ModernUO/Projects/UOContent/Mobiles/Abilities/MonsterAbility.cs

105 lines
3.1 KiB
C#

using System;
using System.Collections.Generic;
namespace Server.Mobiles;
/// <summary>
/// Abstract class used to build singletons for managing a specific monster ability.
/// </summary>
public abstract partial class MonsterAbility
{
private Dictionary<BaseCreature, long> _nextTriggerTicks;
public virtual MonsterAbilityType AbilityType => MonsterAbilityType.Generic;
public virtual MonsterAbilityTrigger AbilityTrigger => MonsterAbilityTrigger.None;
public virtual double ChanceToTrigger => 1.0;
public virtual TimeSpan MinTriggerCooldown => TimeSpan.Zero;
public virtual TimeSpan MaxTriggerCooldown => TimeSpan.Zero;
public bool WillTrigger(MonsterAbilityTrigger trigger) => (AbilityTrigger & trigger) != 0;
/// <summary>
/// Returns true if ability is not on cooldown, and the chance to trigger succeeds.
/// </summary>
/// <returns>Boolean indicating the ability can trigger.</returns>
public virtual bool CanTrigger(BaseCreature source, MonsterAbilityTrigger trigger)
{
if (source is not { Alive: true, Deleted: false })
{
return false;
}
if (_nextTriggerTicks?.TryGetValue(source, out var nextTrigger) == true && nextTrigger - Core.TickCount > 0)
{
return false;
}
var c = ChanceToTrigger;
if (c >= 1)
{
return true;
}
if (c <= 0)
{
return false;
}
var rnd = Utility.RandomDouble();
return c > rnd;
}
/// <summary>
/// Triggers the monster's ability. Override this and call `base.Trigger(source);` to make sure
/// the cooldown is tracked.
/// Note: This can fire after a monster is killed/deleted (map is null)
/// </summary>
public virtual void Trigger(MonsterAbilityTrigger trigger, BaseCreature source, Mobile target)
{
if (MinTriggerCooldown <= TimeSpan.Zero && MaxTriggerCooldown <= TimeSpan.Zero)
{
return;
}
var randomAmount = MinTriggerCooldown == MaxTriggerCooldown
? MinTriggerCooldown
: Utility.RandomMinMax(MinTriggerCooldown, MaxTriggerCooldown);
var nextTrigger = Core.TickCount + (long)randomAmount.TotalMilliseconds;
_nextTriggerTicks ??= new Dictionary<BaseCreature, long>();
_nextTriggerTicks[source] = nextTrigger;
}
public virtual void AlterMeleeDamageFrom(BaseCreature source, Mobile target, ref int damage)
{
}
public virtual void AlterMeleeDamageTo(BaseCreature source, Mobile target, ref int damage)
{
}
public virtual void AlterSpellDamageScalarFrom(BaseCreature source, Mobile target, ref double scalar)
{
}
public virtual void AlterSpellDamageScalarTo(BaseCreature source, Mobile target, ref double scalar)
{
}
public virtual void AlterSpellDamageFrom(BaseCreature source, Mobile target, ref int damage)
{
}
public virtual void AlterSpellDamageTo(BaseCreature source, Mobile target, ref int damage)
{
}
public virtual void Move(BaseCreature creature, Direction d)
{
}
}