ModernUO/Projects/UOContent/Spells/Necromancy/CurseWeapon.cs
Kamron Batman 3551d962f7
C# 9 Cleanup (#325)
- [X] Removes EventArgs - not needed
- [X] Merges sequential checks
- [X] Removes redundant type declarations
2020-11-27 00:29:21 -08:00

99 lines
3.2 KiB
C#

using System;
using System.Collections.Generic;
using Server.Items;
namespace Server.Spells.Necromancy
{
public class CurseWeaponSpell : NecromancerSpell
{
private static readonly SpellInfo m_Info = new(
"Curse Weapon",
"An Sanct Gra Char",
203,
9031,
Reagent.PigIron
);
private static readonly Dictionary<BaseWeapon, ExpireTimer> m_Table = new();
public CurseWeaponSpell(Mobile caster, Item scroll = null) : base(caster, scroll, m_Info)
{
}
public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(0.75);
public override double RequiredSkill => 0.0;
public override int RequiredMana => 7;
public override void OnCast()
{
if (!(Caster.Weapon is BaseWeapon weapon) || weapon is Fists)
{
Caster.SendLocalizedMessage(501078); // You must be holding a weapon.
}
else if (CheckSequence())
{
/* Temporarily imbues a weapon with a life draining effect.
* Half the damage that the weapon inflicts is added to the necromancer's health.
* The effects lasts for (Spirit Speak skill level / 34) + 1 seconds.
*
* NOTE: Above algorithm is fixed point, should be :
* (Spirit Speak skill level / 3.4) + 1
*
* TODO: What happens if you curse a weapon then give it to someone else? Should they get the drain effect?
*/
Caster.PlaySound(0x387);
Caster.FixedParticles(0x3779, 1, 15, 9905, 32, 2, EffectLayer.Head);
Caster.FixedParticles(0x37B9, 1, 14, 9502, 32, 5, (EffectLayer)255);
new SoundEffectTimer(Caster).Start();
var duration = TimeSpan.FromSeconds(Caster.Skills.SpiritSpeak.Value / 3.4 + 1.0);
m_Table.TryGetValue(weapon, out var timer);
timer?.Stop();
weapon.Cursed = true;
m_Table[weapon] = timer = new ExpireTimer(weapon, duration);
timer.Start();
}
FinishSequence();
}
private class ExpireTimer : Timer
{
private readonly BaseWeapon m_Weapon;
public ExpireTimer(BaseWeapon weapon, TimeSpan delay) : base(delay)
{
m_Weapon = weapon;
Priority = TimerPriority.OneSecond;
}
protected override void OnTick()
{
m_Weapon.Cursed = false;
Effects.PlaySound(m_Weapon.GetWorldLocation(), m_Weapon.Map, 0xFA);
m_Table.Remove(m_Weapon);
}
}
private class SoundEffectTimer : Timer
{
private readonly Mobile m_Mobile;
public SoundEffectTimer(Mobile m) : base(TimeSpan.FromSeconds(0.75))
{
m_Mobile = m;
Priority = TimerPriority.FiftyMS;
}
protected override void OnTick()
{
m_Mobile.PlaySound(0xFA);
}
}
}
}