ModernUO/Projects/UOContent/Items/Weapons/Ranged/BaseRanged.cs
Bohica 2b80286d2e
fix: Fixes arrow animations by using 0xC7 when possible. (#2343)
### Summary

This is a partial fix for servers that enable 0xC7 and clients that support 0xC7. A proper fix should be made on ClassicUO.
2026-03-05 23:23:20 -08:00

321 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using ModernUO.Serialization;
using Server.Mobiles;
using Server.Network;
using Server.Spells;
using Server.Engines.Craft;
namespace Server.Items
{
[SerializationGenerator(0, false)]
public abstract partial class BaseRanged : BaseMeleeWeapon
{
[SerializableField(0)]
[InvalidateProperties]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private bool _balanced;
[SerializableField(1)]
[InvalidateProperties]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _velocity;
private TimerExecutionToken _recoveryTimerToken;
public BaseRanged(int itemID) : base(itemID)
{
}
public abstract int EffectID { get; }
public abstract Type AmmoType { get; }
public abstract Item Ammo { get; }
public override int DefHitSound => 0x234;
public override int DefMissSound => 0x238;
public override SkillName DefSkill => SkillName.Archery;
public override WeaponType DefType => WeaponType.Ranged;
public override WeaponAnimation DefAnimation => WeaponAnimation.ShootXBow;
public override SkillName AccuracySkill => SkillName.Archery;
public override TimeSpan OnSwing(Mobile attacker, Mobile defender, double damageBonus = 1.0)
{
// WeaponAbility a = WeaponAbility.GetCurrentAbility( attacker );
// Make sure we've been standing still for .25/.5/1 second depending on Era
if (Core.TickCount - attacker.LastMoveTime >= (Core.SE ? 250 : Core.AOS ? 500 : 1000) ||
Core.AOS && WeaponAbility.GetCurrentAbility(attacker) is MovingShot)
{
var canSwing = true;
if (Core.AOS)
{
canSwing = !attacker.Paralyzed && !attacker.Frozen;
if (canSwing)
{
// On OSI you can swing + hold a cast at the same time
canSwing = attacker.Spell is not Spell { IsCasting: true, BlocksMovement: true };
}
}
if ((attacker as PlayerMobile)?.DuelContext?.CheckItemEquip(attacker, this) == false)
{
canSwing = false;
}
if (canSwing && attacker.HarmfulCheck(defender))
{
attacker.DisruptiveAction();
attacker.NetState.SendSwing(attacker.Serial, defender.Serial);
if (attacker is BaseCreature bc && bc.TriggerAbility(MonsterAbilityTrigger.CombatAction, defender))
{
return GetDelay(attacker);
}
if (OnFired(attacker, defender))
{
if (CheckHit(attacker, defender))
{
OnHit(attacker, defender);
}
else
{
OnMiss(attacker, defender);
}
}
else if (WeaponAbility.GetCurrentAbility(attacker) is LightningArrow lightningArrow)
{
// Lightning Arrow doesn't require ammunition
attacker.MovingParticles(defender, EffectID, 18, 1, false, false, 0, 0, 0, 0, 0, EffectLayer.RightHand, 0);
lightningArrow.OnHit(attacker, defender, 0, new WorldLocation(defender));
}
}
attacker.RevealingAction();
return GetDelay(attacker);
}
attacker.RevealingAction();
return TimeSpan.FromSeconds(0.25);
}
public override void OnHit(Mobile attacker, Mobile defender, double damageBonus = 1)
{
if (attacker.Player && !defender.Player && (defender.Body.IsAnimal || defender.Body.IsMonster) &&
Utility.RandomDouble() < 0.4 && Ammo is { } ammo && !defender.AddToBackpack(ammo))
{
ammo.Delete();
}
if (Core.ML && _velocity > 0)
{
var bonus = (int)attacker.GetDistanceToSqrt(defender);
if (bonus > 0 && _velocity > Utility.Random(100))
{
AOS.Damage(defender, attacker, bonus * 3, 100, 0, 0, 0, 0);
if (attacker.Player)
{
attacker.SendLocalizedMessage(1072794); // Your arrow hits its mark with velocity!
}
if (defender.Player)
{
defender.SendLocalizedMessage(1072795); // You have been hit by an arrow with velocity!
}
}
}
base.OnHit(attacker, defender, damageBonus);
}
public override void OnMiss(Mobile attacker, Mobile defender)
{
if (attacker.Player && Utility.RandomDouble() < 0.4)
{
if (Core.SE)
{
if (attacker is PlayerMobile pm)
{
var ammo = AmmoType;
if (ammo != null)
{
pm.RecoverableAmmo ??= new Dictionary<Type, int>();
pm.RecoverableAmmo.TryGetValue(ammo, out var result);
pm.RecoverableAmmo[ammo] = result + 1;
}
if (!pm.Warmode)
{
if (!_recoveryTimerToken.Running)
{
Timer.StartTimer(TimeSpan.FromSeconds(10),
() =>
{
_recoveryTimerToken.Cancel();
pm.RecoverAmmo();
},
out _recoveryTimerToken
);
}
}
}
}
else
{
Ammo?.MoveToWorld(
new Point3D(
defender.X + Utility.RandomMinMax(-1, 1),
defender.Y + Utility.RandomMinMax(-1, 1),
defender.Z
),
defender.Map
);
}
}
base.OnMiss(attacker, defender);
}
public virtual bool OnFired(Mobile attacker, Mobile defender)
{
if (attacker.Player)
{
var quiver = attacker.FindItemOnLayer<BaseQuiver>(Layer.Cloak);
var pack = attacker.Backpack;
if (quiver == null || Utility.Random(100) >= quiver.LowerAmmoCost)
{
// consume ammo
if (quiver?.ConsumeTotal(AmmoType) == true)
{
quiver.InvalidateWeight();
}
else if (pack?.ConsumeTotal(AmmoType) != true)
{
return false;
}
}
else if (quiver.FindItemByType(AmmoType) == null && pack?.FindItemByType(AmmoType) == null)
{
// lower ammo cost should not work when we have no ammo at all
return false;
}
}
attacker.MovingParticles(defender, EffectID, 18, 1, false, false, 0, 0, 0, 0, 0, EffectLayer.RightHand, 0);
return true;
}
public override int OnCraft(
int quality,
bool makersMark,
Mobile from,
CraftSystem craftSystem,
Type typeRes,
BaseTool tool,
CraftItem craftItem,
int resHue
)
{
var result = base.OnCraft(quality, makersMark, from, craftSystem, typeRes, tool, craftItem, resHue);
if (Core.ML)
{
ApplyWoodBonuses(typeRes);
}
return result;
}
private void ApplyWoodBonuses(Type resource)
{
var craftResource = CraftResources.GetFromType(resource);
switch (craftResource)
{
case CraftResource.OakWood:
{
Attributes.Luck += 40;
Attributes.WeaponDamage += 5;
break;
}
case CraftResource.AshWood:
{
Attributes.WeaponSpeed += 10;
WeaponAttributes.LowerStatReq += 20;
break;
}
case CraftResource.YewWood:
{
Attributes.AttackChance += 5;
Attributes.WeaponDamage += 10;
break;
}
case CraftResource.Bloodwood:
{
Attributes.RegenHits += 2;
WeaponAttributes.HitLeechHits += 16;
break;
}
case CraftResource.Heartwood:
{
ApplyHeartwoodBonus();
break;
}
case CraftResource.Frostwood:
{
AosElementDamages.Physical = 60;
AosElementDamages.Cold = 40;
Attributes.WeaponDamage += 12;
break;
}
}
}
private void ApplyHeartwoodBonus()
{
switch (Utility.Random(6))
{
case 0:
{
Attributes.Luck += 40;
break;
}
case 1:
{
WeaponAttributes.DurabilityBonus += 50;
break;
}
case 2:
{
WeaponAttributes.LowerStatReq += 20;
break;
}
case 3:
{
Attributes.WeaponSpeed += 10;
break;
}
case 4:
{
Attributes.AttackChance += 5;
break;
}
case 5:
{
WeaponAttributes.HitLeechHits += 10;
break;
}
}
}
}
}