ModernUO/Projects/UOContent/Mobiles/Healers/BaseHealer.cs
Kamron Batman e0225c6e59
fix: Adds generic entity persistence support and BOBEntry as entities (#1527)
### Summary
Adds a generic entity persistence. This can be used to create new entity types that have a `Serial`.

Here is an example:

```cs
public class BOBEntries : GenericEntitySerialization<IBOBEntry>
{
    public static void Configure()
    {
        Configure("BOBEntries");
    }
}
```

The annotation tells the system what folder to serialize the entries to. The class/interface (`IBOBEntry`) is the root type that implements `ISerializable`.
2023-10-01 17:38:52 -07:00

157 lines
4.4 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using ModernUO.Serialization;
using Server.Gumps;
using Server.Items;
namespace Server.Mobiles;
[SerializationGenerator(2, false)]
public abstract partial class BaseHealer : BaseVendor
{
private static readonly TimeSpan ResurrectDelay = TimeSpan.FromSeconds(2.0);
private DateTime _nextResurrect;
public BaseHealer()
{
if (!IsInvulnerable)
{
AI = AIType.AI_Mage;
ActiveSpeed = 0.2;
PassiveSpeed = 0.8;
RangePerception = DefaultRangePerception;
FightMode = FightMode.Aggressor;
}
SpeechHue = 0;
SetStr(304, 400);
SetDex(102, 150);
SetInt(204, 300);
SetDamage(10, 23);
SetDamageType(ResistanceType.Physical, 100);
SetResistance(ResistanceType.Physical, 40, 50);
SetResistance(ResistanceType.Fire, 40, 50);
SetResistance(ResistanceType.Cold, 40, 50);
SetResistance(ResistanceType.Poison, 40, 50);
SetResistance(ResistanceType.Energy, 40, 50);
SetSkill(SkillName.Anatomy, 75.0, 97.5);
SetSkill(SkillName.EvalInt, 82.0, 100.0);
SetSkill(SkillName.Healing, 75.0, 97.5);
SetSkill(SkillName.Magery, 82.0, 100.0);
SetSkill(SkillName.MagicResist, 82.0, 100.0);
SetSkill(SkillName.Tactics, 82.0, 100.0);
Fame = 1000;
Karma = 10000;
PackItem(new Bandage(Utility.RandomMinMax(5, 10)));
PackItem(new HealPotion());
PackItem(new CurePotion());
}
protected override List<SBInfo> SBInfos { get; } = new();
public override bool IsActiveVendor => false;
public override bool IsInvulnerable => false;
public override VendorShoeType ShoeType => VendorShoeType.Sandals;
public virtual bool HealsYoungPlayers => true;
public override void InitSBInfo()
{
}
public virtual int GetRobeColor() => Utility.RandomYellowHue();
public override void InitOutfit()
{
base.InitOutfit();
AddItem(new Robe(GetRobeColor()));
}
public virtual bool CheckResurrect(Mobile m) => true;
public virtual void OfferResurrection(Mobile m)
{
Direction = GetDirectionTo(m);
m.PlaySound(0x1F2);
m.FixedEffect(0x376A, 10, 16);
m.CloseGump<ResurrectGump>();
m.SendGump(new ResurrectGump(m, ResurrectMessage.Healer));
}
public virtual void OfferHeal(PlayerMobile m)
{
Direction = GetDirectionTo(m);
if (m.CheckYoungHealTime())
{
Say(501229); // You look like you need some healing my child.
m.PlaySound(0x1F2);
m.FixedEffect(0x376A, 9, 32);
m.Hits = m.HitsMax;
}
else
{
Say(501228); // I can do no more for you at this time.
}
}
public override void OnMovement(Mobile m, Point3D oldLocation)
{
if (!m.Frozen && Core.Now >= _nextResurrect && InRange(m, 4) && !InRange(oldLocation, 4) && InLOS(m))
{
if (!m.Alive)
{
_nextResurrect = Core.Now + ResurrectDelay;
if (m.Map?.CanFit(m.Location, 16, false, false) != true)
{
m.SendLocalizedMessage(502391); // Thou can not be resurrected there!
}
else if (CheckResurrect(m))
{
OfferResurrection(m);
}
}
else if (HealsYoungPlayers && m.Hits < m.HitsMax && m is PlayerMobile mobile && mobile.Young)
{
OfferHeal(mobile);
}
}
}
private void Deserialize(IGenericReader reader, int version)
{
// NOTE: This is to fix a previous RunUO serialization issue with this class:
// This would be a breaking change if there is a derived class that is version 2 or higher
// If that is the case, change the SerializationGenerator to a version higher than that before merging this change
reader.Seek(-4, SeekOrigin.Current);
}
[AfterDeserialization]
private void AfterDeserialization()
{
if (!IsInvulnerable)
{
AI = AIType.AI_Mage;
ActiveSpeed = 0.2;
PassiveSpeed = 0.8;
RangePerception = DefaultRangePerception;
FightMode = FightMode.Aggressor;
}
}
}