ModernUO/Projects/UOContent/Mobiles/Abilities/MonsterAbility.cs
Kamron Batman 43e7fe29c2
feat: Adds Monster Abilities (#1179)
* Adds ability to create monster abilities
* Adds Fire/Cold/Chaos Breath
* Adds Grasping Claw
* Adds Summon Skeletons & Summon Undead w/ Polymorph
2022-10-01 21:09:36 -07:00

73 lines
2.2 KiB
C#

using System;
using System.Collections.Generic;
namespace Server.Mobiles;
/// <summary>
/// Abstract class used to build singletons for managing a specific monster ability.
/// </summary>
public abstract partial class MonsterAbility
{
private Dictionary<BaseCreature, long> _nextTriggerTicks;
public virtual MonsterAbilityType AbilityType => MonsterAbilityType.Generic;
public virtual MonsterAbilityTrigger AbilityTrigger => MonsterAbilityTrigger.None;
public virtual double ChanceToTrigger => 1.0;
public virtual TimeSpan MinTriggerCooldown => TimeSpan.Zero;
public virtual TimeSpan MaxTriggerCooldown => TimeSpan.Zero;
public bool WillTrigger(MonsterAbilityTrigger trigger) => (AbilityTrigger & trigger) != 0;
/// <summary>
/// Returns true if ability is not on cooldown, and the change to trigger succeeds.
/// </summary>
/// <param name="source">The mobile this ability is attached to</param>
/// <returns>Boolean indicating the ability can trigger.</returns>
public virtual bool CanTrigger(BaseCreature source)
{
if (_nextTriggerTicks?.TryGetValue(source, out var nextTrigger) == true && Core.TickCount < nextTrigger)
{
return false;
}
var c = ChanceToTrigger;
if (c >= 1)
{
return true;
}
if (c <= 0)
{
return false;
}
var rnd = Utility.RandomDouble();
return c > rnd;
}
/// <summary>
/// Triggers the monster's ability. Override this and call `base.Trigger(source);` to make sure
/// the cooldown is tracked.
/// </summary>
/// <param name="source"></param>
public virtual void Trigger(BaseCreature source, Mobile target)
{
if (MinTriggerCooldown <= TimeSpan.Zero && MaxTriggerCooldown <= TimeSpan.Zero)
{
return;
}
var randomAmount = MinTriggerCooldown == MaxTriggerCooldown
? MinTriggerCooldown
: Utility.RandomMinMax(MinTriggerCooldown, MaxTriggerCooldown);
var nextTrigger = Core.TickCount + (long)randomAmount.TotalMilliseconds;
_nextTriggerTicks ??= new Dictionary<BaseCreature, long>();
_nextTriggerTicks[source] = nextTrigger;
}
}