ModernUO/Projects/UOContent/Spells/Fourth/ArchCure.cs
Kamron Batman 992bc95164
feat: Refactor Poison system, implement Darkglow & Parasitic effects (#2385)
## Summary

- Refactors the poison system to separate `Index` (globally unique ID) from `Level` (tier within a family), enabling multiple poison families (Standard, Darkglow, Parasitic) to coexist without collisions
- Implements Darkglow and Parasitic poison special effects from Mondain's Legacy: Darkglow boosts damage by 10% when attacker is ranged, Parasitic heals the attacker for damage dealt in melee range
- Fixes several bugs: `Register()` crashing on duplicate `Level` values across families, `IncreaseLevel()` crossing family boundaries, `InfectiousStrike` and `NinjaWeapons` stripping poison family via level-based lookups, and `ArchCure`/`CleansingWinds` using raw `Level + 1` instead of `IncreaseLevel()`

## Changes

**`Projects/Server/Poison.cs`** — Adds `PoisonFamily` enum and abstract `Family` property. Adds `Index` as unique identifier. Fixes `Register()` to check `Index` uniqueness (not `Level`) and validate the new poison's name (not the existing one's). Fixes `IncreaseLevel()` to use `Index + 1`, naturally respecting family boundaries via Index gaps. Replaces linear name lookup with `Dictionary`-based `PoisonsByName`.

**`Projects/UOContent/Misc/Poison.cs`** — Adds `family` parameter to `PoisonImpl`. Implements Darkglow effect (10% damage boost when `From` >1 tile, cliloc 1072850) and Parasitic effect (heals `From` for damage dealt within 1 tile, cliloc 1060203) in `PoisonTimer.OnTick()`. Renames `m_` fields to `_` convention.

**`Projects/UOContent/Misc/PoisonKinds.cs`** — New file. Moves poison registration out of `PoisonImpl` into `PoisonKinds.Configure()`. Adds `PoisonFamily` to Darkglow/Parasitic registrations. Provides extension properties (`Lesser`, `Deadly`, `LesserDarkglow`, etc.), `GetPoison(int level)` (standard-only), `GetPoisonByFamilyAndLevel()`, and `IsDarkglow`/`IsParasitic` instance helpers.

**`Projects/UOContent/Items/Weapons/Abilities/InfectiousStrike.cs`** — Family-aware poison scaling: Darkglow caps at Deadly (Poisoning/33.3), Parasitic caps at Lethal (Poisoning/25), Standard unchanged. Level bump uses `IncreaseLevel()` with family boundary check.

**`Projects/UOContent/Items/Skill Items/Ninjitsu/NinjaWeapons.cs`** — EvilOmen level bump uses `Poison.IncreaseLevel()` instead of `Poison.GetPoison(Level + 1)`.

**`Projects/UOContent/Spells/Fourth/ArchCure.cs`** and **`CleansingWindsSpell.cs`** — Replace `poison.Level + 1` with `Poison.IncreaseLevel(poison).Level` for family-safe cure chance calculation.

**`Projects/Server/Serialization/SerializationExtensions.cs`** — Serializes/deserializes `Index` instead of `Level`.

**`DarkglowPotion.cs`** / **`ParasiticPotion.cs`** — Point to actual Darkglow/Parasitic poisons instead of placeholder `Greater`.

**`PotionKeg.cs`** / **`BasePotion.cs`** — Adds Darkglow, Parasitic, Invisibility, and FlintsPungentBrew to `PotionEffect` enum and keg label support.

## Test plan

- [ ] `dotnet build` compiles cleanly (verified, 0 warnings 0 errors)
- [ ] Verify `PoisonKinds.Configure()` registers all poisons without throwing (Register bug fix)
- [ ] Standard poison behavior unchanged — PoisonField, PoisonSpell, SerpentArrow, SavageShaman, TrappableContainer all use `GetPoison(int level)` which now correctly filters to Standard family
- [ ] Darkglow: poison tick deals +10% damage when attacker is >1 tile away, sends "Darkglow poison increases your damage!" message
- [ ] Parasitic: poison tick heals attacker for damage dealt when within 1 tile, sends heal message
- [ ] InfectiousStrike preserves poison family and respects family-specific skill scaling
- [ ] EvilOmen + NinjaWeapons level bump stays within poison family
- [ ] ArchCure/CleansingWinds cure chance calculations work correctly across all poison families
- [ ] Serialization round-trips correctly using Index
2026-03-21 21:27:22 -07:00

164 lines
5 KiB
C#

using System;
using Server.Collections;
using Server.Mobiles;
namespace Server.Spells.Fourth
{
public class ArchCureSpell : MagerySpell, ITargetingSpell<IPoint3D>
{
private static readonly SpellInfo _info = new(
"Arch Cure",
"Vas An Nox",
215,
9061,
Reagent.Garlic,
Reagent.Ginseng,
Reagent.MandrakeRoot
);
public ArchCureSpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info)
{
}
public override SpellCircle Circle => SpellCircle.Fourth;
// Arch cure is now 1/4th of a second faster
public override TimeSpan CastDelayBase => base.CastDelayBase - TimeSpan.FromSeconds(0.25);
public void Target(IPoint3D p)
{
if (CheckSequence())
{
SpellHelper.Turn(Caster, p);
SpellHelper.GetSurfaceTop(ref p);
var map = Caster.Map;
if (map != null)
{
using var pool = PooledRefQueue<Mobile>.Create();
var directTarget = p as Mobile;
var loc = new Point3D(p);
var feluccaRules = map.Rules == MapRules.FeluccaRules;
// You can target any living mobile directly, beneficial checks apply
if (directTarget != null && Caster.CanBeBeneficial(directTarget, false))
{
pool.Enqueue(directTarget);
}
foreach (var m in map.GetMobilesInRange(loc, 2))
{
if (m != directTarget && AreaCanTarget(m, feluccaRules))
{
pool.Enqueue(m);
}
}
Effects.PlaySound(loc, Caster.Map, 0x299);
var cured = 0;
while (pool.Count > 0)
{
var m = pool.Dequeue();
Caster.DoBeneficial(m);
var poison = m.Poison;
if (poison != null)
{
var poisonLevel = Poison.IncreaseLevel(poison).Level;
var chanceToCure = 10000 + (int)(Caster.Skills.Magery.Value * 75) - poisonLevel * 1750;
chanceToCure /= 100;
chanceToCure -= 1;
if (chanceToCure > Utility.Random(100) && m.CurePoison(Caster))
{
++cured;
}
}
m.FixedParticles(0x373A, 10, 15, 5012, EffectLayer.Waist);
m.PlaySound(0x1E0);
}
if (cured > 0)
{
Caster.SendLocalizedMessage(1010058); // You have cured the target of all poisons!
}
}
}
}
public override void OnCast()
{
Caster.Target = new SpellTarget<IPoint3D>(this, allowGround: true);
}
private bool AreaCanTarget(Mobile target, bool feluccaRules)
{
/* Arch cure area effect won't cure aggressors, victims, murderers, criminals or monsters.
* In Felucca, it will also not cure summons and pets.
* For red players it will only cure themselves and guild members.
*/
if (!Caster.CanBeBeneficial(target, false))
{
return false;
}
if (Core.AOS && target != Caster)
{
if (IsAggressor(target) || IsAggressed(target))
{
return false;
}
if ((!IsInnocentTo(Caster, target) || !IsInnocentTo(target, Caster)) && !IsAllyTo(Caster, target))
{
return false;
}
if (feluccaRules && target is not PlayerMobile)
{
return false;
}
}
return true;
}
private bool IsAggressor(Mobile m)
{
foreach (var info in Caster.Aggressors)
{
if (m == info.Attacker && !info.Expired)
{
return true;
}
}
return false;
}
private bool IsAggressed(Mobile m)
{
foreach (var info in Caster.Aggressed)
{
if (m == info.Defender && !info.Expired)
{
return true;
}
}
return false;
}
private static bool IsInnocentTo(Mobile from, Mobile to) => Notoriety.Compute(from, to) == Notoriety.Innocent;
private static bool IsAllyTo(Mobile from, Mobile to) => Notoriety.Compute(from, to) == Notoriety.Ally;
}
}