ModernUO/Server/Skills.cs
2018-09-14 13:07:43 -07:00

1038 lines
27 KiB
C#

/***************************************************************************
* Skills.cs
* -------------------
* begin : May 1, 2002
* copyright : (C) The RunUO Software Team
* email : info@runuo.com
*
* $Id$
*
***************************************************************************/
/***************************************************************************
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
***************************************************************************/
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Server.Network;
namespace Server
{
public delegate TimeSpan SkillUseCallback( Mobile user );
public enum SkillLock : byte
{
Up = 0,
Down = 1,
Locked = 2
}
public enum SkillName
{
Alchemy = 0,
Anatomy = 1,
AnimalLore = 2,
ItemID = 3,
ArmsLore = 4,
Parry = 5,
Begging = 6,
Blacksmith = 7,
Fletching = 8,
Peacemaking = 9,
Camping = 10,
Carpentry = 11,
Cartography = 12,
Cooking = 13,
DetectHidden = 14,
Discordance = 15,
EvalInt = 16,
Healing = 17,
Fishing = 18,
Forensics = 19,
Herding = 20,
Hiding = 21,
Provocation = 22,
Inscribe = 23,
Lockpicking = 24,
Magery = 25,
MagicResist = 26,
Tactics = 27,
Snooping = 28,
Musicianship = 29,
Poisoning = 30,
Archery = 31,
SpiritSpeak = 32,
Stealing = 33,
Tailoring = 34,
AnimalTaming = 35,
TasteID = 36,
Tinkering = 37,
Tracking = 38,
Veterinary = 39,
Swords = 40,
Macing = 41,
Fencing = 42,
Wrestling = 43,
Lumberjacking = 44,
Mining = 45,
Meditation = 46,
Stealth = 47,
RemoveTrap = 48,
Necromancy = 49,
Focus = 50,
Chivalry = 51,
Bushido = 52,
Ninjitsu = 53,
Spellweaving = 54,
Mysticism = 55,
Imbuing = 56,
Throwing = 57
}
[PropertyObject]
public class Skill
{
private Skills m_Owner;
private SkillInfo m_Info;
private ushort m_Base;
private ushort m_Cap;
private SkillLock m_Lock;
public override string ToString()
{
return $"[{Name}: {Base}]";
}
public Skill( Skills owner, SkillInfo info, GenericReader reader )
{
m_Owner = owner;
m_Info = info;
int version = reader.ReadByte();
switch ( version )
{
case 0:
{
m_Base = reader.ReadUShort();
m_Cap = reader.ReadUShort();
m_Lock = (SkillLock)reader.ReadByte();
break;
}
case 0xFF:
{
m_Base = 0;
m_Cap = 1000;
m_Lock = SkillLock.Up;
break;
}
default:
{
if ( (version & 0xC0) == 0x00 )
{
if ( (version & 0x1) != 0 )
m_Base = reader.ReadUShort();
if ( (version & 0x2) != 0 )
m_Cap = reader.ReadUShort();
else
m_Cap = 1000;
if ( (version & 0x4) != 0 )
m_Lock = (SkillLock)reader.ReadByte();
}
break;
}
}
if ( m_Lock < SkillLock.Up || m_Lock > SkillLock.Locked )
{
Console.WriteLine( "Bad skill lock -> {0}.{1}", owner.Owner, m_Lock );
m_Lock = SkillLock.Up;
}
}
public Skill( Skills owner, SkillInfo info, int baseValue, int cap, SkillLock skillLock )
{
m_Owner = owner;
m_Info = info;
m_Base = (ushort)baseValue;
m_Cap = (ushort)cap;
m_Lock = skillLock;
}
public void SetLockNoRelay( SkillLock skillLock )
{
if ( skillLock < SkillLock.Up || skillLock > SkillLock.Locked )
return;
m_Lock = skillLock;
}
public void Serialize( GenericWriter writer )
{
if ( m_Base == 0 && m_Cap == 1000 && m_Lock == SkillLock.Up )
{
writer.Write( (byte) 0xFF ); // default
}
else
{
int flags = 0x0;
if ( m_Base != 0 )
flags |= 0x1;
if ( m_Cap != 1000 )
flags |= 0x2;
if ( m_Lock != SkillLock.Up )
flags |= 0x4;
writer.Write( (byte) flags ); // version
if ( m_Base != 0 )
writer.Write( (short) m_Base );
if ( m_Cap != 1000 )
writer.Write( (short) m_Cap );
if ( m_Lock != SkillLock.Up )
writer.Write( (byte) m_Lock );
}
}
public Skills Owner => m_Owner;
public SkillName SkillName => (SkillName)m_Info.SkillID;
public int SkillID => m_Info.SkillID;
[CommandProperty( AccessLevel.Counselor )]
public string Name => m_Info.Name;
public SkillInfo Info => m_Info;
[CommandProperty( AccessLevel.Counselor )]
public SkillLock Lock => m_Lock;
public int BaseFixedPoint
{
get => m_Base;
set
{
if ( value < 0 )
value = 0;
else if ( value >= 0x10000 )
value = 0xFFFF;
ushort sv = (ushort)value;
int oldBase = m_Base;
if ( m_Base != sv )
{
m_Owner.Total = (m_Owner.Total - m_Base) + sv;
m_Base = sv;
m_Owner.OnSkillChange( this );
Mobile m = m_Owner.Owner;
if ( m != null )
m.OnSkillChange( SkillName, (double)oldBase / 10 );
}
}
}
[CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
public double Base
{
get => ((double)m_Base / 10.0);
set => BaseFixedPoint = (int)(value * 10.0);
}
public int CapFixedPoint
{
get => m_Cap;
set
{
if ( value < 0 )
value = 0;
else if ( value >= 0x10000 )
value = 0xFFFF;
ushort sv = (ushort)value;
if ( m_Cap != sv )
{
m_Cap = sv;
m_Owner.OnSkillChange( this );
}
}
}
[CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
public double Cap
{
get => ((double)m_Cap / 10.0);
set => CapFixedPoint = (int)(value * 10.0);
}
private static bool m_UseStatMods;
public static bool UseStatMods{ get => m_UseStatMods;
set => m_UseStatMods = value;
}
public int Fixed => (int)(Value * 10);
[CommandProperty( AccessLevel.Counselor )]
public double Value
{
get
{
//There has to be this distinction between the racial values and not to account for gaining skills and these skills aren't displayed nor Totaled up.
double value = NonRacialValue;
double raceBonus = m_Owner.Owner.RacialSkillBonus;
if ( raceBonus > value )
value = raceBonus;
return value;
}
}
[CommandProperty( AccessLevel.Counselor )]
public double NonRacialValue
{
get
{
double baseValue = Base;
double inv = 100.0 - baseValue;
if ( inv < 0.0 ) inv = 0.0;
inv /= 100.0;
double statsOffset = ((m_UseStatMods ? m_Owner.Owner.Str : m_Owner.Owner.RawStr) * m_Info.StrScale) + ((m_UseStatMods ? m_Owner.Owner.Dex : m_Owner.Owner.RawDex) * m_Info.DexScale) + ((m_UseStatMods ? m_Owner.Owner.Int : m_Owner.Owner.RawInt) * m_Info.IntScale);
double statTotal = m_Info.StatTotal * inv;
statsOffset *= inv;
if ( statsOffset > statTotal )
statsOffset = statTotal;
double value = baseValue + statsOffset;
m_Owner.Owner.ValidateSkillMods();
List<SkillMod> mods = m_Owner.Owner.SkillMods;
double bonusObey = 0.0, bonusNotObey = 0.0;
for( int i = 0; i < mods.Count; ++i )
{
SkillMod mod = mods[i];
if ( mod.Skill == (SkillName)m_Info.SkillID )
{
if ( mod.Relative )
{
if ( mod.ObeyCap )
bonusObey += mod.Value;
else
bonusNotObey += mod.Value;
}
else
{
bonusObey = 0.0;
bonusNotObey = 0.0;
value = mod.Value;
}
}
}
value += bonusNotObey;
if ( value < Cap )
{
value += bonusObey;
if ( value > Cap )
value = Cap;
}
return value;
}
}
public void Update()
{
m_Owner.OnSkillChange( this );
}
}
public class SkillInfo
{
private int m_SkillID;
private string m_Name;
private string m_Title;
private double m_StrScale;
private double m_DexScale;
private double m_IntScale;
private double m_StatTotal;
private SkillUseCallback m_Callback;
private double m_StrGain;
private double m_DexGain;
private double m_IntGain;
private double m_GainFactor;
public SkillInfo( int skillID, string name, double strScale, double dexScale, double intScale, string title, SkillUseCallback callback, double strGain, double dexGain, double intGain, double gainFactor )
{
m_Name = name;
m_Title = title;
m_SkillID = skillID;
m_StrScale = strScale / 100.0;
m_DexScale = dexScale / 100.0;
m_IntScale = intScale / 100.0;
m_Callback = callback;
m_StrGain = strGain;
m_DexGain = dexGain;
m_IntGain = intGain;
m_GainFactor = gainFactor;
m_StatTotal = strScale + dexScale + intScale;
}
public SkillUseCallback Callback
{
get => m_Callback;
set => m_Callback = value;
}
public int SkillID => m_SkillID;
public string Name
{
get => m_Name;
set => m_Name = value;
}
public string Title
{
get => m_Title;
set => m_Title = value;
}
public double StrScale
{
get => m_StrScale;
set => m_StrScale = value;
}
public double DexScale
{
get => m_DexScale;
set => m_DexScale = value;
}
public double IntScale
{
get => m_IntScale;
set => m_IntScale = value;
}
public double StatTotal
{
get => m_StatTotal;
set => m_StatTotal = value;
}
public double StrGain
{
get => m_StrGain;
set => m_StrGain = value;
}
public double DexGain
{
get => m_DexGain;
set => m_DexGain = value;
}
public double IntGain
{
get => m_IntGain;
set => m_IntGain = value;
}
public double GainFactor
{
get => m_GainFactor;
set => m_GainFactor = value;
}
private static SkillInfo[] m_Table = new SkillInfo[58]
{
new SkillInfo( 0, "Alchemy", 0.0, 5.0, 5.0, "Alchemist", null, 0.0, 0.5, 0.5, 1.0 ),
new SkillInfo( 1, "Anatomy", 0.0, 0.0, 0.0, "Biologist", null, 0.15, 0.15, 0.7, 1.0 ),
new SkillInfo( 2, "Animal Lore", 0.0, 0.0, 0.0, "Naturalist", null, 0.0, 0.0, 1.0, 1.0 ),
new SkillInfo( 3, "Item Identification", 0.0, 0.0, 0.0, "Merchant", null, 0.0, 0.0, 1.0, 1.0 ),
new SkillInfo( 4, "Arms Lore", 0.0, 0.0, 0.0, "Weapon Master", null, 0.75, 0.15, 0.1, 1.0 ),
new SkillInfo( 5, "Parrying", 7.5, 2.5, 0.0, "Duelist", null, 0.75, 0.25, 0.0, 1.0 ),
new SkillInfo( 6, "Begging", 0.0, 0.0, 0.0, "Beggar", null, 0.0, 0.0, 0.0, 1.0 ),
new SkillInfo( 7, "Blacksmithy", 10.0, 0.0, 0.0, "Blacksmith", null, 1.0, 0.0, 0.0, 1.0 ),
new SkillInfo( 8, "Bowcraft/Fletching", 6.0, 16.0, 0.0, "Bowyer", null, 0.6, 1.6, 0.0, 1.0 ),
new SkillInfo( 9, "Peacemaking", 0.0, 0.0, 0.0, "Pacifier", null, 0.0, 0.0, 0.0, 1.0 ),
new SkillInfo( 10, "Camping", 20.0, 15.0, 15.0, "Explorer", null, 2.0, 1.5, 1.5, 1.0 ),
new SkillInfo( 11, "Carpentry", 20.0, 5.0, 0.0, "Carpenter", null, 2.0, 0.5, 0.0, 1.0 ),
new SkillInfo( 12, "Cartography", 0.0, 7.5, 7.5, "Cartographer", null, 0.0, 0.75, 0.75, 1.0 ),
new SkillInfo( 13, "Cooking", 0.0, 20.0, 30.0, "Chef", null, 0.0, 2.0, 3.0, 1.0 ),
new SkillInfo( 14, "Detecting Hidden", 0.0, 0.0, 0.0, "Scout", null, 0.0, 0.4, 0.6, 1.0 ),
new SkillInfo( 15, "Discordance", 0.0, 2.5, 2.5, "Demoralizer", null, 0.0, 0.25, 0.25, 1.0 ),
new SkillInfo( 16, "Evaluating Intelligence", 0.0, 0.0, 0.0, "Scholar", null, 0.0, 0.0, 1.0, 1.0 ),
new SkillInfo( 17, "Healing", 6.0, 6.0, 8.0, "Healer", null, 0.6, 0.6, 0.8, 1.0 ),
new SkillInfo( 18, "Fishing", 0.0, 0.0, 0.0, "Fisherman", null, 0.5, 0.5, 0.0, 1.0 ),
new SkillInfo( 19, "Forensic Evaluation", 0.0, 0.0, 0.0, "Detective", null, 0.0, 0.2, 0.8, 1.0 ),
new SkillInfo( 20, "Herding", 16.25, 6.25, 2.5, "Shepherd", null, 1.625, 0.625, 0.25, 1.0 ),
new SkillInfo( 21, "Hiding", 0.0, 0.0, 0.0, "Shade", null, 0.0, 0.8, 0.2, 1.0 ),
new SkillInfo( 22, "Provocation", 0.0, 4.5, 0.5, "Rouser", null, 0.0, 0.45, 0.05, 1.0 ),
new SkillInfo( 23, "Inscription", 0.0, 2.0, 8.0, "Scribe", null, 0.0, 0.2, 0.8, 1.0 ),
new SkillInfo( 24, "Lockpicking", 0.0, 25.0, 0.0, "Infiltrator", null, 0.0, 2.0, 0.0, 1.0 ),
new SkillInfo( 25, "Magery", 0.0, 0.0, 15.0, "Mage", null, 0.0, 0.0, 1.5, 1.0 ),
new SkillInfo( 26, "Resisting Spells", 0.0, 0.0, 0.0, "Warder", null, 0.25, 0.25, 0.5, 1.0 ),
new SkillInfo( 27, "Tactics", 0.0, 0.0, 0.0, "Tactician", null, 0.0, 0.0, 0.0, 1.0 ),
new SkillInfo( 28, "Snooping", 0.0, 25.0, 0.0, "Spy", null, 0.0, 2.5, 0.0, 1.0 ),
new SkillInfo( 29, "Musicianship", 0.0, 0.0, 0.0, "Bard", null, 0.0, 0.8, 0.2, 1.0 ),
new SkillInfo( 30, "Poisoning", 0.0, 4.0, 16.0, "Assassin", null, 0.0, 0.4, 1.6, 1.0 ),
new SkillInfo( 31, "Archery", 2.5, 7.5, 0.0, "Archer", null, 0.25, 0.75, 0.0, 1.0 ),
new SkillInfo( 32, "Spirit Speak", 0.0, 0.0, 0.0, "Medium", null, 0.0, 0.0, 1.0, 1.0 ),
new SkillInfo( 33, "Stealing", 0.0, 10.0, 0.0, "Pickpocket", null, 0.0, 1.0, 0.0, 1.0 ),
new SkillInfo( 34, "Tailoring", 3.75, 16.25, 5.0, "Tailor", null, 0.38, 1.63, 0.5, 1.0 ),
new SkillInfo( 35, "Animal Taming", 14.0, 2.0, 4.0, "Tamer", null, 1.4, 0.2, 0.4, 1.0 ),
new SkillInfo( 36, "Taste Identification", 0.0, 0.0, 0.0, "Praegustator", null, 0.2, 0.0, 0.8, 1.0 ),
new SkillInfo( 37, "Tinkering", 5.0, 2.0, 3.0, "Tinker", null, 0.5, 0.2, 0.3, 1.0 ),
new SkillInfo( 38, "Tracking", 0.0, 12.5, 12.5, "Ranger", null, 0.0, 1.25, 1.25, 1.0 ),
new SkillInfo( 39, "Veterinary", 8.0, 4.0, 8.0, "Veterinarian", null, 0.8, 0.4, 0.8, 1.0 ),
new SkillInfo( 40, "Swordsmanship", 7.5, 2.5, 0.0, "Swordsman", null, 0.75, 0.25, 0.0, 1.0 ),
new SkillInfo( 41, "Mace Fighting", 9.0, 1.0, 0.0, "Armsman", null, 0.9, 0.1, 0.0, 1.0 ),
new SkillInfo( 42, "Fencing", 4.5, 5.5, 0.0, "Fencer", null, 0.45, 0.55, 0.0, 1.0 ),
new SkillInfo( 43, "Wrestling", 9.0, 1.0, 0.0, "Wrestler", null, 0.9, 0.1, 0.0, 1.0 ),
new SkillInfo( 44, "Lumberjacking", 20.0, 0.0, 0.0, "Lumberjack", null, 2.0, 0.0, 0.0, 1.0 ),
new SkillInfo( 45, "Mining", 20.0, 0.0, 0.0, "Miner", null, 2.0, 0.0, 0.0, 1.0 ),
new SkillInfo( 46, "Meditation", 0.0, 0.0, 0.0, "Stoic", null, 0.0, 0.0, 0.0, 1.0 ),
new SkillInfo( 47, "Stealth", 0.0, 0.0, 0.0, "Rogue", null, 0.0, 0.0, 0.0, 1.0 ),
new SkillInfo( 48, "Remove Trap", 0.0, 0.0, 0.0, "Trap Specialist", null, 0.0, 0.0, 0.0, 1.0 ),
new SkillInfo( 49, "Necromancy", 0.0, 0.0, 0.0, "Necromancer", null, 0.0, 0.0, 0.0, 1.0 ),
new SkillInfo( 50, "Focus", 0.0, 0.0, 0.0, "Driven", null, 0.0, 0.0, 0.0, 1.0 ),
new SkillInfo( 51, "Chivalry", 0.0, 0.0, 0.0, "Paladin", null, 0.0, 0.0, 0.0, 1.0 ),
new SkillInfo( 52, "Bushido", 0.0, 0.0, 0.0, "Samurai", null, 0.0, 0.0, 0.0, 1.0 ),
new SkillInfo( 53, "Ninjitsu", 0.0, 0.0, 0.0, "Ninja", null, 0.0, 0.0, 0.0, 1.0 ),
new SkillInfo( 54, "Spellweaving", 0.0, 0.0, 0.0, "Arcanist", null, 0.0, 0.0, 0.0, 1.0 ),
new SkillInfo( 55, "Mysticism", 0.0, 0.0, 0.0, "Mystic", null, 0.0, 0.0, 0.0, 1.0 ),
new SkillInfo( 56, "Imbuing", 0.0, 0.0, 0.0, "Artificer", null, 0.0, 0.0, 0.0, 1.0 ),
new SkillInfo( 57, "Throwing", 0.0, 0.0, 0.0, "Bladeweaver", null, 0.0, 0.0, 0.0, 1.0 ),
};
public static SkillInfo[] Table
{
get => m_Table;
set => m_Table = value;
}
}
[PropertyObject]
public class Skills : IEnumerable<Skill>
{
private Mobile m_Owner;
private Skill[] m_Skills;
private int m_Total, m_Cap;
private Skill m_Highest;
#region Skill Getters & Setters
[CommandProperty( AccessLevel.Counselor )]
public Skill Alchemy{ get => this[SkillName.Alchemy];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Anatomy{ get => this[SkillName.Anatomy];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill AnimalLore{ get => this[SkillName.AnimalLore];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill ItemID{ get => this[SkillName.ItemID];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill ArmsLore{ get => this[SkillName.ArmsLore];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Parry{ get => this[SkillName.Parry];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Begging{ get => this[SkillName.Begging];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Blacksmith{ get => this[SkillName.Blacksmith];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Fletching{ get => this[SkillName.Fletching];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Peacemaking{ get => this[SkillName.Peacemaking];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Camping{ get => this[SkillName.Camping];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Carpentry{ get => this[SkillName.Carpentry];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Cartography{ get => this[SkillName.Cartography];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Cooking{ get => this[SkillName.Cooking];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill DetectHidden{ get => this[SkillName.DetectHidden];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Discordance{ get => this[SkillName.Discordance];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill EvalInt{ get => this[SkillName.EvalInt];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Healing{ get => this[SkillName.Healing];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Fishing{ get => this[SkillName.Fishing];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Forensics{ get => this[SkillName.Forensics];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Herding{ get => this[SkillName.Herding];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Hiding{ get => this[SkillName.Hiding];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Provocation{ get => this[SkillName.Provocation];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Inscribe{ get => this[SkillName.Inscribe];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Lockpicking{ get => this[SkillName.Lockpicking];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Magery{ get => this[SkillName.Magery];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill MagicResist{ get => this[SkillName.MagicResist];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Tactics{ get => this[SkillName.Tactics];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Snooping{ get => this[SkillName.Snooping];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Musicianship{ get => this[SkillName.Musicianship];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Poisoning{ get => this[SkillName.Poisoning];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Archery{ get => this[SkillName.Archery];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill SpiritSpeak{ get => this[SkillName.SpiritSpeak];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Stealing{ get => this[SkillName.Stealing];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Tailoring{ get => this[SkillName.Tailoring];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill AnimalTaming{ get => this[SkillName.AnimalTaming];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill TasteID{ get => this[SkillName.TasteID];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Tinkering{ get => this[SkillName.Tinkering];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Tracking{ get => this[SkillName.Tracking];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Veterinary{ get => this[SkillName.Veterinary];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Swords{ get => this[SkillName.Swords];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Macing{ get => this[SkillName.Macing];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Fencing{ get => this[SkillName.Fencing];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Wrestling{ get => this[SkillName.Wrestling];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Lumberjacking{ get => this[SkillName.Lumberjacking];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Mining{ get => this[SkillName.Mining];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Meditation{ get => this[SkillName.Meditation];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Stealth{ get => this[SkillName.Stealth];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill RemoveTrap{ get => this[SkillName.RemoveTrap];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Necromancy{ get => this[SkillName.Necromancy];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Focus{ get => this[SkillName.Focus];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Chivalry{ get => this[SkillName.Chivalry];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Bushido{ get => this[SkillName.Bushido];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Ninjitsu{ get => this[SkillName.Ninjitsu];
set{} }
[CommandProperty( AccessLevel.Counselor )]
public Skill Spellweaving { get => this[SkillName.Spellweaving];
set { } }
[CommandProperty( AccessLevel.Counselor )]
public Skill Mysticism { get => this[SkillName.Mysticism];
set { } }
[CommandProperty( AccessLevel.Counselor )]
public Skill Imbuing { get => this[SkillName.Imbuing];
set { } }
[CommandProperty( AccessLevel.Counselor )]
public Skill Throwing { get => this[SkillName.Throwing];
set { } }
#endregion
[CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
public int Cap
{
get => m_Cap;
set => m_Cap = value;
}
public int Total
{
get => m_Total;
set => m_Total = value;
}
public Mobile Owner => m_Owner;
public int Length => m_Skills.Length;
public Skill this[SkillName name] => this[(int)name];
public Skill this[int skillID]
{
get
{
if ( skillID < 0 || skillID >= m_Skills.Length )
return null;
Skill sk = m_Skills[skillID];
if ( sk == null )
m_Skills[skillID] = sk = new Skill( this, SkillInfo.Table[skillID], 0, 1000, SkillLock.Up );
return sk;
}
}
public override string ToString()
{
return "...";
}
public static bool UseSkill( Mobile from, SkillName name )
{
return UseSkill( from, (int)name );
}
public static bool UseSkill( Mobile from, int skillID )
{
if ( !from.CheckAlive() )
return false;
else if ( !from.Region.OnSkillUse( from, skillID ) )
return false;
else if ( !from.AllowSkillUse( (SkillName)skillID ) )
return false;
if ( skillID >= 0 && skillID < SkillInfo.Table.Length )
{
SkillInfo info = SkillInfo.Table[skillID];
if ( info.Callback != null )
{
if (Core.TickCount - from.NextSkillTime >= 0 && from.Spell == null)
{
from.DisruptiveAction();
from.NextSkillTime = Core.TickCount + (int)(info.Callback(from)).TotalMilliseconds;
return true;
}
else
{
from.SendSkillMessage();
}
}
else
{
from.SendLocalizedMessage( 500014 ); // That skill cannot be used directly.
}
}
return false;
}
public Skill Highest
{
get
{
if ( m_Highest == null )
{
Skill highest = null;
int value = int.MinValue;
for ( int i = 0; i < m_Skills.Length; ++i )
{
Skill sk = m_Skills[i];
if ( sk != null && sk.BaseFixedPoint > value )
{
value = sk.BaseFixedPoint;
highest = sk;
}
}
if ( highest == null && m_Skills.Length > 0 )
highest = this[0];
m_Highest = highest;
}
return m_Highest;
}
}
public void Serialize( GenericWriter writer )
{
m_Total = 0;
writer.Write( (int) 3 ); // version
writer.Write( (int) m_Cap );
writer.Write( (int) m_Skills.Length );
for ( int i = 0; i < m_Skills.Length; ++i )
{
Skill sk = m_Skills[i];
if ( sk == null )
{
writer.Write( (byte) 0xFF );
}
else
{
sk.Serialize( writer );
m_Total += sk.BaseFixedPoint;
}
}
}
public Skills( Mobile owner )
{
m_Owner = owner;
m_Cap = 7000;
SkillInfo[] info = SkillInfo.Table;
m_Skills = new Skill[info.Length];
//for ( int i = 0; i < info.Length; ++i )
// m_Skills[i] = new Skill( this, info[i], 0, 1000, SkillLock.Up );
}
public Skills( Mobile owner, GenericReader reader )
{
m_Owner = owner;
int version = reader.ReadInt();
switch ( version )
{
case 3:
case 2:
{
m_Cap = reader.ReadInt();
goto case 1;
}
case 1:
{
if ( version < 2 )
m_Cap = 7000;
if ( version < 3 )
/*m_Total =*/ reader.ReadInt();
SkillInfo[] info = SkillInfo.Table;
m_Skills = new Skill[info.Length];
int count = reader.ReadInt();
for ( int i = 0; i < count; ++i )
{
if ( i < info.Length )
{
Skill sk = new Skill( this, info[i], reader );
if ( sk.BaseFixedPoint != 0 || sk.CapFixedPoint != 1000 || sk.Lock != SkillLock.Up )
{
m_Skills[i] = sk;
m_Total += sk.BaseFixedPoint;
}
}
else
{
new Skill( this, null, reader );
}
}
//for ( int i = count; i < info.Length; ++i )
// m_Skills[i] = new Skill( this, info[i], 0, 1000, SkillLock.Up );
break;
}
case 0:
{
reader.ReadInt();
goto case 1;
}
}
}
public void OnSkillChange( Skill skill )
{
if ( skill == m_Highest ) // could be downgrading the skill, force a recalc
m_Highest = null;
else if ( m_Highest != null && skill.BaseFixedPoint > m_Highest.BaseFixedPoint )
m_Highest = skill;
m_Owner.OnSkillInvalidated( skill );
NetState ns = m_Owner.NetState;
if ( ns != null )
ns.Send( new SkillChange( skill ) );
}
public IEnumerator<Skill> GetEnumerator()
{
return m_Skills.Where(s => s != null).GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return m_Skills.Where(s => s != null).GetEnumerator();
}
}
}