ModernUO/Projects/UOContent/Skills/Peacemaking.cs

216 lines
9.1 KiB
C#

using System;
using Server.Engines.ConPVP;
using Server.Items;
using Server.Mobiles;
using Server.Targeting;
namespace Server.SkillHandlers
{
public static class Peacemaking
{
public static void Initialize()
{
SkillInfo.Table[(int)SkillName.Peacemaking].Callback = OnUse;
}
public static TimeSpan OnUse(Mobile m)
{
m.RevealingAction();
BaseInstrument.PickInstrument(m, OnPickedInstrument);
return TimeSpan.FromSeconds(1.0); // Cannot use another skill for 1 second
}
public static void OnPickedInstrument(Mobile from, BaseInstrument instrument)
{
from.RevealingAction();
from.SendLocalizedMessage(1049525); // Whom do you wish to calm?
from.Target = new InternalTarget(from, instrument);
from.NextSkillTime = Core.TickCount + 30000; // 30s timeout on the targeter
}
private class InternalTarget : Target
{
private readonly BaseInstrument m_Instrument;
public InternalTarget(Mobile from, BaseInstrument instrument) : base(
BaseInstrument.GetBardRange(from, SkillName.Peacemaking),
false,
TargetFlags.None
) => m_Instrument = instrument;
protected override void OnTargetCancel(Mobile from, TargetCancelType cancelType)
{
from.NextSkillTime = Core.TickCount;
}
protected override void OnTarget(Mobile from, object targeted)
{
from.RevealingAction();
if (targeted is not Mobile targ)
{
from.SendLocalizedMessage(1049528); // You cannot calm that!
}
else if (from.Region.IsPartOf<SafeZone>())
{
from.SendMessage("You may not use peacemaking in this area.");
}
else if (targ.Region.IsPartOf<SafeZone>())
{
from.SendMessage("You may not use peacemaking there.");
}
else if (!m_Instrument.IsChildOf(from.Backpack))
{
// The instrument you are trying to play is no longer in your backpack!
from.SendLocalizedMessage(1062488);
}
else
{
from.NextSkillTime = Core.TickCount + 10000;
if (targeted == from)
{
// Standard mode : reset combatants for everyone in the area
if (!BaseInstrument.CheckMusicianship(from))
{
from.SendLocalizedMessage(500612); // You play poorly, and there is no effect.
m_Instrument.PlayInstrumentBadly(from);
m_Instrument.ConsumeUse(from);
}
else if (!from.CheckSkill(SkillName.Peacemaking, 0.0, 120.0))
{
from.SendLocalizedMessage(500613); // You attempt to calm everyone, but fail.
m_Instrument.PlayInstrumentBadly(from);
m_Instrument.ConsumeUse(from);
}
else
{
from.NextSkillTime = Core.TickCount + 5000;
m_Instrument.PlayInstrumentWell(from);
m_Instrument.ConsumeUse(from);
var map = from.Map;
if (map != null)
{
var range = BaseInstrument.GetBardRange(from, SkillName.Peacemaking);
var calmed = false;
foreach (var m in from.GetMobilesInRange(range))
{
var bc = m as BaseCreature;
if (bc?.Uncalmable == true || bc?.AreaPeaceImmune == true || m == from ||
!from.CanBeHarmful(m, false))
{
continue;
}
calmed = true;
// You hear lovely music, and forget to continue battling!
m.SendLocalizedMessage(500616);
m.Combatant = null;
m.Warmode = false;
if (bc?.BardPacified == false)
{
bc.Pacify(from, Core.Now + TimeSpan.FromSeconds(1.0));
}
}
if (!calmed)
{
// You play hypnotic music, but there is nothing in range for you to calm.
from.SendLocalizedMessage(1049648);
}
else
{
from.SendLocalizedMessage(500615); // You play your hypnotic music, stopping the battle.
}
}
}
}
else
{
// Target mode : pacify a single target for a longer duration
var bc = targ as BaseCreature;
if (!from.CanBeHarmful(targ, false))
{
from.SendLocalizedMessage(1049528);
}
else if (bc?.Uncalmable == true)
{
from.SendLocalizedMessage(1049526); // You have no chance of calming that creature.
}
else if (bc?.BardPacified == true)
{
from.SendLocalizedMessage(1049527); // That creature is already being calmed.
}
else if (!BaseInstrument.CheckMusicianship(from))
{
from.SendLocalizedMessage(500612); // You play poorly, and there is no effect.
from.NextSkillTime = Core.TickCount + 5000;
m_Instrument.PlayInstrumentBadly(from);
m_Instrument.ConsumeUse(from);
}
else
{
var diff = m_Instrument.GetDifficultyFor(targ) - 10.0;
var music = from.Skills.Musicianship.Value;
if (music > 100.0)
{
diff -= (music - 100.0) * 0.5;
}
if (!from.CheckTargetSkill(SkillName.Peacemaking, targ, diff - 25.0, diff + 25.0))
{
from.SendLocalizedMessage(1049531); // You attempt to calm your target, but fail.
m_Instrument.PlayInstrumentBadly(from);
m_Instrument.ConsumeUse(from);
}
else
{
m_Instrument.PlayInstrumentWell(from);
m_Instrument.ConsumeUse(from);
from.NextSkillTime = Core.TickCount + 5000;
targ.Combatant = null;
targ.Warmode = false;
from.SendLocalizedMessage(1049532); // You play hypnotic music, calming your target.
if (bc != null)
{
// You play hypnotic music, calming your target.
var seconds = 100 - diff / 1.5;
if (seconds > 120)
{
seconds = 120;
}
else if (seconds < 10)
{
seconds = 10;
}
bc.Pacify(from, Core.Now + TimeSpan.FromSeconds(seconds));
}
else
{
// You play hypnotic music, calming your target.
// You hear lovely music, and forget to continue battling!
targ.SendLocalizedMessage(500616);
}
}
}
}
}
}
}
}
}