ModernUO/Projects/Scripts/Items/Skill Items/Ninjitsu/NinjaWeapons.cs
2019-08-02 18:16:11 -07:00

311 lines
9 KiB
C#

using System;
using Server.ContextMenus;
using Server.Mobiles;
using Server.SkillHandlers;
using Server.Spells.Chivalry;
using Server.Spells.Necromancy;
using Server.Spells.Ninjitsu;
using Server.Targeting;
/*
* There really was no prettier way to do this, other than the one
* suggestion to make a rigged baseninjaweapon class that bypasses its
* own serialization, due to the way these weapons were originaly coded.
*/
namespace Server.Items
{
public interface INinjaAmmo : IUsesRemaining
{
int PoisonCharges{ get; set; }
Poison Poison{ get; set; }
}
public interface INinjaWeapon : IUsesRemaining
{
int NoFreeHandMessage{ get; }
int EmptyWeaponMessage{ get; }
int RecentlyUsedMessage{ get; }
int FullWeaponMessage{ get; }
int WrongAmmoMessage{ get; }
Type AmmoType{ get; }
int PoisonCharges{ get; set; }
Poison Poison{ get; set; }
int WeaponDamage{ get; }
int WeaponMinRange{ get; }
int WeaponMaxRange{ get; }
void AttackAnimation(Mobile from, Mobile to);
}
public class NinjaWeapon
{
private const int MaxUses = 10;
public static void AttemptShoot(PlayerMobile from, INinjaWeapon weapon)
{
if (CanUseWeapon(from, weapon))
from.BeginTarget(weapon.WeaponMaxRange, false, TargetFlags.Harmful, OnTarget, weapon);
}
private static void Shoot(PlayerMobile from, Mobile target, INinjaWeapon weapon)
{
if (from != target && CanUseWeapon(from, weapon) && from.CanBeHarmful(target))
{
if (weapon.WeaponMinRange == 0 || !from.InRange(target, weapon.WeaponMinRange))
{
from.NinjaWepCooldown = true;
from.Direction = from.GetDirectionTo(target);
from.RevealingAction();
weapon.AttackAnimation(from, target);
ConsumeUse(weapon);
if (CombatCheck(from, target))
Timer.DelayCall(TimeSpan.FromSeconds(1.0), () => OnHit(from, target, weapon));
Timer.DelayCall(TimeSpan.FromSeconds(2.5), ResetUsing, from);
}
else
{
from.SendLocalizedMessage(1063303); // Your target is too close!
}
}
}
private static void ResetUsing(PlayerMobile from)
{
from.NinjaWepCooldown = false;
}
private static void Unload(Mobile from, INinjaWeapon weapon)
{
if (weapon.UsesRemaining > 0)
{
INinjaAmmo ammo = Activator.CreateInstance(weapon.AmmoType, weapon.UsesRemaining) as INinjaAmmo;
ammo.Poison = weapon.Poison;
ammo.PoisonCharges = weapon.PoisonCharges;
from.AddToBackpack((Item)ammo);
weapon.UsesRemaining = 0;
weapon.PoisonCharges = 0;
weapon.Poison = null;
}
}
private static void Reload(PlayerMobile from, INinjaWeapon weapon, INinjaAmmo ammo)
{
if (weapon.UsesRemaining < MaxUses)
{
int need = Math.Min(MaxUses - weapon.UsesRemaining, ammo.UsesRemaining);
if (need > 0)
{
if (weapon.Poison != null && (ammo.Poison == null || weapon.Poison.Level > ammo.Poison.Level))
{
from.SendLocalizedMessage(1070767); // Loaded projectile is stronger, unload it first
}
else
{
if (weapon.UsesRemaining > 0)
if (weapon.Poison == null && ammo.Poison != null
|| weapon.Poison != null && ammo.Poison != null && weapon.Poison.Level != ammo.Poison.Level)
{
Unload(from, weapon);
need = Math.Min(MaxUses, ammo.UsesRemaining);
}
int poisonneeded = Math.Min(MaxUses - weapon.PoisonCharges, ammo.PoisonCharges);
weapon.UsesRemaining += need;
weapon.PoisonCharges += poisonneeded;
if (weapon.PoisonCharges > 0) weapon.Poison = ammo.Poison;
ammo.PoisonCharges -= poisonneeded;
ammo.UsesRemaining -= need;
if (ammo.UsesRemaining < 1)
((Item)ammo).Delete();
else if (ammo.PoisonCharges < 1) ammo.Poison = null;
}
} // "else" here would mean they targeted "ammo" with 0 uses. undefined behavior.
}
else
{
from.SendLocalizedMessage(weapon.FullWeaponMessage);
}
}
private static void ConsumeUse(INinjaWeapon weapon)
{
if (weapon.UsesRemaining > 0)
{
weapon.UsesRemaining--;
if (weapon.UsesRemaining < 1)
{
weapon.PoisonCharges = 0;
weapon.Poison = null;
}
}
}
private static bool CanUseWeapon(PlayerMobile from, INinjaWeapon weapon)
{
if (WeaponIsValid(weapon, from))
{
if (weapon.UsesRemaining > 0)
{
if (!from.NinjaWepCooldown)
{
if (BasePotion.HasFreeHand(from)) return true;
from.SendLocalizedMessage(weapon.NoFreeHandMessage);
}
else
{
from.SendLocalizedMessage(weapon.RecentlyUsedMessage);
}
}
else
{
from.SendLocalizedMessage(weapon.EmptyWeaponMessage);
}
}
return false;
}
private static bool CombatCheck(Mobile attacker, Mobile defender) /* mod'd from baseweapon */
{
BaseWeapon defWeapon = defender.Weapon as BaseWeapon;
Skill atkSkill = defender.Skills.Ninjitsu;
// Skill defSkill = defender.Skills[defWeapon.Skill];
double atSkillValue = attacker.Skills.Ninjitsu.Value;
double defSkillValue = defWeapon?.GetDefendSkillValue(attacker, defender) ?? 0.0;
if (defSkillValue <= -20.0) defSkillValue = -19.9;
double attackValue = AosAttributes.GetValue(attacker, AosAttribute.AttackChance);
if (DivineFurySpell.UnderEffect(attacker)) attackValue += 10;
if (AnimalForm.UnderTransformation(attacker, typeof(GreyWolf)) ||
AnimalForm.UnderTransformation(attacker, typeof(BakeKitsune))) attackValue += 20;
if (HitLower.IsUnderAttackEffect(attacker)) attackValue -= 25;
if (attackValue > 45) attackValue = 45;
attackValue = (atSkillValue + 20.0) * (100 + attackValue);
double defenseValue = AosAttributes.GetValue(defender, AosAttribute.DefendChance);
if (DivineFurySpell.UnderEffect(defender)) defenseValue -= 20;
if (HitLower.IsUnderDefenseEffect(defender)) defenseValue -= 25;
int refBonus = 0;
if (Block.GetBonus(defender, ref refBonus)) defenseValue += refBonus;
if (Discordance.GetEffect(attacker, ref refBonus)) defenseValue -= refBonus;
if (defenseValue > 45) defenseValue = 45;
defenseValue = (defSkillValue + 20.0) * (100 + defenseValue);
double chance = attackValue / (defenseValue * 2.0);
if (chance < 0.02) chance = 0.02;
return attacker.CheckSkill(atkSkill.SkillName, chance);
}
private static void OnHit(Mobile from, Mobile target, INinjaWeapon weapon)
{
if (!from.CanBeHarmful(target))
return;
from.DoHarmful(target);
AOS.Damage(target, from, weapon.WeaponDamage, 100, 0, 0, 0, 0);
if (weapon.Poison != null && weapon.PoisonCharges > 0)
{
if (EvilOmenSpell.TryEndEffect(target))
target.ApplyPoison(from, Poison.GetPoison(weapon.Poison.Level + 1));
else
target.ApplyPoison(from, weapon.Poison);
weapon.PoisonCharges--;
if (weapon.PoisonCharges < 1) weapon.Poison = null;
}
}
private static void OnTarget(Mobile from, object targeted, INinjaWeapon weapon)
{
PlayerMobile player = from as PlayerMobile;
if (WeaponIsValid(weapon, from))
{
if (targeted is Mobile mobile)
Shoot(player, mobile, weapon);
else if (targeted.GetType() == weapon.AmmoType)
Reload(player, weapon, (INinjaAmmo)targeted);
else
player.SendLocalizedMessage(weapon.WrongAmmoMessage);
}
}
private static bool WeaponIsValid(INinjaWeapon weapon, Mobile from)
{
Item item = weapon as Item;
return !item.Deleted && item.RootParent == from;
}
public class LoadEntry : ContextMenuEntry
{
private INinjaWeapon weapon;
public LoadEntry(INinjaWeapon wep, int entry)
: base(entry, 0)
{
weapon = wep;
}
public override void OnClick()
{
if (WeaponIsValid(weapon, Owner.From))
Owner.From.BeginTarget(10, false, TargetFlags.Harmful, OnTarget, weapon);
}
}
public class UnloadEntry : ContextMenuEntry
{
private INinjaWeapon weapon;
public UnloadEntry(INinjaWeapon wep, int entry)
: base(entry, 0)
{
weapon = wep;
Enabled = weapon.UsesRemaining > 0;
}
public override void OnClick()
{
if (WeaponIsValid(weapon, Owner.From)) Unload(Owner.From, weapon);
}
}
}
}