizedMessage(1049541); // Choose the target for your song of discordance.
from.Target = new DiscordanceTarget(from, instrument);
from.NextSkillTime = Core.TickCount + 6000;
}
public static bool GetEffect(Mobile targ, ref int effect)
{
if (!m_Table.TryGetValue(targ, out DiscordanceInfo info))
return false;
effect = info.m_Effect;
return true;
}
private static void ProcessDiscordance(DiscordanceInfo info)
{
Mobile from = info.m_From;
Mobile targ = info.m_Creature;
bool ends = false;
// According to uoherald bard must remain alive, visible, and
// within range of the target or the effect ends in 15 seconds.
if (!targ.Alive || targ.Deleted || !from.Alive || from.Hidden)
ends = true;
else
{
int range = (int)targ.GetDistanceToSqrt(from);
int maxRange = BaseInstrument.GetBardRange(from, SkillName.Discordance);
ends |= from.Map != targ.Map || range > maxRange;
}
if (ends && info.m_Ending && info.m_EndTime < DateTime.UtcNow)
{
info.m_Timer?.Stop();
info.Clear();
m_Table.Remove(targ);
}
else
{
if (ends && !info.m_Ending)
{
info.m_Ending = true;
info.m_EndTime = DateTime.UtcNow + TimeSpan.FromSeconds(15);
}
else if (!ends)
{
info.m_Ending = false;
info.m_EndTime = DateTime.UtcNow;
}
targ.FixedEffect(0x376A, 1, 32);
}
}
private class DiscordanceInfo
{
public Mobile m_Creature;
public int m_Effect;
public bool m_Ending;
public DateTime m_EndTime;
public Mobile m_From;
public List<object> m_Mods;
public Timer m_Timer;
public DiscordanceInfo(Mobile from, Mobile creature, int effect, List<object> mods)
{
m_From = from;
m_Creature = creature;
m_EndTime = DateTime.UtcNow;
m_Ending = false;
m_Effect = effect;
m_Mods = mods;
Apply();
}
public void Apply()
{
for (int i = 0; i < m_Mods.Count; ++i)
{
object mod = m_Mods[i];
if (mod is ResistanceMod resistanceMod)
m_Creature.AddResistanceMod(resistanceMod);
else if (mod is StatMod statMod)
m_Creature.AddStatMod(statMod);
else if (mod is SkillMod skillMod)
m_Creature.AddSkillMod(skillMod);
}
}
public void Clear()
{
for (int i = 0; i < m_Mods.Count; ++i)
{
object mod = m_Mods[i];
if (mod is ResistanceMod resistanceMod)
m_Creature.RemoveResistanceMod(resistanceMod);
else if (mod is StatMod statMod)
m_Creature.RemoveStatMod(statMod.Name);
else if (mod is SkillMod skillMod)
m_Creature.RemoveSkillMod(skillMod);
}
}
}
public class DiscordanceTarget : Target
{
private BaseInstrument m_Instrument;
public DiscordanceTarget(Mobile from, BaseInstrument inst) : base(
BaseInstrument.GetBardRange(from, SkillName.Discordance), false, TargetFlags.None) =>
m_Instrument = inst;
protected override void OnTarget(Mobile from, object target)
{
from.RevealingAction();
from.NextSkillTime = Core.TickCount + 1000;
if (!m_Instrument.IsChildOf(from.Backpack))
{
from.SendLocalizedMessage(
1062488); // The instrument you are trying to play is no longer in your backpack!
}
else if (target is Mobile targ)
{
if (targ == from || targ is BaseCreature bc &&
(bc.BardImmune || !from.CanBeHarmful(bc, false)) &&
bc.ControlMaster != from)
{
from.SendLocalizedMessage(1049535); // A song of discord would have no effect on that.
}
else if (m_Table.ContainsKey(targ)) //Already discorded
{
from.SendLocalizedMessage(1049537); // Your target is already in discord.
}
else if (!targ.Player)
{
double diff = m_Instrument.GetDifficultyFor(targ) - 10.0;
double music = from.Skills.Musicianship.Value;
if (music > 100.0)
diff -= (music - 100.0) * 0.5;
if (!BaseInstrument.CheckMusicianship(from))
{
from.SendLocalizedMessage(500612); // You play poorly, and there is no effect.
m_Instrument.PlayInstrumentBadly(from);
m_Instrument.ConsumeUse(from);
}
else if (from.CheckTargetSkill(SkillName.Discordance, targ, diff - 25.0, diff + 25.0))
{
from.SendLocalizedMessage(1049539); // You play the song surpressing your targets strength
m_Instrument.PlayInstrumentWell(from);
m_Instrument.ConsumeUse(from);
List<object> mods = new List<object>();
int effect;
double scalar;
if (Core.AOS)
{
double discord = from.Skills.Discordance.Value;
if (discord > 100.0)
effect = -20 + (int)((discord - 100.0) / -2.5);
else
effect = (int)(discord / -5.0);
if (Core.SE && BaseInstrument.GetBaseDifficulty(targ) >= 160.0)
effect /= 2;
scalar = effect * 0.01;
mods.Add(new ResistanceMod(ResistanceType.Physical, effect));
mods.Add(new ResistanceMod(ResistanceType.Fire, effect));
mods.Add(new ResistanceMod(ResistanceType.Cold, effect));
mods.Add(new ResistanceMod(ResistanceType.Poison, effect));
mods.Add(new ResistanceMod(ResistanceType.Energy, effect));
for (int i = 0; i < targ.Skills.Length; ++i)
if (targ.Skills[i].Value > 0)
mods.Add(new DefaultSkillMod((SkillName)i, true, targ.Skills[i].Value * scalar));
}
else
{
effect = (int)(from.Skills.Discordance.Value / -5.0);
scalar = effect * 0.01;
mods.Add(new StatMod(StatType.Str, "DiscordanceStr", (int)(targ.RawStr * scalar),
TimeSpan.Zero));
mods.Add(new StatMod(StatType.Int, "DiscordanceInt", (int)(targ.RawInt * scalar),
TimeSpan.Zero));
mods.Add(new StatMod(StatType.Dex, "DiscordanceDex", (int)(targ.RawDex * scalar),
TimeSpan.Zero));
for (int i = 0; i < targ.Skills.Length; ++i)
if (targ.Skills[i].Value > 0)
mods.Add(new DefaultSkillMod((SkillName)i, true, targ.Skills[i].Value * scalar));
}
DiscordanceInfo info = new DiscordanceInfo(from, targ, Math.Abs(effect), mods);
info.m_Timer = Timer.DelayCall(TimeSpan.Zero, TimeSpan.FromSeconds(1.25), ProcessDiscordance,
info);
m_Table[targ] = info;
}
else
{
from.SendLocalizedMessage(1049540); // You fail to disrupt your target
m_Instrument.PlayInstrumentBadly(from);
m_Instrument.ConsumeUse(from);
}
from.NextSkillTime = Core.TickCount + 12000;
}
else
{
m_Instrument.PlayInstrumentBadly(from);
}
}
else
{
from.SendLocalizedMessage(1049535); // A song of discord would have no effect on that.
}
}
}
}
}