ModernUO/Scripts/Items/Weapons/Abilities/FrenziedWhirlwind.cs

160 lines
No EOL
4.3 KiB
C#

using System;
using System.Collections;
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 Hashtable Registry{ get; } = new Hashtable();
public override bool CheckSkills(Mobile from)
{
if (GetSkill(from, SkillName.Ninjitsu) < 50.0 && GetSkill(from, SkillName.Bushido) < 50.0)
{
from.SendLocalizedMessage(1063347,
"50"); // You need ~1_SKILL_REQUIREMENT~ Bushido or Ninjitsu skill to perform that attack!
return false;
}
return base.CheckSkills(from);
}
public override void OnHit(Mobile attacker, Mobile defender, int damage)
{
if (!Validate(attacker)) //Mana check after check that there are targets
return;
ClearCurrentAbility(attacker);
Map map = attacker.Map;
if (map == null)
return;
if (!(attacker.Weapon is BaseWeapon weapon))
return;
ArrayList list = new ArrayList();
foreach (Mobile m in attacker.GetMobilesInRange(1))
list.Add(m);
ArrayList targets = new ArrayList();
for (int i = 0; i < list.Count; ++i)
{
Mobile m = (Mobile)list[i];
if (m != defender && m != attacker && SpellHelper.ValidIndirectTarget(attacker, m))
{
if (m == null || m.Deleted || m.Map != attacker.Map || !m.Alive || !attacker.CanSee(m) ||
!attacker.CanBeHarmful(m))
continue;
if (!attacker.InRange(m, weapon.MaxRange))
continue;
if (attacker.InLOS(m))
targets.Add(m);
}
}
if (targets.Count > 0)
{
if (!CheckMana(attacker, true))
return;
attacker.FixedEffect(0x3728, 10, 15);
attacker.PlaySound(0x2A1);
// 5-15 damage
int amount = (int)(10.0 * ((Math.Max(attacker.Skills[SkillName.Bushido].Value,
attacker.Skills[SkillName.Ninjitsu].Value) - 50.0) / 70.0 + 5));
for (int i = 0; i < targets.Count; ++i)
{
Mobile m = (Mobile)targets[i];
attacker.DoHarmful(m, true);
if (Registry[m] is Timer t)
{
t.Stop();
Registry.Remove(m);
}
t = new InternalTimer(attacker, m, amount);
t.Start();
Registry.Add(m, t);
}
Timer.DelayCall(TimeSpan.FromSeconds(2.0), new TimerStateCallback(RepeatEffect), attacker);
}
}
private void RepeatEffect(object state)
{
Mobile attacker = (Mobile)state;
attacker.FixedEffect(0x3728, 10, 15);
attacker.PlaySound(0x2A1);
}
private class InternalTimer : Timer
{
private readonly double DamagePerTick;
private Mobile m_Attacker;
private double m_DamageRemaining;
private double m_DamageToDo;
private Mobile m_Defender;
public InternalTimer(Mobile attacker, Mobile defender, int totalDamage)
: base(TimeSpan.Zero, TimeSpan.FromSeconds(0.25),
12) // 3 seconds at .25 seconds apart = 12. Confirm delay inbetween 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
int 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);
}
}
}
}
}