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