ModernUO/Projects/UOContent/Spells/Necromancy/Strangle.cs
Kamron Batman 8e01db8555
fix: Fixes random bias & Adds back champion arties for UOML (#1235)
* Fixes RNG bias, we should never do `Utility.RandomDouble() <=`
* Adds back champion artifacts behind UOML flag.
2022-11-09 16:33:27 -08:00

230 lines
7.5 KiB
C#

using System;
using System.Collections.Generic;
using Server.Targeting;
namespace Server.Spells.Necromancy
{
public class StrangleSpell : NecromancerSpell, ISpellTargetingMobile
{
private static readonly SpellInfo _info = new(
"Strangle",
"In Bal Nox",
209,
9031,
Reagent.DaemonBlood,
Reagent.NoxCrystal
);
private static readonly Dictionary<Mobile, InternalTimer> _table = new();
public StrangleSpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info)
{
}
public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(2.0);
public override double RequiredSkill => 65.0;
public override int RequiredMana => 29;
public void Target(Mobile m)
{
if (m == null)
{
return;
}
if (CheckHSequence(m))
{
SpellHelper.Turn(Caster, m);
// SpellHelper.CheckReflect( (int)this.Circle, Caster, ref m );
// Irrelevant after AoS
/* Temporarily chokes off the air supply of the target with poisonous fumes.
* The target is inflicted with poison damage over time.
* The amount of damage dealt each "hit" is based off of the caster's Spirit Speak skill and the Target's current Stamina.
* The less Stamina the target has, the more damage is done by Strangle.
* Duration of the effect is Spirit Speak skill level / 10 rounds, with a minimum number of 4 rounds.
* The first round of damage is dealt after 5 seconds, and every next round after that comes 1 second sooner than the one before, until there is only 1 second between rounds.
* The base damage of the effect lies between (Spirit Speak skill level / 10) - 2 and (Spirit Speak skill level / 10) + 1.
* Base damage is multiplied by the following formula: (3 - (target's current Stamina / target's maximum Stamina) * 2).
* Example:
* For a target at full Stamina the damage multiplier is 1,
* for a target at 50% Stamina the damage multiplier is 2 and
* for a target at 20% Stamina the damage multiplier is 2.6
*/
m.Spell?.OnCasterHurt();
m.PlaySound(0x22F);
m.FixedParticles(0x36CB, 1, 9, 9911, 67, 5, EffectLayer.Head);
m.FixedParticles(0x374A, 1, 17, 9502, 1108, 4, (EffectLayer)255);
// According to testing on OSI, it is refreshed.
if (_table.TryGetValue(m, out var timer))
{
timer.Stop();
}
timer = new InternalTimer(m, Caster);
_table[m] = timer;
timer.Start();
HarmfulSpell(m);
}
// Calculations for the buff bar
var spiritlevel = Math.Max(4, Caster.Skills.SpiritSpeak.Value / 10);
const int minDamage = 4;
var maxDamage = ((int)spiritlevel + 1) * 3;
var args = $"{minDamage}\t{maxDamage}";
var count = (int)spiritlevel;
var maxCount = count;
var hitDelay = 5;
var length = hitDelay;
while (count >= 1)
{
--count;
if (hitDelay > 1)
{
if (maxCount < 5)
{
--hitDelay;
}
else
{
var delay = (int)Math.Ceiling((1.0 + 5 * count) / maxCount);
hitDelay = delay <= 5 ? delay : 5;
}
}
length += hitDelay;
}
var t_Duration = TimeSpan.FromSeconds(length);
BuffInfo.AddBuff(m, new BuffInfo(BuffIcon.Strangle, 1075794, 1075795, t_Duration, m, args));
FinishSequence();
}
public override void OnCast()
{
Caster.Target = new SpellTargetMobile(this, TargetFlags.Harmful, Core.ML ? 10 : 12);
}
public static bool RemoveCurse(Mobile m)
{
if (!_table.Remove(m, out var timer))
{
return false;
}
timer.Stop();
m.SendLocalizedMessage(1061687); // You can breath normally again.
return true;
}
private class InternalTimer : Timer
{
private Mobile _from;
private double _maxBaseDamage;
private int _maxCount;
private double _minBaseDamage;
private Mobile _target;
private int _count;
private int _hitDelay;
private DateTime _nextHit;
public InternalTimer(Mobile target, Mobile from) : base(TimeSpan.FromSeconds(0.1), TimeSpan.FromSeconds(0.1))
{
_target = target;
_from = from;
var spiritLevel = from.Skills.SpiritSpeak.Value / 10;
_minBaseDamage = spiritLevel - 2;
_maxBaseDamage = spiritLevel + 1;
_hitDelay = 5;
_nextHit = Core.Now + TimeSpan.FromSeconds(_hitDelay);
_maxCount = _count = Math.Max(4, (int)spiritLevel);
}
protected override void OnTick()
{
if (!_target.Alive)
{
_table.Remove(_target);
Stop();
}
if (!_target.Alive || Core.Now < _nextHit)
{
return;
}
--_count;
if (_hitDelay > 1)
{
if (_maxCount < 5)
{
--_hitDelay;
}
else
{
var delay = (int)Math.Ceiling((1.0 + 5 * _count) / _maxCount);
if (delay <= 5)
{
_hitDelay = delay;
}
else
{
_hitDelay = 5;
}
}
}
if (_count == 0)
{
_target.SendLocalizedMessage(1061687); // You can breath normally again.
_table.Remove(_target);
Stop();
}
else
{
_nextHit = Core.Now + TimeSpan.FromSeconds(_hitDelay);
var damage = _minBaseDamage + Utility.RandomDouble() * (_maxBaseDamage - _minBaseDamage);
damage *= 3 - (double)_target.Stam / _target.StamMax * 2;
if (damage < 1)
{
damage = 1;
}
if (!_target.Player)
{
damage *= 1.75;
}
AOS.Damage(_target, _from, (int)damage, 0, 0, 0, 100, 0);
// OSI: randomly revealed between first and third damage tick, guessing 60% chance
if (Utility.RandomDouble() < 0.40)
{
_target.RevealingAction();
}
}
}
}
}
}