### Summary
Eliminates `IPooledEnumerable<T>` and `eable.Free()` from `Map` for mobiles. This drastically simplifies code that iterates in range, for example:
```cs
foreach (var m in m.GetMobilesInRange(5))
{
}
```
The code above no longer requires an eable and calling `Free()`.
- [X] Fixed several locations where an NPC that was damaged would cause a server crash.
- [X] Removed an unnecessary allocation in guard fake calls (NPCs calling guards on you)
- [X] Fixes damage precision loss in Poison Strike Spell
- [X] BogThing no longer attempts to "search" for boglings to eat when it is at full health
92 lines
2.7 KiB
C#
92 lines
2.7 KiB
C#
using Server.Mobiles;
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namespace Server.Spells.Sixth
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{
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public class RevealSpell : MagerySpell, ISpellTargetingPoint3D
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{
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private static readonly SpellInfo _info = new(
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"Reveal",
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"Wis Quas",
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206,
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9002,
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Reagent.Bloodmoss,
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Reagent.SulfurousAsh
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);
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public RevealSpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info)
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{
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}
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public override SpellCircle Circle => SpellCircle.Sixth;
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public void Target(IPoint3D p)
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{
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if (CheckSequence())
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{
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SpellHelper.Turn(Caster, p);
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SpellHelper.GetSurfaceTop(ref p);
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var map = Caster.Map;
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if (map != null)
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{
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var range = 1 + (int)(Caster.Skills.Magery.Value / 20.0);
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foreach (var m in map.GetMobilesInRange(new Point3D(p), range))
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{
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if (m is ShadowKnight && (m.X != p.X || m.Y != p.Y))
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{
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continue;
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}
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if (!m.Hidden
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|| m.AccessLevel > AccessLevel.Player && Caster.AccessLevel <= m.AccessLevel
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|| !CheckDifficulty(Caster, m))
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{
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continue;
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}
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m.RevealingAction();
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m.FixedParticles(0x375A, 9, 20, 5049, EffectLayer.Head);
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m.PlaySound(0x1FD);
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}
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}
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}
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FinishSequence();
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}
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public override void OnCast()
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{
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Caster.Target = new SpellTargetPoint3D(this, range: Core.ML ? 10 : 12);
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}
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// Reveal uses magery and detect hidden vs. hide and stealth
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private static bool CheckDifficulty(Mobile from, Mobile m)
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{
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// Reveal always reveals vs. invisibility spell
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if (!Core.AOS || InvisibilitySpell.HasTimer(m))
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{
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return true;
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}
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var magery = from.Skills.Magery.Fixed;
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var detectHidden = from.Skills.DetectHidden.Fixed;
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var hiding = m.Skills.Hiding.Fixed;
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var stealth = m.Skills.Stealth.Fixed;
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var divisor = hiding + stealth;
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int chance;
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if (divisor > 0)
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{
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chance = 50 * (magery + detectHidden) / divisor;
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}
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else
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{
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chance = 100;
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}
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return chance > Utility.Random(100);
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}
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}
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}
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