ModernUO/Projects/UOContent/Items/Weapons/Abilities/FrenziedWhirlwind.cs
2021-01-24 12:34:54 -08:00

152 lines
4.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Server.Mobiles;
using Server.Spells;
namespace Server.Items
{
/// <summary>
/// A quick attack to all enemies in range of your weapon that causes damage over time. Requires Bushido or Ninjitsu skill.
/// </summary>
public class FrenziedWhirlwind : WeaponAbility
{
public override int BaseMana => 30;
public static Dictionary<Mobile, FrenziedWirlwindTimer> Registry { get; } = new();
public override bool CheckSkills(Mobile from)
{
if (GetSkill(from, SkillName.Ninjitsu) < 50.0 && GetSkill(from, SkillName.Bushido) < 50.0)
{
// You need ~1_SKILL_REQUIREMENT~ Bushido or Ninjitsu skill to perform that attack!
from.SendLocalizedMessage(1063347, "50");
return false;
}
return base.CheckSkills(from);
}
public override void OnHit(Mobile attacker, Mobile defender, int damage)
{
if (!Validate(attacker) || !CheckMana(attacker, true))
{
return;
}
ClearCurrentAbility(attacker);
var map = attacker.Map;
if (!(map != null && attacker.Weapon is BaseWeapon weapon))
{
return;
}
// 5-15 damage
var amount = (int)(10.0 * ((Math.Max(
attacker.Skills.Bushido.Value,
attacker.Skills.Ninjitsu.Value
) - 50.0) / 70.0 + 5));
bool didEffect = false;
var eable = attacker.GetMobilesInRange(1);
foreach (var m in eable)
{
if (m?.Deleted == false && m != defender && m != attacker &&
SpellHelper.ValidIndirectTarget(attacker, m) &&
m.Map == attacker.Map && m.Alive && attacker.CanSee(m) && attacker.CanBeHarmful(m) &&
attacker.InRange(m, weapon.MaxRange) && attacker.InLOS(m))
{
attacker.DoHarmful(m, true);
if (Registry.TryGetValue(m, out var timer))
{
timer.Stop();
Registry.Remove(m);
}
timer = new FrenziedWirlwindTimer(attacker, m, amount);
timer.Start();
Registry.Add(m, timer);
didEffect = true;
}
}
eable.Free();
if (didEffect)
{
attacker.FixedEffect(0x3728, 10, 15);
attacker.PlaySound(0x2A1);
}
Timer.DelayCall(TimeSpan.FromSeconds(2.0), RepeatEffect, attacker);
}
private void RepeatEffect(Mobile attacker)
{
attacker.FixedEffect(0x3728, 10, 15);
attacker.PlaySound(0x2A1);
}
public class FrenziedWirlwindTimer : Timer
{
private readonly double DamagePerTick;
private readonly Mobile m_Attacker;
private readonly Mobile m_Defender;
private double m_DamageRemaining;
private double m_DamageToDo;
public FrenziedWirlwindTimer(Mobile attacker, Mobile defender, int totalDamage)
: base(
TimeSpan.Zero,
TimeSpan.FromSeconds(0.25),
12
) // 3 seconds at .25 seconds apart = 12. Confirm delay in between of .25 each.
{
m_Attacker = attacker;
m_Defender = defender;
m_DamageRemaining = totalDamage;
DamagePerTick = (double)totalDamage / 12 + 0.01;
Priority = TimerPriority.TwentyFiveMS;
}
protected override void OnTick()
{
if (!m_Defender.Alive || m_DamageRemaining <= 0)
{
Stop();
Registry.Remove(m_Defender);
return;
}
m_DamageRemaining -= DamagePerTick;
m_DamageToDo += DamagePerTick;
if (m_DamageRemaining <= 0 && m_DamageToDo < 1)
{
m_DamageToDo = 1.0; // Confirm this 'round up' at the end
}
var damage = (int)m_DamageToDo;
if (damage > 0)
{
m_Defender.Damage(damage, m_Attacker);
m_DamageToDo -= damage;
}
if (!m_Defender.Alive || m_DamageRemaining <= 0)
{
Stop();
Registry.Remove(m_Defender);
}
}
}
}
}