ModernUO/Projects/UOContent/Engines/Quests/Uzeraan Turmoil/Items/Cannon.cs
Kamron Batman e994505ad0
fix: Adds safety to corpses and cleans up quests (#1685)
### Summary
- Adds some more checks in case a corpse's owner is somehow null. Would like to eventually allow null owner corpses, but more work is needed.
- Cleans up variable unboxing and reassignment in quests. Also flattens quest logic. Still more work needs to be done.
- Codegens more quest items/mobiles.
2024-02-18 19:33:08 -08:00

134 lines
3.9 KiB
C#

using ModernUO.Serialization;
using Server.Items;
namespace Server.Engines.Quests.Haven;
public enum CannonDirection
{
North,
East,
South,
West
}
[SerializationGenerator(0, false)]
public partial class Cannon : BaseAddon
{
[SerializableField(0, setter: "private")]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private CannonDirection _cannonDirection;
[SerializableField(1)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private MilitiaCanoneer _canoneer;
[Constructible]
public Cannon(CannonDirection direction)
{
CannonDirection = direction;
switch (direction)
{
case CannonDirection.North:
{
AddComponent(new CannonComponent(0xE8D), 0, 0, 0);
AddComponent(new CannonComponent(0xE8C), 0, 1, 0);
AddComponent(new CannonComponent(0xE8B), 0, 2, 0);
break;
}
case CannonDirection.East:
{
AddComponent(new CannonComponent(0xE96), 0, 0, 0);
AddComponent(new CannonComponent(0xE95), -1, 0, 0);
AddComponent(new CannonComponent(0xE94), -2, 0, 0);
break;
}
case CannonDirection.South:
{
AddComponent(new CannonComponent(0xE91), 0, 0, 0);
AddComponent(new CannonComponent(0xE92), 0, -1, 0);
AddComponent(new CannonComponent(0xE93), 0, -2, 0);
break;
}
default:
{
AddComponent(new CannonComponent(0xE8E), 0, 0, 0);
AddComponent(new CannonComponent(0xE8F), 1, 0, 0);
AddComponent(new CannonComponent(0xE90), 2, 0, 0);
break;
}
}
}
public override bool HandlesOnMovement => _canoneer?.Deleted == false && _canoneer.Active;
public void DoFireEffect(Point3D target)
{
var from = _cannonDirection switch
{
CannonDirection.North => new Point3D(X, Y - 1, Z),
CannonDirection.East => new Point3D(X + 1, Y, Z),
CannonDirection.South => new Point3D(X, Y + 1, Z),
_ => new Point3D(X - 1, Y, Z)
};
Effects.SendLocationEffect(from, Map, 0x36B0, 16, 1);
Effects.PlaySound(from, Map, 0x11D);
Effects.SendLocationEffect(target, Map, 0x36B0, 16, 1);
Effects.PlaySound(target, Map, 0x11D);
}
public void Fire(Mobile from, Mobile target)
{
DoFireEffect(target.Location);
target.Damage(9999, from);
}
public override void OnMovement(Mobile m, Point3D oldLocation)
{
if (!(Canoneer?.Deleted == false && Canoneer.Active))
{
return;
}
var canFire = CannonDirection switch
{
CannonDirection.North => m.X >= X - 7 && m.X <= X + 7 && m.Y == Y - 7 && oldLocation.Y < Y - 7,
CannonDirection.East => m.Y >= Y - 7 && m.Y <= Y + 7 && m.X == X + 7 && oldLocation.X > X + 7,
CannonDirection.South => m.X >= X - 7 && m.X <= X + 7 && m.Y == Y + 7 && oldLocation.Y > Y + 7,
_ => m.Y >= Y - 7 && m.Y <= Y + 7 && m.X == X - 7 && oldLocation.X < X - 7
};
if (canFire && Canoneer.WillFire(this, m))
{
Fire(Canoneer, m);
}
}
}
[SerializationGenerator(0, false)]
public partial class CannonComponent : AddonComponent
{
public CannonComponent(int itemID) : base(itemID)
{
}
[CommandProperty(AccessLevel.GameMaster)]
public MilitiaCanoneer Canoneer
{
get => (Addon as Cannon)?.Canoneer;
set
{
if (Addon is Cannon cannon)
{
cannon.Canoneer = value;
}
}
}
}