ModernUO/Projects/UOContent/Spells/Bushido/Evasion.cs
2022-11-01 00:49:20 -07:00

242 lines
7.1 KiB
C#

using System;
using System.Collections.Generic;
using Server.Items;
namespace Server.Spells.Bushido
{
public class Evasion : SamuraiSpell
{
private static readonly SpellInfo _info = new(
"Evasion",
null,
-1,
9002
);
private static readonly Dictionary<Mobile, TimerExecutionToken> _table = new();
public Evasion(Mobile caster, Item scroll) : base(caster, scroll, _info)
{
}
public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(0.25);
public override double RequiredSkill => 60.0;
public override int RequiredMana => 10;
public override bool CheckCast() => VerifyCast(Caster, true) && base.CheckCast();
public static bool VerifyCast(Mobile caster, bool messages)
{
if (caster == null) // Sanity
{
return false;
}
var weap =
caster.FindItemOnLayer<BaseWeapon>(Layer.OneHanded) ??
caster.FindItemOnLayer<BaseWeapon>(Layer.TwoHanded);
if (weap == null)
{
if (caster.FindItemOnLayer(Layer.TwoHanded) is not BaseShield)
{
if (messages)
{
// You must have a weapon or a shield equipped to use this ability!
caster.SendLocalizedMessage(1062944);
}
return false;
}
}
else
{
if (Core.ML && caster.Skills[weap.Skill].Base < 50)
{
if (messages)
{
// Your skill with your equipped weapon must be 50 or higher to use Evasion.
caster.SendLocalizedMessage(1076206);
}
return false;
}
}
if (!caster.CanBeginAction<Evasion>())
{
if (messages)
{
caster.SendLocalizedMessage(501789); // You must wait before trying again.
}
return false;
}
return true;
}
public static bool CheckSpellEvasion(Mobile defender)
{
var weap =
defender.FindItemOnLayer<BaseWeapon>(Layer.OneHanded) ??
defender.FindItemOnLayer<BaseWeapon>(Layer.TwoHanded);
if (Core.ML)
{
if (defender.Spell?.IsCasting == true)
{
return false;
}
if (weap != null)
{
if (defender.Skills[weap.Skill].Base < 50)
{
return false;
}
}
else if (defender.FindItemOnLayer(Layer.TwoHanded) is not BaseShield)
{
return false;
}
}
if (IsEvading(defender) && BaseWeapon.CheckParry(defender))
{
defender.Emote("*evades*"); // Yes. Eew. Blame OSI.
defender.FixedEffect(0x37B9, 10, 16);
return true;
}
return false;
}
public override void OnBeginCast()
{
base.OnBeginCast();
Caster.FixedEffect(0x37C4, 10, 7, 4, 3);
}
public override void OnCast()
{
if (CheckSequence())
{
Caster.SendLocalizedMessage(1063120); // You feel that you might be able to deflect any attack!
Caster.FixedParticles(0x376A, 1, 20, 0x7F5, 0x960, 3, EffectLayer.Waist);
Caster.PlaySound(0x51B);
OnCastSuccessful(Caster);
BeginEvasion(Caster);
Caster.BeginAction<Evasion>();
Timer.StartTimer(TimeSpan.FromSeconds(20.0), Caster.EndAction<Evasion>);
}
FinishSequence();
}
public static bool IsEvading(Mobile m) => _table.ContainsKey(m);
public static TimeSpan GetEvadeDuration(Mobile m)
{
/* Evasion duration now scales with Bushido skill
*
* If the player has higher than GM Bushido, and GM Tactics and Anatomy, they get a 1 second bonus
* Evasion duration range:
* o 3-6 seconds w/o tactics/anatomy
* o 6-7 seconds w/ GM+ Bushido and GM tactics/anatomy
*/
if (!Core.ML)
{
return TimeSpan.FromSeconds(8.0);
}
double seconds = 3;
if (m.Skills.Bushido.Value > 60)
{
seconds += (m.Skills.Bushido.Value - 60) / 20;
}
// Bushido being HIGHER than 100 for bonus is intended
if (m.Skills.Anatomy.Value >= 100.0 && m.Skills.Tactics.Value >= 100.0 && m.Skills.Bushido.Value > 100.0)
{
seconds++;
}
return TimeSpan.FromSeconds((int)seconds);
}
public static double GetParryScalar(Mobile m)
{
/* Evasion modifier to parry now scales with Bushido skill
*
* If the player has higher than GM Bushido, and at least GM Tactics and Anatomy, they get a bonus to their evasion modifier (10% bonus to the evasion modifier to parry NOT 10% to the final parry chance)
*
* Bonus modifier to parry range: (these are the ranges for the evasion modifier)
* o 16-40% bonus w/o tactics/anatomy
* o 42-50% bonus w/ GM+ bushido and GM tactics/anatomy
*/
if (!Core.ML)
{
return 1.5;
}
double bonus = 0;
if (m.Skills.Bushido.Value >= 60)
{
bonus += (m.Skills.Bushido.Value - 60) * .004 + 0.16;
}
// Bushido being HIGHER than 100 for bonus is intended
if (m.Skills.Anatomy.Value >= 100 && m.Skills.Tactics.Value >= 100 && m.Skills.Bushido.Value > 100)
{
bonus += 0.10;
}
return 1.0 + bonus;
}
public static void BeginEvasion(Mobile m)
{
StopEvasionTimer(m);
Timer.StartTimer(GetEvadeDuration(m),
() =>
{
EndEvasion(m);
m.SendLocalizedMessage(1063121); // You no longer feel that you could deflect any attack.
},
out var timerToken
);
_table[m] = timerToken;
}
private static bool StopEvasionTimer(Mobile m)
{
if (_table.Remove(m, out var timer))
{
timer.Cancel();
return true;
}
return false;
}
public static void EndEvasion(Mobile m)
{
if (StopEvasionTimer(m))
{
OnEffectEnd(m, typeof(Evasion));
}
}
}
}