ModernUO/Projects/Scripts/Spells/Necromancy/Strangle.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

215 lines
6.3 KiB
C#

using System;
using System.Collections.Generic;
using Server.Targeting;
namespace Server.Spells.Necromancy
{
public class StrangleSpell : NecromancerSpell, ISpellTargetingMobile
{
private static SpellInfo m_Info = new SpellInfo(
"Strangle", "In Bal Nox",
209,
9031,
Reagent.DaemonBlood,
Reagent.NoxCrystal
);
private static readonly Dictionary<Mobile, InternalTimer> m_Table = new Dictionary<Mobile, InternalTimer>();
public StrangleSpell(Mobile caster, Item scroll = null) : base(caster, scroll, m_Info)
{
}
public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(2.0);
public override double RequiredSkill => 65.0;
public override int RequiredMana => 29;
public override void OnCast()
{
Caster.Target = new SpellTargetMobile(this, TargetFlags.Harmful, Core.ML ? 10 : 12);
}
public void Target(Mobile m)
{
if (m == null)
return;
if (CheckHSequence(m))
{
SpellHelper.Turn(Caster, m);
//SpellHelper.CheckReflect( (int)this.Circle, Caster, ref m ); //Irrelevent after AoS
/* Temporarily chokes off the air suply of the target with poisonous fumes.
* The target is inflicted with poison damage over time.
* The amount of damage dealt each "hit" is based off of the caster's Spirit Speak skill and the Target's current Stamina.
* The less Stamina the target has, the more damage is done by Strangle.
* Duration of the effect is Spirit Speak skill level / 10 rounds, with a minimum number of 4 rounds.
* The first round of damage is dealt after 5 seconds, and every next round after that comes 1 second sooner than the one before, until there is only 1 second between rounds.
* The base damage of the effect lies between (Spirit Speak skill level / 10) - 2 and (Spirit Speak skill level / 10) + 1.
* Base damage is multiplied by the following formula: (3 - (target's current Stamina / target's maximum Stamina) * 2).
* Example:
* For a target at full Stamina the damage multiplier is 1,
* for a target at 50% Stamina the damage multiplier is 2 and
* for a target at 20% Stamina the damage multiplier is 2.6
*/
m.Spell?.OnCasterHurt();
m.PlaySound(0x22F);
m.FixedParticles(0x36CB, 1, 9, 9911, 67, 5, EffectLayer.Head);
m.FixedParticles(0x374A, 1, 17, 9502, 1108, 4, (EffectLayer)255);
if (!m_Table.TryGetValue(m, out InternalTimer timer))
{
m_Table[m] = timer = new InternalTimer(m, Caster);
timer.Start();
}
HarmfulSpell(m);
}
//Calculations for the buff bar
double spiritlevel = Caster.Skills.SpiritSpeak.Value / 10;
if (spiritlevel < 4)
spiritlevel = 4;
int d_MinDamage = 4;
int d_MaxDamage = ((int)spiritlevel + 1) * 3;
string args = $"{d_MinDamage}\t{d_MaxDamage}";
int i_Count = (int)spiritlevel;
int i_MaxCount = i_Count;
int i_HitDelay = 5;
int i_Length = i_HitDelay;
while (i_Count > 1)
{
--i_Count;
if (i_HitDelay > 1)
{
if (i_MaxCount < 5)
{
--i_HitDelay;
}
else
{
int delay = (int)Math.Ceiling((1.0 + 5 * i_Count) / i_MaxCount);
i_HitDelay = delay <= 5 ? delay : 5;
}
}
i_Length += i_HitDelay;
}
TimeSpan t_Duration = TimeSpan.FromSeconds(i_Length);
BuffInfo.AddBuff(m, new BuffInfo(BuffIcon.Strangle, 1075794, args, t_Duration, m));
FinishSequence();
}
public static bool RemoveCurse(Mobile m)
{
if (!m_Table.TryGetValue(m, out InternalTimer timer))
return false;
timer.Stop();
m.SendLocalizedMessage(1061687); // You can breath normally again.
m_Table.Remove(m);
return true;
}
private class InternalTimer : Timer
{
private int m_Count, m_MaxCount;
private int m_HitDelay;
private double m_MinBaseDamage, m_MaxBaseDamage;
private DateTime m_NextHit;
private Mobile m_Target, m_From;
public InternalTimer(Mobile target, Mobile from) : base(TimeSpan.FromSeconds(0.1), TimeSpan.FromSeconds(0.1))
{
Priority = TimerPriority.FiftyMS;
m_Target = target;
m_From = from;
double spiritLevel = from.Skills.SpiritSpeak.Value / 10;
m_MinBaseDamage = spiritLevel - 2;
m_MaxBaseDamage = spiritLevel + 1;
m_HitDelay = 5;
m_NextHit = DateTime.UtcNow + TimeSpan.FromSeconds(m_HitDelay);
m_Count = (int)spiritLevel;
if (m_Count < 4)
m_Count = 4;
m_MaxCount = m_Count;
}
protected override void OnTick()
{
if (!m_Target.Alive)
{
m_Table.Remove(m_Target);
Stop();
}
if (!m_Target.Alive || DateTime.UtcNow < m_NextHit)
return;
--m_Count;
if (m_HitDelay > 1)
{
if (m_MaxCount < 5)
{
--m_HitDelay;
}
else
{
int delay = (int)Math.Ceiling((1.0 + 5 * m_Count) / m_MaxCount);
if (delay <= 5)
m_HitDelay = delay;
else
m_HitDelay = 5;
}
}
if (m_Count == 0)
{
m_Target.SendLocalizedMessage(1061687); // You can breath normally again.
m_Table.Remove(m_Target);
Stop();
}
else
{
m_NextHit = DateTime.UtcNow + TimeSpan.FromSeconds(m_HitDelay);
double damage = m_MinBaseDamage + Utility.RandomDouble() * (m_MaxBaseDamage - m_MinBaseDamage);
damage *= 3 - (double)m_Target.Stam / m_Target.StamMax * 2;
if (damage < 1)
damage = 1;
if (!m_Target.Player)
damage *= 1.75;
AOS.Damage(m_Target, m_From, (int)damage, 0, 0, 0, 100, 0);
if (0.60 <= Utility.RandomDouble()
) // OSI: randomly revealed between first and third damage tick, guessing 60% chance
m_Target.RevealingAction();
}
}
}
}
}