ModernUO/Projects/Scripts/Items/Weapons/Abilities/ParalyzingBlow.cs
2019-08-02 18:16:11 -07:00

122 lines
3.4 KiB
C#

using System;
using System.Collections.Generic;
namespace Server.Items
{
/// <summary>
/// A successful Paralyzing Blow will leave the target stunned, unable to move, attack, or cast spells, for a few seconds.
/// </summary>
public class ParalyzingBlow : WeaponAbility
{
public static readonly TimeSpan PlayerFreezeDuration = TimeSpan.FromSeconds(3.0);
public static readonly TimeSpan NPCFreezeDuration = TimeSpan.FromSeconds(6.0);
public static readonly TimeSpan FreezeDelayDuration = TimeSpan.FromSeconds(8.0);
private static Dictionary<Mobile, InternalTimer> m_Table = new Dictionary<Mobile, InternalTimer>();
public override int BaseMana => 30;
// No longer active in pub21:
/*public override bool CheckSkills( Mobile from )
{
if ( !base.CheckSkills( from ) )
return false;
if ( !(from.Weapon is Fists) )
return true;
Skill skill = from.Skills.Anatomy;
if ( skill?.Base >= 80.0 )
return true;
from.SendLocalizedMessage( 1061811 ); // You lack the required anatomy skill to perform that attack!
return false;
}*/
public override bool RequiresTactics(Mobile from)
{
return !(from.Weapon is BaseWeapon weapon && weapon.Skill == SkillName.Wrestling);
}
public override bool OnBeforeSwing(Mobile attacker, Mobile defender)
{
if (defender.Paralyzed)
{
attacker.SendLocalizedMessage(1061923); // The target is already frozen.
return false;
}
return true;
}
public override void OnHit(Mobile attacker, Mobile defender, int damage)
{
if (!Validate(attacker) || !CheckMana(attacker, true))
return;
ClearCurrentAbility(attacker);
if (IsImmune(defender)) //Intentionally going after Mana consumption
{
attacker.SendLocalizedMessage(1070804); // Your target resists paralysis.
defender.SendLocalizedMessage(1070813); // You resist paralysis.
return;
}
defender.FixedEffect(0x376A, 9, 32);
defender.PlaySound(0x204);
attacker.SendLocalizedMessage(1060163); // You deliver a paralyzing blow!
defender.SendLocalizedMessage(1060164); // The attack has temporarily paralyzed you!
TimeSpan duration = defender.Player ? PlayerFreezeDuration : NPCFreezeDuration;
// Treat it as paralyze not as freeze, effect must be removed when damaged.
defender.Paralyze(duration);
BeginImmunity(defender, duration + FreezeDelayDuration);
}
public static bool IsImmune(Mobile m)
{
return m_Table.ContainsKey(m);
}
public static void BeginImmunity(Mobile m, TimeSpan duration)
{
if (m_Table.TryGetValue(m, out InternalTimer timer))
timer?.Stop();
m_Table[m] = timer = new InternalTimer(m, duration);
timer.Start();
}
public static void EndImmunity(Mobile m)
{
if (m_Table.TryGetValue(m, out InternalTimer timer))
{
timer?.Stop();
m_Table.Remove(m);
}
}
private class InternalTimer : Timer
{
private Mobile m_Mobile;
public InternalTimer(Mobile m, TimeSpan duration) : base(duration)
{
m_Mobile = m;
Priority = TimerPriority.TwoFiftyMS;
}
protected override void OnTick()
{
EndImmunity(m_Mobile);
}
}
}
}