ModernUO/Projects/Scripts/Spells/Seventh/MeteorSwarm.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

111 lines
2.8 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Server.Targeting;
namespace Server.Spells.Seventh
{
public class MeteorSwarmSpell : MagerySpell, ISpellTargetingPoint3D
{
private static SpellInfo m_Info = new SpellInfo(
"Meteor Swarm", "Flam Kal Des Ylem",
233,
9042,
false,
Reagent.Bloodmoss,
Reagent.MandrakeRoot,
Reagent.SulfurousAsh,
Reagent.SpidersSilk
);
public MeteorSwarmSpell(Mobile caster, Item scroll = null) : base(caster, scroll, m_Info)
{
}
public override SpellCircle Circle => SpellCircle.Seventh;
public override bool DelayedDamage => true;
public override void OnCast()
{
Caster.Target = new SpellTargetPoint3D(this, TargetFlags.None, Core.ML ? 10 : 12);
}
public void Target(IPoint3D p)
{
if (!Caster.CanSee(p))
{
Caster.SendLocalizedMessage(500237); // Target can not be seen.
}
else if (SpellHelper.CheckTown(p, Caster) && CheckSequence())
{
SpellHelper.Turn(Caster, p);
if (p is Item item)
p = item.GetWorldLocation();
List<Mobile> targets;
Map map = Caster.Map;
bool playerVsPlayer = false;
if (map != null)
{
IPooledEnumerable<Mobile> eable = map.GetMobilesInRange(new Point3D(p), 2);
targets = eable.Where(m =>
{
if (Caster == m || !SpellHelper.ValidIndirectTarget(Caster, m) || !Caster.CanBeHarmful(m, false) ||
Core.AOS && !Caster.InLOS(m))
return false;
playerVsPlayer |= m.Player;
return true;
}).ToList();
eable.Free();
}
else
{
targets = new List<Mobile>();
}
double damage = Core.AOS ? GetNewAosDamage(51, 1, 5, playerVsPlayer)
: Utility.Random(27, 22);
if (targets.Count > 0)
{
Effects.PlaySound(p, Caster.Map, 0x160);
if (Core.AOS && targets.Count > 2)
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 && CheckResisted(m))
{
damage *= 0.5;
m.SendLocalizedMessage(501783); // You feel yourself resisting magical energy.
}
toDeal *= GetDamageScalar(m);
Caster.DoHarmful(m);
SpellHelper.Damage(this, m, toDeal, 0, 100, 0, 0, 0);
Caster.MovingParticles(m, 0x36D4, 7, 0, false, true, 9501, 1, 0, 0x100);
}
}
}
FinishSequence();
}
}
}