ModernUO/Projects/UOContent/Mobiles/Special/BaseChampion.cs
2020-08-22 00:23:51 -07:00

315 lines
7.9 KiB
C#

using System;
using System.Collections.Generic;
using Server.Engines.CannedEvil;
using Server.Items;
namespace Server.Mobiles
{
public abstract class BaseChampion : BaseCreature
{
public BaseChampion(AIType aiType, FightMode mode = FightMode.Closest) : base(aiType, mode, 18, 1, 0.1, 0.2)
{
}
public BaseChampion(Serial serial) : base(serial)
{
}
public override bool CanMoveOverObstacles => true;
public override bool CanDestroyObstacles => true;
public abstract ChampionSkullType SkullType { get; }
public abstract Type[] UniqueList { get; }
public abstract Type[] SharedList { get; }
public abstract Type[] DecorativeList { get; }
public abstract MonsterStatuetteType[] StatueTypes { get; }
public virtual bool NoGoodies => false;
public override void Serialize(IGenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(IGenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
public Item GetArtifact()
{
double random = Utility.RandomDouble();
if (random <= 0.05)
return CreateArtifact(UniqueList);
if (random <= 0.15)
return CreateArtifact(SharedList);
if (random <= 0.30)
return CreateArtifact(DecorativeList);
return null;
}
public Item CreateArtifact(Type[] list)
{
if (list.Length == 0)
return null;
Type type = list.RandomElement();
Item artifact = Loot.Construct(type);
if (StatueTypes.Length > 0 && artifact is MonsterStatuette statuette)
{
statuette.Type = StatueTypes.RandomElement();
statuette.LootType = LootType.Regular;
}
return artifact;
}
private PowerScroll CreateRandomPowerScroll()
{
int level;
double random = Utility.RandomDouble();
if (random <= 0.05)
level = 20;
else if (random <= 0.4)
level = 15;
else
level = 10;
return PowerScroll.CreateRandomNoCraft(level, level);
}
public void GivePowerScrolls()
{
if (Map != Map.Felucca)
return;
List<Mobile> toGive = new List<Mobile>();
List<DamageStore> rights = GetLootingRights(DamageEntries, HitsMax);
for (int i = rights.Count - 1; i >= 0; --i)
{
DamageStore ds = rights[i];
if (ds.m_HasRight)
toGive.Add(ds.m_Mobile);
}
if (toGive.Count == 0)
return;
for (int i = 0; i < toGive.Count; i++)
{
Mobile m = toGive[i];
if (!(m is PlayerMobile))
continue;
bool gainedPath = false;
int pointsToGain = 800;
if (VirtueHelper.Award(m, VirtueName.Valor, pointsToGain, ref gainedPath))
{
if (gainedPath)
m.SendLocalizedMessage(1054032); // You have gained a path in Valor!
else
m.SendLocalizedMessage(1054030); // You have gained in Valor!
// No delay on Valor gains
}
}
// Randomize
toGive.Shuffle();
for (int i = 0; i < 6; ++i)
{
Mobile m = toGive[i % toGive.Count];
PowerScroll ps = CreateRandomPowerScroll();
GivePowerScrollTo(m, ps);
}
}
public static void GivePowerScrollTo(Mobile m, PowerScroll ps)
{
if (ps == null || m == null) // sanity
return;
m.SendLocalizedMessage(1049524); // You have received a scroll of power!
if (!Core.SE || m.Alive)
{
m.AddToBackpack(ps);
}
else
{
if (m.Corpse?.Deleted == false)
m.Corpse.DropItem(ps);
else
m.AddToBackpack(ps);
}
if (!(m is PlayerMobile pm))
return;
for (int j = 0; j < pm.JusticeProtectors.Count; ++j)
{
Mobile prot = pm.JusticeProtectors[j];
if (prot.Map != pm.Map || prot.Kills >= 5 || prot.Criminal || !JusticeVirtue.CheckMapRegion(pm, prot))
continue;
var chance = VirtueHelper.GetLevel(prot, VirtueName.Justice) switch
{
VirtueLevel.Seeker => 60,
VirtueLevel.Follower => 80,
VirtueLevel.Knight => 100,
_ => 0
};
if (chance > Utility.Random(100))
{
PowerScroll powerScroll = new PowerScroll(ps.Skill, ps.Value);
prot.SendLocalizedMessage(1049368); // You have been rewarded for your dedication to Justice!
if (!Core.SE || prot.Alive)
{
prot.AddToBackpack(powerScroll);
}
else
{
if (prot.Corpse?.Deleted == false)
prot.Corpse.DropItem(powerScroll);
else
prot.AddToBackpack(powerScroll);
}
}
}
}
public override bool OnBeforeDeath()
{
if (!NoKillAwards)
{
GivePowerScrolls();
if (NoGoodies)
return base.OnBeforeDeath();
Map map = Map;
if (map != null)
for (int x = -12; x <= 12; ++x)
for (int y = -12; y <= 12; ++y)
{
double dist = Math.Sqrt(x * x + y * y);
if (dist <= 12)
new GoodiesTimer(map, X + x, Y + y).Start();
}
}
return base.OnBeforeDeath();
}
public override void OnDeath(Container c)
{
if (Map == Map.Felucca)
{
// TODO: Confirm SE change or AoS one too?
List<DamageStore> rights = GetLootingRights(DamageEntries, HitsMax);
List<Mobile> toGive = new List<Mobile>();
for (int i = rights.Count - 1; i >= 0; --i)
{
DamageStore ds = rights[i];
if (ds.m_HasRight)
toGive.Add(ds.m_Mobile);
}
if (toGive.Count > 0)
toGive.RandomElement().AddToBackpack(new ChampionSkull(SkullType));
else
c.DropItem(new ChampionSkull(SkullType));
}
base.OnDeath(c);
}
private class GoodiesTimer : Timer
{
private readonly Map m_Map;
private readonly int m_X;
private readonly int m_Y;
public GoodiesTimer(Map map, int x, int y) : base(TimeSpan.FromSeconds(Utility.RandomDouble() * 10.0))
{
m_Map = map;
m_X = x;
m_Y = y;
}
protected override void OnTick()
{
int z = m_Map.GetAverageZ(m_X, m_Y);
bool canFit = m_Map.CanFit(m_X, m_Y, z, 6, false, false);
for (int i = -3; !canFit && i <= 3; ++i)
{
canFit = m_Map.CanFit(m_X, m_Y, z + i, 6, false, false);
if (canFit)
z += i;
}
if (!canFit)
return;
Gold g = new Gold(500, 1000);
g.MoveToWorld(new Point3D(m_X, m_Y, z), m_Map);
if (Utility.RandomDouble() <= 0.5)
switch (Utility.Random(3))
{
case 0: // Fire column
{
Effects.SendLocationParticles(EffectItem.Create(g.Location, g.Map, EffectItem.DefaultDuration),
0x3709, 10, 30, 5052);
Effects.PlaySound(g, g.Map, 0x208);
break;
}
case 1: // Explosion
{
Effects.SendLocationParticles(EffectItem.Create(g.Location, g.Map, EffectItem.DefaultDuration),
0x36BD, 20, 10, 5044);
Effects.PlaySound(g, g.Map, 0x307);
break;
}
case 2: // Ball of fire
{
Effects.SendLocationParticles(EffectItem.Create(g.Location, g.Map, EffectItem.DefaultDuration),
0x36FE, 10, 10, 5052);
break;
}
}
}
}
}
}