ModernUO/Projects/Scripts/Spells/Spellweaving/AttuneWeapon.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

127 lines
3.5 KiB
C#

using System;
using System.Collections.Generic;
namespace Server.Spells.Spellweaving
{
public class AttuneWeaponSpell : ArcanistSpell
{
private static SpellInfo m_Info = new SpellInfo(
"Attune Weapon", "Haeldril",
-1
);
private static Dictionary<Mobile, ExpireTimer> m_Table = new Dictionary<Mobile, ExpireTimer>();
public AttuneWeaponSpell(Mobile caster, Item scroll = null)
: base(caster, scroll, m_Info)
{
}
public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(1.0);
public override double RequiredSkill => 0.0;
public override int RequiredMana => 24;
public override bool CheckCast()
{
if (m_Table.ContainsKey(Caster))
{
Caster.SendLocalizedMessage(501775); // This spell is already in effect.
return false;
}
if (Caster.CanBeginAction<AttuneWeaponSpell>())
return base.CheckCast();
Caster.SendLocalizedMessage(1075124); // You must wait before casting that spell again.
return false;
}
public override void OnCast()
{
if (CheckSequence())
{
Caster.PlaySound(0x5C3);
Caster.FixedParticles(0x3728, 1, 13, 0x26B8, 0x455, 7, EffectLayer.Waist);
Caster.FixedParticles(0x3779, 1, 15, 0x251E, 0x3F, 7, EffectLayer.Waist);
double skill = Caster.Skills.Spellweaving.Value;
int damageAbsorb = (int)(18 + (skill - 10) / 10 * 3 + FocusLevel * 6);
Caster.MeleeDamageAbsorb = damageAbsorb;
TimeSpan duration = TimeSpan.FromSeconds(60 + FocusLevel * 12);
ExpireTimer t = new ExpireTimer(Caster, duration);
t.Start();
m_Table[Caster] = t;
Caster.BeginAction<AttuneWeaponSpell>();
BuffInfo.AddBuff(Caster,
new BuffInfo(BuffIcon.AttuneWeapon, 1075798, damageAbsorb.ToString(), duration, Caster));
}
FinishSequence();
}
public static void TryAbsorb(Mobile defender, ref int damage)
{
if (damage == 0 || !IsAbsorbing(defender) || defender.MeleeDamageAbsorb <= 0)
return;
int absorbed = Math.Min(damage, defender.MeleeDamageAbsorb);
damage -= absorbed;
defender.MeleeDamageAbsorb -= absorbed;
defender.SendLocalizedMessage(1075127,
$"{absorbed}\t{defender.MeleeDamageAbsorb}"); // ~1_damage~ point(s) of damage have been absorbed. A total of ~2_remaining~ point(s) of shielding remain.
if (defender.MeleeDamageAbsorb <= 0)
StopAbsorbing(defender, true);
}
public static bool IsAbsorbing(Mobile m) => m_Table.ContainsKey(m);
public static void StopAbsorbing(Mobile m, bool message)
{
if (m_Table.TryGetValue(m, out ExpireTimer t))
t.DoExpire(message);
}
private class ExpireTimer : Timer
{
private Mobile m_Mobile;
public ExpireTimer(Mobile m, TimeSpan delay)
: base(delay) =>
m_Mobile = m;
protected override void OnTick()
{
DoExpire(true);
}
public void DoExpire(bool message)
{
Stop();
m_Mobile.MeleeDamageAbsorb = 0;
if (message)
{
m_Mobile.SendLocalizedMessage(1075126); // Your attunement fades.
m_Mobile.PlaySound(0x1F8);
}
m_Table.Remove(m_Mobile);
DelayCall(TimeSpan.FromSeconds(120), delegate { m_Mobile.EndAction<AttuneWeaponSpell>(); });
BuffInfo.RemoveBuff(m_Mobile, BuffIcon.AttuneWeapon);
}
}
}
}