ModernUO/Projects/UOContent/Spells/Spellweaving/ReaperForm.cs
Kamron Batman 351611a23a
Updates movement packets & Fastwalk (#324)
- [X] Updates Movement packets
- [X] Adds OSI fastwalk packets. These aren't used on OSi anymore.
- [X] Adds new movement handling, but looks like the client doesn't use it. (Also leaving the 0x4000 Character List Flag off)
- [X] Adds time sync request handler, but also looks like the client doesn't use it.
- [X] Adds time sync response for time sync, just in case, but it isn't used, so not sure about the arguments.
- [X] Reimplements RunUO's fastwalk to use a circular array on the netstate instead of every mobile
- [X] Removes ClearFastwalkStack from RunUO implementation. This shouldn't be needed anymore

Changed fastwalk settings:
```cs
        public static int WalkFootDelay { get; set; } = 440;
        public static int RunFootDelay { get; set; } = 220;
        public static int WalkMountDelay { get; set; } = 220;
        public static int RunMountDelay { get; set; } = 110;

        public static bool EnableFastwalkPrevention { get; set; } = true;
        public static AccessLevel FastwalkExemptionLevel { get; set; } = AccessLevel.Counselor;

        // If this is changed during runtime, then the steps array needs resizing.
        public static int MaxSteps { get; private set; } = 4;
```

modernuo.json
```json
{
  "settings": {
    "movement.delay.runFoot": "220",
    "movement.delay.runMount": "110",
    "movement.delay.walkFoot": "440",
    "movement.delay.walkMount": "220",
    "movement.enableFastWalkPrevention": "True",
    "movement.fastwalkExemptionLevel": "Counselor",
    "movement.maxSteps": "4"
  }
}
```

Notes about OSI fastwalk:
While it does work, I can't find a benefit in using it because of the variable speeds. If players moved at a single speed then we could refill the stack every X milliseconds with 6 keys and use a naive token bucket implementation.
Unfortunately variable speeds mount/run/walk/etc means we would have to use a leaky bucket algorithm.
If we are using a leaky bucket algorithm with a variable leak, then we don't need to send tokens because we are already tracking it on the server side.

ModernUO vs OSI Fastwalk:
When the fastwalk was implemented on OSI, it used up to 6 tokens. These tokens were probably distributed every 600-750 milliseconds. To get the same effect, the new fastwalk settings might need to be adjusted. I would tweak them and feel free to let me know what worked for you!

Bumps release version
2020-11-26 23:53:47 -08:00

57 lines
1.7 KiB
C#

using System;
using Server.Network;
namespace Server.Spells.Spellweaving
{
public class ReaperFormSpell : ArcaneForm
{
private static readonly SpellInfo m_Info = new SpellInfo("Reaper Form", "Tarisstree", -1);
public ReaperFormSpell(Mobile caster, Item scroll = null) : base(caster, scroll, m_Info)
{
}
public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(2.5);
public override double RequiredSkill => 24.0;
public override int RequiredMana => 34;
public override int Body => 0x11D;
public override int FireResistOffset => -25;
public override int PhysResistOffset => 5 + FocusLevel;
public override int ColdResistOffset => 5 + FocusLevel;
public override int PoisResistOffset => 5 + FocusLevel;
public override int NrgyResistOffset => 5 + FocusLevel;
public virtual int SwingSpeedBonus => 10 + FocusLevel;
public virtual int SpellDamageBonus => 10 + FocusLevel;
public static void Initialize()
{
EventSink.Login += OnLogin;
}
public static void OnLogin(Mobile m)
{
var context = TransformationSpellHelper.GetContext(m);
if (context?.Type == typeof(ReaperFormSpell))
{
m.NetState.SendSpeedControl(SpeedControlSetting.Walk);
}
}
public override void DoEffect(Mobile m)
{
m.PlaySound(0x1BA);
m.NetState.SendSpeedControl(SpeedControlSetting.Walk);
}
public override void RemoveEffect(Mobile m)
{
m.NetState.SendSpeedControl(SpeedControlSetting.Disable);
}
}
}