ModernUO/Projects/UOContent/Misc/SkillCheck.cs
Kamron Batman d6d02de296
fix: Fixes spell mechanics and misc bugs (#1118)
- [X] Fixes NPE from account tags.
- [X] Fixes bad skill check due to missing cast to double.
- [X] Fixes water elemental duration.
- [X] Standardizes spell summon duration by expansion.
2022-07-14 22:01:59 -07:00

493 lines
14 KiB
C#

using System;
using Server.Factions;
using Server.Mobiles;
using Server.Regions;
namespace Server.Misc;
// TODO: Make this entirely configurable
public static class SkillCheck
{
public enum Stat
{
Str,
Dex,
Int
}
// Publish 16 changed max stats from 100 to 125
private static int StatMax = Core.LBR ? 125 : 100;
public const int Allowance = 3; // How many times may we use the same location/target for gain
private const int
LocationSize = 5; // The size of eeach location, make this smaller so players dont have to move as far
private static readonly bool AntiMacroCode = !Core.ML; // Change this to false to disable anti-macro code
public static TimeSpan AntiMacroExpire = TimeSpan.FromMinutes(5.0); // How long do we remember targets/locations?
private static readonly bool[] UseAntiMacro =
{
// true if this skill uses the anti-macro code, false if it does not
false, // Alchemy = 0,
true, // Anatomy = 1,
true, // AnimalLore = 2,
true, // ItemID = 3,
true, // ArmsLore = 4,
false, // Parry = 5,
true, // Begging = 6,
false, // Blacksmith = 7,
false, // Fletching = 8,
true, // Peacemaking = 9,
true, // Camping = 10,
false, // Carpentry = 11,
false, // Cartography = 12,
false, // Cooking = 13,
true, // DetectHidden = 14,
true, // Discordance = 15,
true, // EvalInt = 16,
true, // Healing = 17,
true, // Fishing = 18,
true, // Forensics = 19,
true, // Herding = 20,
true, // Hiding = 21,
true, // Provocation = 22,
false, // Inscribe = 23,
true, // Lockpicking = 24,
true, // Magery = 25,
true, // MagicResist = 26,
false, // Tactics = 27,
true, // Snooping = 28,
true, // Musicianship = 29,
true, // Poisoning = 30,
false, // Archery = 31,
true, // SpiritSpeak = 32,
true, // Stealing = 33,
false, // Tailoring = 34,
true, // AnimalTaming = 35,
true, // TasteID = 36,
false, // Tinkering = 37,
true, // Tracking = 38,
true, // Veterinary = 39,
false, // Swords = 40,
false, // Macing = 41,
false, // Fencing = 42,
false, // Wrestling = 43,
true, // Lumberjacking = 44,
true, // Mining = 45,
true, // Meditation = 46,
true, // Stealth = 47,
true, // RemoveTrap = 48,
true, // Necromancy = 49,
false, // Focus = 50,
true, // Chivalry = 51
true, // Bushido = 52
true, // Ninjitsu = 53
true, // Spellweaving
true, // Mysticism = 55
true, // Imbuing = 56
false, // Throwing = 57
};
private static readonly TimeSpan m_StatGainDelay = TimeSpan.FromMinutes(Core.ML ? 0.05 : 15);
private static readonly TimeSpan m_PetStatGainDelay = TimeSpan.FromMinutes(5.0);
public static void Initialize()
{
Mobile.SkillCheckLocationHandler = Mobile_SkillCheckLocation;
Mobile.SkillCheckDirectLocationHandler = Mobile_SkillCheckDirectLocation;
Mobile.SkillCheckTargetHandler = Mobile_SkillCheckTarget;
Mobile.SkillCheckDirectTargetHandler = Mobile_SkillCheckDirectTarget;
}
public static bool Mobile_SkillCheckLocation(Mobile from, SkillName skillName, double minSkill, double maxSkill)
{
var skill = from.Skills[skillName];
if (skill == null)
{
return false;
}
var value = skill.Value;
if (value < minSkill)
{
return false; // Too difficult
}
if (value >= maxSkill)
{
return true; // No challenge
}
var chance = (value - minSkill) / (maxSkill - minSkill);
var loc = new Point2D(from.Location.X / LocationSize, from.Location.Y / LocationSize);
return CheckSkill(from, skill, loc, chance);
}
public static bool Mobile_SkillCheckDirectLocation(Mobile from, SkillName skillName, double chance)
{
var skill = from.Skills[skillName];
if (skill == null)
{
return false;
}
if (chance < 0.0)
{
return false; // Too difficult
}
if (chance >= 1.0)
{
return true; // No challenge
}
var loc = new Point2D(from.Location.X / LocationSize, from.Location.Y / LocationSize);
return CheckSkill(from, skill, loc, chance);
}
public static bool CheckSkill(Mobile from, Skill skill, object amObj, double chance)
{
if (from.Skills.Cap == 0)
{
return false;
}
var success = chance >= Utility.RandomDouble();
var gc = (double)(from.Skills.Cap - from.Skills.Total) / from.Skills.Cap;
gc += (skill.Cap - skill.Base) / skill.Cap;
gc /= 2;
gc += (1.0 - chance) * (success ? 0.5 :
Core.AOS ? 0.0 : 0.2);
gc /= 2;
gc *= skill.Info.GainFactor;
if (gc < 0.01)
{
gc = 0.01;
}
if (from is BaseCreature creature && creature.Controlled)
{
gc *= 2;
}
if (from.Alive && (gc >= Utility.RandomDouble() && AllowGain(from, skill, amObj) || skill.Base < 10.0))
{
Gain(from, skill);
}
return success;
}
public static bool Mobile_SkillCheckTarget(
Mobile from, SkillName skillName, object target, double minSkill,
double maxSkill
)
{
var skill = from.Skills[skillName];
if (skill == null)
{
return false;
}
var value = skill.Value;
if (value < minSkill)
{
return false; // Too difficult
}
if (value >= maxSkill)
{
return true; // No challenge
}
var chance = (value - minSkill) / (maxSkill - minSkill);
return CheckSkill(from, skill, target, chance);
}
public static bool Mobile_SkillCheckDirectTarget(Mobile from, SkillName skillName, object target, double chance)
{
var skill = from.Skills[skillName];
if (skill == null)
{
return false;
}
if (chance < 0.0)
{
return false; // Too difficult
}
if (chance >= 1.0)
{
return true; // No challenge
}
return CheckSkill(from, skill, target, chance);
}
private static bool AllowGain(Mobile from, Skill skill, object obj)
{
if (Core.AOS && Faction.InSkillLoss(from)) // Changed some time between the introduction of AoS and SE.
{
return false;
}
if (AntiMacroCode && from is PlayerMobile mobile && UseAntiMacro[skill.Info.SkillID])
{
return mobile.AntiMacroCheck(skill, obj);
}
return true;
}
public static void Gain(Mobile from, Skill skill)
{
if (from.Region.IsPartOf<JailRegion>())
{
return;
}
if (from is BaseCreature creature && creature.IsDeadPet)
{
return;
}
if (skill.SkillName == SkillName.Focus && from is BaseCreature)
{
return;
}
if (skill.Base < skill.Cap && skill.Lock == SkillLock.Up)
{
var toGain = 1;
if (skill.Base <= 10.0)
{
toGain = Utility.Random(4) + 1;
}
var skills = from.Skills;
if (from.Player && skills.Total / (double)skills.Cap >= Utility.RandomDouble())
{
for (var i = 0; i < skills.Length; ++i)
{
var toLower = skills[i];
if (toLower != skill && toLower.Lock == SkillLock.Down && toLower.BaseFixedPoint >= toGain)
{
toLower.BaseFixedPoint -= toGain;
break;
}
}
}
if (from is PlayerMobile pm && skill.SkillName == pm.AcceleratedSkill &&
pm.AcceleratedStart > Core.Now)
{
toGain *= Utility.RandomMinMax(2, 5);
}
if (!from.Player || skills.Total + toGain <= skills.Cap)
{
skill.BaseFixedPoint += toGain;
}
}
if (skill.Lock == SkillLock.Up)
{
var info = skill.Info;
if (from.StrLock == StatLockType.Up && info.StrGain / 33.3 > Utility.RandomDouble())
{
GainStat(from, Stat.Str);
}
else if (from.DexLock == StatLockType.Up && info.DexGain / 33.3 > Utility.RandomDouble())
{
GainStat(from, Stat.Dex);
}
else if (from.IntLock == StatLockType.Up && info.IntGain / 33.3 > Utility.RandomDouble())
{
GainStat(from, Stat.Int);
}
}
}
public static bool CanLower(Mobile from, Stat stat)
{
return stat switch
{
Stat.Str => from.StrLock == StatLockType.Down && from.RawStr > 10,
Stat.Dex => from.DexLock == StatLockType.Down && from.RawDex > 10,
Stat.Int => from.IntLock == StatLockType.Down && from.RawInt > 10,
_ => false
};
}
public static bool CanRaise(Mobile from, Stat stat)
{
if (!(from is BaseCreature creature && creature.Controlled))
{
if (from.RawStatTotal >= from.StatCap)
{
return false;
}
}
return stat switch
{
Stat.Str => from.StrLock == StatLockType.Up && from.RawStr < StatMax,
Stat.Dex => from.DexLock == StatLockType.Up && from.RawDex < StatMax,
Stat.Int => from.IntLock == StatLockType.Up && from.RawInt < StatMax,
_ => false
};
}
public static void IncreaseStat(Mobile from, Stat stat, bool atrophy)
{
atrophy = atrophy || from.RawStatTotal >= from.StatCap;
switch (stat)
{
case Stat.Str:
{
if (atrophy)
{
if (CanLower(from, Stat.Dex) && (from.RawDex < from.RawInt || !CanLower(from, Stat.Int)))
{
--from.RawDex;
}
else if (CanLower(from, Stat.Int))
{
--from.RawInt;
}
}
if (CanRaise(from, Stat.Str))
{
++from.RawStr;
}
break;
}
case Stat.Dex:
{
if (atrophy)
{
if (CanLower(from, Stat.Str) && (from.RawStr < from.RawInt || !CanLower(from, Stat.Int)))
{
--from.RawStr;
}
else if (CanLower(from, Stat.Int))
{
--from.RawInt;
}
}
if (CanRaise(from, Stat.Dex))
{
++from.RawDex;
}
break;
}
case Stat.Int:
{
if (atrophy)
{
if (CanLower(from, Stat.Str) && (from.RawStr < from.RawDex || !CanLower(from, Stat.Dex)))
{
--from.RawStr;
}
else if (CanLower(from, Stat.Dex))
{
--from.RawDex;
}
}
if (CanRaise(from, Stat.Int))
{
++from.RawInt;
}
break;
}
}
}
public static void GainStat(Mobile from, Stat stat)
{
switch (stat)
{
case Stat.Str:
{
if (from is BaseCreature creature && creature.Controlled)
{
if (creature.LastStrGain + m_PetStatGainDelay >= Core.Now)
{
return;
}
}
else if (from.LastStrGain + m_StatGainDelay >= Core.Now)
{
return;
}
from.LastStrGain = Core.Now;
break;
}
case Stat.Dex:
{
if (from is BaseCreature creature && creature.Controlled)
{
if (creature.LastDexGain + m_PetStatGainDelay >= Core.Now)
{
return;
}
}
else if (from.LastDexGain + m_StatGainDelay >= Core.Now)
{
return;
}
from.LastDexGain = Core.Now;
break;
}
case Stat.Int:
{
if (from is BaseCreature creature && creature.Controlled)
{
if (creature.LastIntGain + m_PetStatGainDelay >= Core.Now)
{
return;
}
}
else if (from.LastIntGain + m_StatGainDelay >= Core.Now)
{
return;
}
from.LastIntGain = Core.Now;
break;
}
}
var atrophy = from.RawStatTotal / (double)from.StatCap >= Utility.RandomDouble();
IncreaseStat(from, stat, atrophy);
}
}