ModernUO/Scripts/Spells/Bushido/HonorableExecution.cs

179 lines
No EOL
4.8 KiB
C#

using System;
using System.Collections;
namespace Server.Spells.Bushido
{
public class HonorableExecution : SamuraiMove
{
private static Hashtable m_Table = new Hashtable();
public override int BaseMana => 0;
public override double RequiredSkill => 25.0;
public override TextDefinition AbilityMessage =>
new TextDefinition(1063122); // You better kill your enemy with your next hit or you'll be rather sorry...
public override double GetDamageScalar(Mobile attacker, Mobile defender)
{
double bushido = attacker.Skills[SkillName.Bushido].Value;
// TODO: 20 -> Perfection
return 1.0 + bushido * 20 / 10000;
}
public override void OnHit(Mobile attacker, Mobile defender, int damage)
{
if (!Validate(attacker) || !CheckMana(attacker, true))
return;
ClearCurrentMove(attacker);
HonorableExecutionInfo info = m_Table[attacker] as HonorableExecutionInfo;
if (info != null)
{
info.Clear();
info.m_Timer?.Stop();
}
if (!defender.Alive)
{
attacker.FixedParticles(0x373A, 1, 17, 0x7E2, EffectLayer.Waist);
double bushido = attacker.Skills[SkillName.Bushido].Value;
attacker.Hits += 20 + (int)(bushido * bushido / 480.0);
int swingBonus = Math.Max(1, (int)(bushido * bushido / 720.0));
info = new HonorableExecutionInfo(attacker, swingBonus);
info.m_Timer = Timer.DelayCall(TimeSpan.FromSeconds(20.0), new TimerStateCallback(EndEffect), info);
m_Table[attacker] = info;
}
else
{
ArrayList mods = new ArrayList();
mods.Add(new ResistanceMod(ResistanceType.Physical, -40));
mods.Add(new ResistanceMod(ResistanceType.Fire, -40));
mods.Add(new ResistanceMod(ResistanceType.Cold, -40));
mods.Add(new ResistanceMod(ResistanceType.Poison, -40));
mods.Add(new ResistanceMod(ResistanceType.Energy, -40));
double resSpells = attacker.Skills[SkillName.MagicResist].Value;
if (resSpells > 0.0)
mods.Add(new DefaultSkillMod(SkillName.MagicResist, true, -resSpells));
info = new HonorableExecutionInfo(attacker, mods);
info.m_Timer = Timer.DelayCall(TimeSpan.FromSeconds(7.0), new TimerStateCallback(EndEffect), info);
m_Table[attacker] = info;
}
CheckGain(attacker);
}
public static int GetSwingBonus(Mobile target)
{
HonorableExecutionInfo info = m_Table[target] as HonorableExecutionInfo;
if (info == null)
return 0;
return info.m_SwingBonus;
}
public static bool IsUnderPenalty(Mobile target)
{
HonorableExecutionInfo info = m_Table[target] as HonorableExecutionInfo;
if (info == null)
return false;
return info.m_Penalty;
}
public static void RemovePenalty(Mobile target)
{
HonorableExecutionInfo info = m_Table[target] as HonorableExecutionInfo;
if (info == null || !info.m_Penalty)
return;
info.Clear();
info.m_Timer?.Stop();
m_Table.Remove(target);
}
public void EndEffect(object state)
{
HonorableExecutionInfo info = (HonorableExecutionInfo)state;
RemovePenalty(info.m_Mobile);
}
private class HonorableExecutionInfo
{
public Mobile m_Mobile;
public ArrayList m_Mods;
public bool m_Penalty;
public int m_SwingBonus;
public Timer m_Timer;
public HonorableExecutionInfo(Mobile from, int swingBonus) : this(from, swingBonus, null, false)
{
}
public HonorableExecutionInfo(Mobile from, ArrayList mods) : this(from, 0, mods, true)
{
}
public HonorableExecutionInfo(Mobile from, int swingBonus, ArrayList mods, bool penalty)
{
m_Mobile = from;
m_SwingBonus = swingBonus;
m_Mods = mods;
m_Penalty = penalty;
Apply();
}
public void Apply()
{
if (m_Mods == null)
return;
for (int i = 0; i < m_Mods.Count; ++i)
{
object mod = m_Mods[i];
if (mod is ResistanceMod)
m_Mobile.AddResistanceMod((ResistanceMod)mod);
else if (mod is SkillMod)
m_Mobile.AddSkillMod((SkillMod)mod);
}
}
public void Clear()
{
if (m_Mods == null)
return;
for (int i = 0; i < m_Mods.Count; ++i)
{
object mod = m_Mods[i];
if (mod is ResistanceMod)
m_Mobile.RemoveResistanceMod((ResistanceMod)mod);
else if (mod is SkillMod)
m_Mobile.RemoveSkillMod((SkillMod)mod);
}
}
}
}
}