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