ModernUO/Scripts/Skills/AnimalTaming.cs
Mark Sturgill d2c670f5c3 Implement Core.TickCount
Convert movement, actions (lift/use), combat, and spells to use Core.TickCount and avoid DateTime caveats (performance, system time dependency, etc)
Refactor DateTime.Now to DateTime.UtcNow
Add LOS check for Iron Maiden addon
2013-10-06 03:21:18 -07:00

412 lines
No EOL
14 KiB
C#

using System;
using System.Collections;
using Server;
using Server.Targeting;
using Server.Network;
using Server.Mobiles;
using Server.Factions;
using Server.Spells;
using Server.Spells.Spellweaving;
namespace Server.SkillHandlers
{
public class AnimalTaming
{
private static Hashtable m_BeingTamed = new Hashtable();
public static void Initialize()
{
SkillInfo.Table[(int)SkillName.AnimalTaming].Callback = new SkillUseCallback( OnUse );
}
private static bool m_DisableMessage;
public static bool DisableMessage
{
get{ return m_DisableMessage; }
set{ m_DisableMessage = value; }
}
public static TimeSpan OnUse( Mobile m )
{
m.RevealingAction();
m.Target = new InternalTarget();
m.RevealingAction();
if ( !m_DisableMessage )
m.SendLocalizedMessage( 502789 ); // Tame which animal?
return TimeSpan.FromHours( 6.0 );
}
public static bool CheckMastery( Mobile tamer, BaseCreature creature )
{
BaseCreature familiar = (BaseCreature)Spells.Necromancy.SummonFamiliarSpell.Table[tamer];
if ( familiar != null && !familiar.Deleted && familiar is DarkWolfFamiliar )
{
if ( creature is DireWolf || creature is GreyWolf || creature is TimberWolf || creature is WhiteWolf || creature is BakeKitsune )
return true;
}
return false;
}
public static bool MustBeSubdued( BaseCreature bc )
{
if (bc.Owners.Count > 0) { return false; } //Checks to see if the animal has been tamed before
return bc.SubdueBeforeTame && (bc.Hits > (bc.HitsMax / 10));
}
public static void ScaleStats( BaseCreature bc, double scalar )
{
if ( bc.RawStr > 0 )
bc.RawStr = (int)Math.Max( 1, bc.RawStr * scalar );
if ( bc.RawDex > 0 )
bc.RawDex = (int)Math.Max( 1, bc.RawDex * scalar );
if ( bc.RawInt > 0 )
bc.RawInt = (int)Math.Max( 1, bc.RawInt * scalar );
if ( bc.HitsMaxSeed > 0 )
{
bc.HitsMaxSeed = (int)Math.Max( 1, bc.HitsMaxSeed * scalar );
bc.Hits = bc.Hits;
}
if ( bc.StamMaxSeed > 0 )
{
bc.StamMaxSeed = (int)Math.Max( 1, bc.StamMaxSeed * scalar );
bc.Stam = bc.Stam;
}
}
public static void ScaleSkills( BaseCreature bc, double scalar )
{
ScaleSkills( bc, scalar, scalar );
}
public static void ScaleSkills( BaseCreature bc, double scalar, double capScalar )
{
for ( int i = 0; i < bc.Skills.Length; ++i )
{
bc.Skills[i].Base *= scalar;
bc.Skills[i].Cap = Math.Max( 100.0, bc.Skills[i].Cap * capScalar );
if ( bc.Skills[i].Base > bc.Skills[i].Cap )
{
bc.Skills[i].Cap = bc.Skills[i].Base;
}
}
}
private class InternalTarget : Target
{
private bool m_SetSkillTime = true;
public InternalTarget() : base ( Core.AOS ? 3 : 2, false, TargetFlags.None )
{
}
protected override void OnTargetFinish( Mobile from )
{
if (m_SetSkillTime)
from.NextSkillTime = Core.TickCount;
}
public virtual void ResetPacify( object obj )
{
if( obj is BaseCreature )
{
((BaseCreature)obj).BardPacified = true;
}
}
protected override void OnTarget( Mobile from, object targeted )
{
from.RevealingAction();
if ( targeted is Mobile )
{
if ( targeted is BaseCreature )
{
BaseCreature creature = (BaseCreature)targeted;
if ( !creature.Tamable )
{
creature.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 1049655, from.NetState ); // That creature cannot be tamed.
}
else if ( creature.Controlled )
{
creature.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 502804, from.NetState ); // That animal looks tame already.
}
else if ( from.Female && !creature.AllowFemaleTamer )
{
creature.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 1049653, from.NetState ); // That creature can only be tamed by males.
}
else if ( !from.Female && !creature.AllowMaleTamer )
{
creature.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 1049652, from.NetState ); // That creature can only be tamed by females.
}
else if ( creature is CuSidhe && from.Race != Race.Elf )
{
creature.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 502801, from.NetState ); // You can't tame that!
}
else if ( from.Followers + creature.ControlSlots > from.FollowersMax )
{
from.SendLocalizedMessage( 1049611 ); // You have too many followers to tame that creature.
}
else if ( creature.Owners.Count >= BaseCreature.MaxOwners && !creature.Owners.Contains( from ) )
{
creature.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 1005615, from.NetState ); // This animal has had too many owners and is too upset for you to tame.
}
else if ( MustBeSubdued( creature ) )
{
creature.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 1054025, from.NetState ); // You must subdue this creature before you can tame it!
}
else if ( CheckMastery( from, creature ) || from.Skills[SkillName.AnimalTaming].Value >= creature.MinTameSkill )
{
FactionWarHorse warHorse = creature as FactionWarHorse;
if ( warHorse != null )
{
Faction faction = Faction.Find( from );
if ( faction == null || faction != warHorse.Faction )
{
creature.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 1042590, from.NetState ); // You cannot tame this creature.
return;
}
}
if ( m_BeingTamed.Contains( targeted ) )
{
creature.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 502802, from.NetState ); // Someone else is already taming this.
}
else if ( creature.CanAngerOnTame && 0.95 >= Utility.RandomDouble() )
{
creature.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 502805, from.NetState ); // You seem to anger the beast!
creature.PlaySound( creature.GetAngerSound() );
creature.Direction = creature.GetDirectionTo( from );
if( creature.BardPacified && Utility.RandomDouble() > .24)
{
Timer.DelayCall( TimeSpan.FromSeconds( 2.0 ), new TimerStateCallback( ResetPacify ), creature );
}
else
{
creature.BardEndTime = DateTime.UtcNow;
}
creature.BardPacified = false;
if ( creature.AIObject != null )
creature.AIObject.DoMove( creature.Direction );
if ( from is PlayerMobile && !(( (PlayerMobile)from ).HonorActive || TransformationSpellHelper.UnderTransformation( from, typeof( EtherealVoyageSpell ))))
creature.Combatant = from;
}
else
{
m_BeingTamed[targeted] = from;
from.LocalOverheadMessage( MessageType.Emote, 0x59, 1010597 ); // You start to tame the creature.
from.NonlocalOverheadMessage( MessageType.Emote, 0x59, 1010598 ); // *begins taming a creature.*
new InternalTimer( from, creature, Utility.Random( 3, 2 ) ).Start();
m_SetSkillTime = false;
}
}
else
{
creature.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 502806, from.NetState ); // You have no chance of taming this creature.
}
}
else
{
((Mobile)targeted).PrivateOverheadMessage( MessageType.Regular, 0x3B2, 502469, from.NetState ); // That being cannot be tamed.
}
}
else
{
from.SendLocalizedMessage( 502801 ); // You can't tame that!
}
}
private class InternalTimer : Timer
{
private Mobile m_Tamer;
private BaseCreature m_Creature;
private int m_MaxCount;
private int m_Count;
private bool m_Paralyzed;
private DateTime m_StartTime;
public InternalTimer( Mobile tamer, BaseCreature creature, int count ) : base( TimeSpan.FromSeconds( 3.0 ), TimeSpan.FromSeconds( 3.0 ), count )
{
m_Tamer = tamer;
m_Creature = creature;
m_MaxCount = count;
m_Paralyzed = creature.Paralyzed;
m_StartTime = DateTime.UtcNow;
Priority = TimerPriority.TwoFiftyMS;
}
protected override void OnTick()
{
m_Count++;
DamageEntry de = m_Creature.FindMostRecentDamageEntry( false );
bool alreadyOwned = m_Creature.Owners.Contains( m_Tamer );
if ( !m_Tamer.InRange( m_Creature, Core.AOS ? 7 : 6 ) )
{
m_BeingTamed.Remove( m_Creature );
m_Tamer.NextSkillTime = Core.TickCount;
m_Creature.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 502795, m_Tamer.NetState ); // You are too far away to continue taming.
Stop();
}
else if ( !m_Tamer.CheckAlive() )
{
m_BeingTamed.Remove( m_Creature );
m_Tamer.NextSkillTime = Core.TickCount;
m_Creature.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 502796, m_Tamer.NetState ); // You are dead, and cannot continue taming.
Stop();
}
else if ( !m_Tamer.CanSee( m_Creature ) || !m_Tamer.InLOS( m_Creature ) || !CanPath() )
{
m_BeingTamed.Remove( m_Creature );
m_Tamer.NextSkillTime = Core.TickCount;
m_Tamer.SendLocalizedMessage( 1049654 ); // You do not have a clear path to the animal you are taming, and must cease your attempt.
Stop();
}
else if ( !m_Creature.Tamable )
{
m_BeingTamed.Remove( m_Creature );
m_Tamer.NextSkillTime = Core.TickCount;
m_Creature.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 1049655, m_Tamer.NetState ); // That creature cannot be tamed.
Stop();
}
else if ( m_Creature.Controlled )
{
m_BeingTamed.Remove( m_Creature );
m_Tamer.NextSkillTime = Core.TickCount;
m_Creature.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 502804, m_Tamer.NetState ); // That animal looks tame already.
Stop();
}
else if ( m_Creature.Owners.Count >= BaseCreature.MaxOwners && !m_Creature.Owners.Contains( m_Tamer ) )
{
m_BeingTamed.Remove( m_Creature );
m_Tamer.NextSkillTime = Core.TickCount;
m_Creature.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 1005615, m_Tamer.NetState ); // This animal has had too many owners and is too upset for you to tame.
Stop();
}
else if ( MustBeSubdued( m_Creature ) )
{
m_BeingTamed.Remove( m_Creature );
m_Tamer.NextSkillTime = Core.TickCount;
m_Creature.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 1054025, m_Tamer.NetState ); // You must subdue this creature before you can tame it!
Stop();
}
else if ( de != null && de.LastDamage > m_StartTime )
{
m_BeingTamed.Remove( m_Creature );
m_Tamer.NextSkillTime = Core.TickCount;
m_Creature.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 502794, m_Tamer.NetState ); // The animal is too angry to continue taming.
Stop();
}
else if ( m_Count < m_MaxCount )
{
m_Tamer.RevealingAction();
switch ( Utility.Random( 3 ) )
{
case 0: m_Tamer.PublicOverheadMessage( MessageType.Regular, 0x3B2, Utility.Random( 502790, 4 ) ); break;
case 1: m_Tamer.PublicOverheadMessage( MessageType.Regular, 0x3B2, Utility.Random( 1005608, 6 ) ); break;
case 2: m_Tamer.PublicOverheadMessage( MessageType.Regular, 0x3B2, Utility.Random( 1010593, 4 ) ); break;
}
if ( !alreadyOwned ) // Passively check animal lore for gain
m_Tamer.CheckTargetSkill( SkillName.AnimalLore, m_Creature, 0.0, 120.0 );
if ( m_Creature.Paralyzed )
m_Paralyzed = true;
}
else
{
m_Tamer.RevealingAction();
m_Tamer.NextSkillTime = Core.TickCount;
m_BeingTamed.Remove( m_Creature );
if ( m_Creature.Paralyzed )
m_Paralyzed = true;
if ( !alreadyOwned ) // Passively check animal lore for gain
m_Tamer.CheckTargetSkill( SkillName.AnimalLore, m_Creature, 0.0, 120.0 );
double minSkill = m_Creature.MinTameSkill + (m_Creature.Owners.Count * 6.0);
if ( minSkill > -24.9 && CheckMastery( m_Tamer, m_Creature ) )
minSkill = -24.9; // 50% at 0.0?
minSkill += 24.9;
if ( CheckMastery( m_Tamer, m_Creature ) || alreadyOwned || m_Tamer.CheckTargetSkill( SkillName.AnimalTaming, m_Creature, minSkill - 25.0, minSkill + 25.0 ) )
{
if ( m_Creature.Owners.Count == 0 ) // First tame
{
if ( m_Creature is GreaterDragon )
{
ScaleSkills( m_Creature, 0.72, 0.90 ); // 72% of original skills trainable to 90%
m_Creature.Skills[SkillName.Magery].Base = m_Creature.Skills[SkillName.Magery].Cap; // Greater dragons have a 90% cap reduction and 90% skill reduction on magery
}
else if ( m_Paralyzed )
ScaleSkills( m_Creature, 0.86 ); // 86% of original skills if they were paralyzed during the taming
else
ScaleSkills( m_Creature, 0.90 ); // 90% of original skills
if ( m_Creature.StatLossAfterTame )
ScaleStats( m_Creature, 0.50 );
}
if ( alreadyOwned )
{
m_Tamer.SendLocalizedMessage( 502797 ); // That wasn't even challenging.
}
else
{
m_Creature.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 502799, m_Tamer.NetState ); // It seems to accept you as master.
m_Creature.Owners.Add( m_Tamer );
}
m_Creature.SetControlMaster( m_Tamer );
m_Creature.IsBonded = false;
}
else
{
m_Creature.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 502798, m_Tamer.NetState ); // You fail to tame the creature.
}
}
}
private bool CanPath()
{
IPoint3D p = m_Tamer as IPoint3D;
if ( p == null )
return false;
if( m_Creature.InRange( new Point3D( p ), 1 ) )
return true;
MovementPath path = new MovementPath( m_Creature, new Point3D( p ) );
return path.Success;
}
}
}
}
}