### Summary Most potions have various checks, such as a cooldown. This fixes an edge case where potions get split from their stack before erroring.
318 lines
8.6 KiB
C#
318 lines
8.6 KiB
C#
using System;
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using System.Collections.Generic;
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using ModernUO.Serialization;
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using Server.Collections;
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using Server.Spells;
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using Server.Targeting;
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namespace Server.Items;
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[SerializationGenerator(0, false)]
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public abstract partial class BaseConflagrationPotion : BasePotion
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{
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private static readonly Dictionary<Mobile, TimerExecutionToken> _delay = [];
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private HashSet<Mobile> _users;
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public BaseConflagrationPotion(PotionEffect effect) : base(0xF06, effect) => Hue = 0x489;
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public abstract int MinDamage { get; }
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public abstract int MaxDamage { get; }
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public override bool RequireFreeHand => false;
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public override bool IsThrowablePotion => true;
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public override bool CanDrink(Mobile from)
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{
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if (!base.CanDrink(from))
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{
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return false;
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}
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if (Core.AOS && (from.Paralyzed || from.Frozen || from.Spell?.IsCasting == true))
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{
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from.SendLocalizedMessage(1062725); // You can not use that potion while paralyzed.
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return false;
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}
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var delay = GetDelay(from);
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if (delay > 0)
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{
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// You cannot use that for another ~1_NUM~ ~2_TIMEUNITS~
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from.SendLocalizedMessage(1072529, $"{delay}\t{(delay > 1 ? "seconds." : "second.")}");
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return false;
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}
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return (from.Target as ThrowTarget)?.Potion != this;
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}
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public override void Drink(Mobile from)
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{
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from.RevealingAction();
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_users ??= [];
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_users.Add(from);
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from.Target = new ThrowTarget(this);
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}
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public virtual void Explode(Mobile from, Point3D loc, Map map)
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{
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if (Deleted || map == null)
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{
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return;
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}
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Consume();
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// Check if any other players are using this potion
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if (_users is { Count: > 0 })
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{
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using var usersQueue = PooledRefQueue<Mobile>.Create();
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foreach (var user in _users)
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{
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if ((user.Target as ThrowTarget)?.Potion == this)
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{
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usersQueue.Enqueue(user);
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}
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}
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_users.Clear();
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while (usersQueue.Count > 0)
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{
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Target.Cancel(usersQueue.Dequeue());
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}
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}
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// Effects
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Effects.PlaySound(loc, map, 0x20C);
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for (var i = -2; i <= 2; i++)
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{
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for (var j = -2; j <= 2; j++)
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{
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var p = new Point3D(loc.X + i, loc.Y + j, loc.Z);
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if (map.CanFit(p, 12, true, false) && from.InLOS(p))
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{
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new InternalItem(from, p, map, MinDamage, MaxDamage);
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}
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}
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}
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}
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public static void AddDelay(Mobile m)
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{
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_delay.TryGetValue(m, out var timer);
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timer.Cancel();
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Timer.StartTimer(TimeSpan.FromSeconds(30), () => EndDelay(m), out timer);
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_delay[m] = timer;
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}
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public static int GetDelay(Mobile m)
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{
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if (_delay.TryGetValue(m, out var timer) && timer.Next > Core.Now)
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{
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return (int)Math.Round((timer.Next - Core.Now).TotalSeconds);
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}
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return 0;
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}
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public static void EndDelay(Mobile m)
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{
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if (_delay.Remove(m, out var timer))
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{
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timer.Cancel();
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}
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}
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private class ThrowTarget : Target
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{
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public ThrowTarget(BaseConflagrationPotion potion) : base(12, true, TargetFlags.None) => Potion = potion;
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public BaseConflagrationPotion Potion { get; }
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protected override void OnTarget(Mobile from, object targeted)
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{
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if (Potion.Deleted || Potion.Map == Map.Internal)
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{
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return;
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}
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if (targeted is not IPoint3D p || from.Map == null)
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{
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return;
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}
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// Add delay
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AddDelay(from);
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SpellHelper.GetSurfaceTop(ref p);
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var loc = new Point3D(p);
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var map = from.Map;
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from.RevealingAction();
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IEntity to;
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if (p is Mobile mobile)
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{
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to = mobile;
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}
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else
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{
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to = new Entity(Serial.Zero, loc, map);
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}
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Effects.SendMovingEffect(from, to, 0xF0D, 7, 0, false, false, Potion.Hue);
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Timer.StartTimer(TimeSpan.FromSeconds(1.5), () => Potion.Explode(from, loc, map));
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}
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protected override void OnTargetFinish(Mobile from) => Potion._users.Remove(from);
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}
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[SerializationGenerator(0, false)]
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public partial class InternalItem : Item
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{
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[SerializableField(0, setter: "private")]
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private Mobile _from;
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[SerializableField(1, getter: "private", setter: "private")]
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private DateTime _end;
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[SerializableField(2, getter: "private", setter: "private")]
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private int _minDamage;
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[SerializableField(3, getter: "private", setter: "private")]
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private int _maxDamage;
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private Timer _timer;
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public InternalItem(Mobile from, Point3D loc, Map map, int min, int max) : base(0x398C)
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{
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Movable = false;
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Light = LightType.Circle300;
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MoveToWorld(loc, map);
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From = from;
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_end = Core.Now + TimeSpan.FromSeconds(10);
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SetDamage(min, max);
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_timer = new InternalTimer(this, _end);
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_timer.Start();
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}
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public override bool BlocksFit => true;
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public override void OnAfterDelete()
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{
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base.OnAfterDelete();
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_timer?.Stop();
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}
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public int GetDamage() => Utility.RandomMinMax(_minDamage, _maxDamage);
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private void SetDamage(int min, int max)
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{
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/**
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* new way to apply alchemy bonus according to Stratics' calculator.
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* this gives a mean to values 25, 50, 75 and 100. Stratics' calculator is outdated.
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* Those goals will give 2 to alchemy bonus. It's not really OSI-like but it's an approximation.
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*/
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_minDamage = min;
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_maxDamage = max;
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if (From == null)
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{
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return;
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}
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var alchemySkill = From.Skills.Alchemy.Fixed;
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var alchemyBonus = alchemySkill / 125 + alchemySkill / 250;
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_minDamage = Scale(From, _minDamage + alchemyBonus);
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_maxDamage = Scale(From, _maxDamage + alchemyBonus);
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}
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[AfterDeserialization]
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private void AfterDeserialization()
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{
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_timer = new InternalTimer(this, _end);
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_timer.Start();
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}
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public override bool OnMoveOver(Mobile m)
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{
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if (Visible && From != null && (!Core.AOS || m != From) && SpellHelper.ValidIndirectTarget(From, m) &&
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From.CanBeHarmful(m, false))
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{
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From.DoHarmful(m);
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AOS.Damage(m, From, GetDamage(), 0, 100, 0, 0, 0);
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m.PlaySound(0x208);
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}
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return true;
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}
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private class InternalTimer : Timer
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{
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private readonly DateTime _end;
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private readonly InternalItem _item;
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public InternalTimer(InternalItem item, DateTime end) : base(TimeSpan.Zero, TimeSpan.FromSeconds(1.0))
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{
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_item = item;
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_end = end;
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}
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protected override void OnTick()
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{
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if (_item.Deleted)
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{
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return;
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}
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if (Core.Now > _end)
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{
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_item.Delete();
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Stop();
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return;
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}
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var from = _item.From;
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if (_item.Map == null || from == null)
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{
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return;
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}
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using var queue = PooledRefQueue<Mobile>.Create();
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foreach (var m in _item.GetMobilesAt())
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{
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if (m.Z + 16 > _item.Z && _item.Z + 12 > m.Z && (!Core.AOS || m != from) &&
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SpellHelper.ValidIndirectTarget(from, m) && from.CanBeHarmful(m, false))
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{
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queue.Enqueue(m);
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}
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}
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while (queue.Count > 0)
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{
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var m = queue.Dequeue();
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from.DoHarmful(m);
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AOS.Damage(m, from, _item.GetDamage(), 0, 100, 0, 0, 0);
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m.PlaySound(0x208);
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}
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}
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}
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}
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}
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