ModernUO/Projects/UOContent/Spells/Seventh/MeteorSwarm.cs
Jack 73a1aaf5e0
fix: MeteorSwarm resist halves that target's damage, not the shared pool (#2691)
## Summary
Pre-AOS, a Meteor Swarm target that resists should take half of its share of the damage. Instead the resist branch halves the **shared** `damage` variable:

```csharp
var toDeal = damage;

if (!Core.AOS && CheckResisted(m))
{
    damage *= 0.5;   // should be toDeal
```

`toDeal` has already been copied, so:
- the target that resisted takes **full** damage, and
- every target processed after it is halved, once per earlier resist, so a group where several resist ends up taking a fraction of the intended damage for reasons unrelated to their own resist.

`ChainLightning` already handles this correctly (`toDeal *= 0.5;`), and this change makes Meteor Swarm match it. The AOS path is unaffected, since resist checks only run pre-AOS.

The bug predates ModernUO (it was carried over from RunUO in the first alpha).

## Testing
- `dotnet build Projects/UOContent/UOContent.csproj`: 0 warnings, 0 errors.
- No unit test: the per-target damage sits inside `Target()`'s queue loop alongside a random resist roll, so testing it would mean refactoring the spell for a one-word fix. Happy to factor out a helper and add one if preferred.
2026-10-06 16:30:05 -07:00

110 lines
3.4 KiB
C#

using Server.Collections;
namespace Server.Spells.Seventh
{
public class MeteorSwarmSpell : MagerySpell, ITargetingSpell<IPoint3D>
{
private static readonly SpellInfo _info = new(
"Meteor Swarm",
"Flam Kal Des Ylem",
233,
9042,
false,
Reagent.Bloodmoss,
Reagent.MandrakeRoot,
Reagent.SulfurousAsh,
Reagent.SpidersSilk
);
public MeteorSwarmSpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info)
{
}
public override SpellCircle Circle => SpellCircle.Seventh;
public override bool DelayedDamage => true;
public void Target(IPoint3D p)
{
if (SpellHelper.CheckTown(p, Caster) && CheckSequence())
{
SpellHelper.Turn(Caster, p);
if (p is Item item)
{
p = item.GetWorldLocation();
}
var map = Caster.Map;
var playerVsPlayer = false;
var loc = new Point3D(p);
if (map != null)
{
using var queue = PooledRefQueue<Mobile>.Create();
foreach (var m in map.GetMobilesInRange(loc, 2))
{
if (Caster == m || !SpellHelper.ValidIndirectTarget(Caster, m) ||
!Caster.CanBeHarmful(m, false) || Core.AOS && !Caster.InLOS(m))
{
continue;
}
if (m.Player)
{
playerVsPlayer = true;
}
queue.Enqueue(m);
}
double damage = Core.AOS
? GetNewAosDamage(51, 1, 5, playerVsPlayer)
: Utility.Random(27, 22);
var count = queue.Count;
if (count > 0)
{
Effects.PlaySound(loc, Caster.Map, 0x160);
if (Core.AOS && count > 2)
{
damage = damage * 2 / count;
}
else if (!Core.AOS)
{
damage /= count;
}
while (queue.Count > 0)
{
var m = queue.Dequeue();
var toDeal = damage;
if (!Core.AOS && CheckResisted(m))
{
toDeal *= 0.5;
m.SendLocalizedMessage(501783); // You feel yourself resisting magical energy.
}
toDeal *= GetDamageScalar(m);
Caster.DoHarmful(m);
SpellHelper.Damage(this, m, toDeal, 0, 100, 0, 0, 0);
Caster.MovingParticles(m, 0x36D4, 7, 0, false, true, 9501, 1, 0, 0x100);
}
}
}
}
}
public override void OnCast()
{
Caster.Target = new SpellTarget<IPoint3D>(this, allowGround: true);
}
}
}