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