- Removes TimerPriority - Removes TimerThread - Adds a [Hashed & Hierarchical Timer Wheel](http://www.cs.columbia.edu/~nahum/w6998/papers/ton97-timing-wheels.pdf)
106 lines
3.3 KiB
C#
106 lines
3.3 KiB
C#
using System;
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using System.Collections.Generic;
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namespace Server.Items
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{
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/// <summary>
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/// Attack with increased damage with additional damage over time.
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/// </summary>
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public class TalonStrike : WeaponAbility
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{
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private static readonly HashSet<Mobile> _defenders = new();
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public override int BaseMana => 30;
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public override double DamageScalar => 1.2;
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public override bool CheckSkills(Mobile from)
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{
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if (GetSkill(from, SkillName.Ninjitsu) < 50.0)
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{
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// You need ~1_SKILL_REQUIREMENT~ Ninjitsu skill to perform that attack!
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from.SendLocalizedMessage(1063352, "50");
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return false;
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}
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return base.CheckSkills(from);
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}
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public override void OnHit(Mobile attacker, Mobile defender, int damage)
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{
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if (_defenders.Contains(defender) || !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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attacker.SendLocalizedMessage(1063358); // You deliver a talon strike!
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defender.SendLocalizedMessage(1063359); // Your attacker delivers a talon strike!
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defender.FixedParticles(0x373A, 1, 17, 0x26BC, 0x662, 0, EffectLayer.Waist);
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var timer = new InternalTimer(
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defender,
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(int)(10.0 * (attacker.Skills.Ninjitsu.Value - 50.0) / 70.0 + 5)
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); // 5 - 15 damage
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timer.Start();
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_defenders.Add(defender);
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}
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private class InternalTimer : Timer
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{
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private readonly double DamagePerTick;
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private readonly Mobile m_Defender;
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private double m_DamageRemaining;
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private double m_DamageToDo;
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// 3 seconds at 0.25 seconds apart = 12. Confirm delay in between of 0.25 each.
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public InternalTimer(Mobile defender, int totalDamage) : base(
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TimeSpan.Zero,
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TimeSpan.FromSeconds(0.25),
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12
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)
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{
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m_Defender = defender;
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m_DamageRemaining = totalDamage;
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DamagePerTick = (double)totalDamage / 12 + .01;
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}
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protected override void OnTick()
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{
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if (!m_Defender.Alive || m_DamageRemaining <= 0)
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{
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Stop();
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_defenders.Remove(m_Defender);
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return;
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}
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m_DamageRemaining -= DamagePerTick;
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m_DamageToDo += DamagePerTick;
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if (m_DamageRemaining <= 0 && m_DamageToDo < 1)
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{
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m_DamageToDo = 1.0; // Confirm this 'round up' at the end
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}
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var damage = (int)m_DamageToDo;
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if (damage > 0)
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{
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// m_Defender.Damage( damage, m_Attacker, false );
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m_Defender.Hits -= damage; // Don't show damage, don't disrupt
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m_DamageToDo -= damage;
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}
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if (!m_Defender.Alive || m_DamageRemaining <= 0)
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{
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Stop();
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_defenders.Remove(m_Defender);
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}
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}
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}
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}
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}
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