ModernUO/Projects/UOContent/Items/Weapons/Abilities/WhirlwindAttack.cs
Kamron Batman 23532db603
fix: Cleans up LINQ calls. (#965)
- [X] Removes several `ToList()` uses with `PooledRefQueue`
- [X] Adds a `PeekRandom` to PooledRefQueue
- [X] Updates EV/BS so they dispel each other in a more efficient manner.
- [X] Fixes Firebomb so it works like a normal firefield.
- [X] Fixes field spells so they aren't unnecessarily using a Point3D ref more than necessary.
- [X] Removes extra allocation in campfire by using reverse loop.
- [X] Removes other LINQ calls that aren't needed.
2022-03-20 19:20:54 -07:00

81 lines
2.3 KiB
C#

using System;
using Server.Collections;
using Server.Spells;
namespace Server.Items
{
/// <summary>
/// A godsend to a warrior surrounded, the Whirlwind Attack allows the fighter to strike at all nearby targets in one mighty
/// spinning swing.
/// </summary>
public class WhirlwindAttack : WeaponAbility
{
public override int BaseMana => 15;
public override void OnHit(Mobile attacker, Mobile defender, int damage)
{
if (!Validate(attacker) || !CheckMana(attacker, true))
{
return;
}
ClearCurrentAbility(attacker);
var map = attacker.Map;
if (map == null)
{
return;
}
if (attacker.Weapon is not BaseWeapon weapon)
{
return;
}
attacker.FixedEffect(0x3728, 10, 15);
attacker.PlaySound(0x2A1);
var eable = attacker.GetMobilesInRange(1);
using var queue = PooledRefQueue<Mobile>.Create();
foreach (var m in eable)
{
if (m?.Deleted == false && m != defender && m != attacker &&
m.Map == attacker.Map && m.Alive &&
SpellHelper.ValidIndirectTarget(attacker, m) &&
attacker.CanSee(m) && attacker.CanBeHarmful(m) &&
attacker.InRange(m, weapon.MaxRange) && attacker.InLOS(m))
{
queue.Enqueue(m);
}
}
eable.Free();
if (queue.Count <= 0)
{
return;
}
var bushido = attacker.Skills.Bushido.Value;
var damageBonus = 1.0 + Math.Pow(queue.Count * bushido / 60, 2) / 100;
if (damageBonus > 2.0)
{
damageBonus = 2.0;
}
attacker.RevealingAction();
while (queue.Count > 0)
{
var m = queue.Dequeue();
attacker.SendLocalizedMessage(1060161); // The whirling attack strikes a target!
m.SendLocalizedMessage(1060162); // You are struck by the whirling attack and take damage!
weapon.OnHit(attacker, m, damageBonus);
}
}
}
}