ModernUO/Projects/UOContent/Spells/Necromancy/Exorcism.cs
Kamron Batman a552cf4138
fix: Fixes various memory leaks and spells (#1786)
### Summary
- Fixes various memory leaks related to spells
- Fixes Spell Plague
- Added ability to determine if `sdi` should take effect for Spell Damage.
- Fixes animal form timer ticking non-stop while logged out.
2024-05-21 19:44:42 -07:00

211 lines
No EOL
5.3 KiB
C#

using System;
using Server.Collections;
using Server.Engines.CannedEvil;
using Server.Engines.PartySystem;
using Server.Factions;
using Server.Guilds;
using Server.Items;
using Server.Regions;
namespace Server.Spells.Necromancy;
public class ExorcismSpell : NecromancerSpell
{
private static readonly SpellInfo _info = new(
"Exorcism",
"Ort Corp Grav",
203,
9031,
Reagent.NoxCrystal,
Reagent.GraveDust
);
private static readonly int Range = Core.ML ? 48 : 18;
private static readonly Point3D[] m_BritanniaLocs =
{
new(1470, 843, 0),
new(1857, 865, -1),
new(4220, 563, 36),
new(1732, 3528, 0),
new(1300, 644, 8),
new(3355, 302, 9),
new(1606, 2490, 5),
new(2500, 3931, 3),
new(4264, 3707, 0)
};
private static readonly Point3D[] m_IllshLocs =
{
new(1222, 474, -17),
new(718, 1360, -60),
new(297, 1014, -19),
new(986, 1006, -36),
new(1180, 1288, -30),
new(1538, 1341, -3),
new(528, 223, -38)
};
private static readonly Point3D[] m_MalasLocs =
{
new(976, 517, -30)
};
private static readonly Point3D[] m_TokunoLocs =
{
new(710, 1162, 25),
new(1034, 515, 18),
new(295, 712, 55)
};
public ExorcismSpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info)
{
}
public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(2.0);
public override double RequiredSkill => 80.0;
public override int RequiredMana => 40;
public override bool DelayedDamage => false;
public override bool CheckCast()
{
if (Caster.Skills.SpiritSpeak.Value < 100.0)
{
Caster.SendLocalizedMessage(1072112); // You must have GM Spirit Speak to use this spell
return false;
}
return base.CheckCast();
}
public override int ComputeKarmaAward() => 0;
public override void OnCast()
{
var r = Caster.Region.GetRegion<ChampionSpawnRegion>();
if (r == null || !Caster.InRange(r.Spawn, Range))
{
Caster.SendLocalizedMessage(1072111); // You are not in a valid exorcism region.
}
else if (CheckSequence())
{
var map = Caster.Map;
if (map != null)
{
// Cannot move a mobile while iterating mobiles in range, so use a queue
using var queue = PooledRefQueue<Mobile>.Create();
foreach (var m in r.Spawn.GetMobilesInRange(Range))
{
if (IsValidTarget(m))
{
queue.Enqueue(m);
}
}
while (queue.Count > 0)
{
var m = queue.Dequeue();
// Surprisingly, no sparkle type effects
m.Location = GetNearestShrine(m);
}
}
}
FinishSequence();
}
private bool IsValidTarget(Mobile m)
{
if (!m.Player || m.Alive)
{
return false;
}
var c = m.Corpse as Corpse;
var map = m.Map;
if (c?.Deleted == false && map != null && c.Map == map)
{
if (SpellHelper.IsAnyT2A(map, c.Location) && SpellHelper.IsAnyT2A(map, m.Location))
{
return false; // Same Map, both in T2A, ie, same 'sub server'.
}
if (m.Region.IsPartOf<DungeonRegion>() == Region.Find(c.Location, map).IsPartOf<DungeonRegion>())
{
return false; // Same Map, both in Dungeon region OR They're both NOT in a dungeon region.
}
// Just an approximation cause RunUO doesn't divide up the world the same way OSI does ;p
}
if (Party.Get(m)?.Contains(Caster) == true)
{
return false;
}
if (m.Guild != null && Caster.Guild != null)
{
var mGuild = m.Guild as Guild;
var cGuild = Caster.Guild as Guild;
if (mGuild?.IsAlly(cGuild) == true || mGuild == cGuild)
{
return false;
}
}
var f = Faction.Find(m);
return m.Map != Faction.Facet || f == null || f != Faction.Find(Caster);
}
private static Point3D GetNearestShrine(Mobile m)
{
var map = m.Map;
Point3D[] locList;
if (map == Map.Felucca || map == Map.Trammel)
{
locList = m_BritanniaLocs;
}
else if (map == Map.Ilshenar)
{
locList = m_IllshLocs;
}
else if (map == Map.Tokuno)
{
locList = m_TokunoLocs;
}
else if (map == Map.Malas)
{
locList = m_MalasLocs;
}
else
{
locList = Array.Empty<Point3D>();
}
var closest = Point3D.Zero;
var minDist = double.MaxValue;
for (var i = 0; i < locList.Length; i++)
{
var p = locList[i];
var dist = m.GetDistanceToSqrt(p);
if (minDist > dist)
{
closest = p;
minDist = dist;
}
}
return closest;
}
}