ModernUO/Scripts/Engines/Virtues/Honor.cs
2006-06-15 04:14:30 +00:00

412 lines
No EOL
9.8 KiB
C#

using System;
using Server;
using Server.Mobiles;
using Server.Targeting;
namespace Server
{
public class HonorVirtue
{
private static readonly TimeSpan LossDelay = TimeSpan.FromDays( 7.0 );
private static readonly int LossAmount = 500;
private static readonly TimeSpan UseDelay = TimeSpan.FromMinutes( 5.0 );
public static void Initialize()
{
VirtueGump.Register( 107, new OnVirtueUsed( OnVirtueUsed ) );
}
public static void CheckAtrophy( Mobile from )
{
PlayerMobile pm = from as PlayerMobile;
if ( pm == null )
return;
try
{
if ( (pm.LastHonorLoss + LossDelay) < DateTime.Now )
{
if ( VirtueHelper.Atrophy( from, VirtueName.Honor, LossAmount ) )
from.SendLocalizedMessage( 1063227 ); // You have lost some Honor.
pm.LastHonorLoss = DateTime.Now;
}
}
catch
{
}
}
private static void OnVirtueUsed( Mobile from )
{
if ( from.Alive )
{
from.SendLocalizedMessage( 1063160 ); // Target what you wish to honor.
from.Target = new InternalTarget();
}
}
private class InternalTarget : Target
{
public InternalTarget() : base( 12, false, TargetFlags.None )
{
CheckLOS = true;
}
protected override void OnTarget( Mobile from, object targeted )
{
PlayerMobile pm = from as PlayerMobile;
if ( pm == null )
return;
if ( targeted == pm )
EmbraceHonor( pm );
else if ( targeted is Mobile )
Honor( pm, (Mobile) targeted );
}
protected override void OnTargetOutOfRange( Mobile from, object targeted )
{
from.SendLocalizedMessage( 1063232 ); // You are too far away to honor your opponent
}
}
private static int GetHonorDuration( PlayerMobile from )
{
switch ( VirtueHelper.GetLevel( from, VirtueName.Honor ) )
{
case VirtueLevel.Seeker: return 30;
case VirtueLevel.Follower: return 90;
case VirtueLevel.Knight: return 300;
default: return 0 ;
}
}
private static void EmbraceHonor( PlayerMobile pm )
{
if ( pm.HonorActive )
{
pm.SendLocalizedMessage( 1063230 ); // You must wait awhile before you can embrace honor again.
return;
}
int duration = GetHonorDuration( pm );
if ( duration == 0 )
{
pm.SendLocalizedMessage( 1063234 ); // You do not have enough honor to do that
return;
}
TimeSpan waitTime = DateTime.Now - pm.LastHonorUse;
if ( waitTime < UseDelay )
{
TimeSpan remainingTime = UseDelay - waitTime;
int remainingMinutes = (int) Math.Ceiling( remainingTime.TotalMinutes );
pm.SendLocalizedMessage( 1063240, remainingMinutes.ToString() ); // You must wait ~1_HONOR_WAIT~ minutes before embracing honor again
return;
}
int usedPoints = pm.Virtues.Honor / 20;
VirtueHelper.Atrophy( pm, VirtueName.Honor, usedPoints );
pm.HonorActive = true;
pm.SendLocalizedMessage( 1063235 ); // You embrace your honor
Timer.DelayCall( TimeSpan.FromSeconds( duration ),
delegate() {
pm.HonorActive = false;
pm.LastHonorUse = DateTime.Now;
pm.SendLocalizedMessage( 1063236 ); // You no longer embrace your honor
} );
}
private static void Honor( PlayerMobile source, Mobile target )
{
IHonorTarget honorTarget = target as IHonorTarget;
if ( honorTarget == null || !source.CanBeHarmful( target, true ) )
return;
if ( honorTarget.ReceivedHonorContext != null )
{
if ( honorTarget.ReceivedHonorContext.Source == source )
return;
if ( honorTarget.ReceivedHonorContext.CheckDistance() )
{
source.SendLocalizedMessage( 1063233 ); // Somebody else is honoring this opponent
return;
}
}
if ( target.Hits < target.HitsMax )
{
source.SendLocalizedMessage( 1063166 ); // You cannot honor this monster because it is too damaged.
return;
}
if ( source.SentHonorContext != null )
source.SentHonorContext.Cancel();
new HonorContext( source, target );
source.Direction = source.GetDirectionTo( target );
if ( !source.Mounted )
source.Animate( 32, 5, 1, true, true, 0 );
// OSI apparently removed this message... it's nice though
source.Say( 1063231 ); // I honor you
}
}
public interface IHonorTarget
{
HonorContext ReceivedHonorContext{ get; set; }
}
public class HonorContext
{
private PlayerMobile m_Source;
private Mobile m_Target;
private int m_HonorDamageTwentieths;
private int m_TotalDamage;
private int m_Perfection;
private enum FirstHit
{
NotDelivered,
Delivered,
Granted
}
private FirstHit m_FirstHit;
private bool m_Poisoned;
private Point3D m_InitialLocation;
private Map m_InitialMap;
private InternalTimer m_Timer;
public PlayerMobile Source{ get{ return m_Source; } }
public Mobile Target{ get{ return m_Target; } }
public HonorContext( PlayerMobile source, Mobile target )
{
m_Source = source;
m_Target = target;
m_FirstHit = FirstHit.NotDelivered;
m_Poisoned = false;
m_InitialLocation = source.Location;
m_InitialMap = source.Map;
source.SentHonorContext = this;
((IHonorTarget)target).ReceivedHonorContext = this;
m_Timer = new InternalTimer( this );
m_Timer.Start();
}
public void OnSourceDamaged( Mobile from, int amount )
{
if ( from != m_Target )
return;
if ( m_FirstHit == FirstHit.NotDelivered )
m_FirstHit = FirstHit.Granted;
}
public void OnTargetPoisoned()
{
m_Poisoned = true; // Set this flag for OnTargetDamaged which will be called next
}
public void OnTargetDamaged( Mobile from, int amount )
{
if ( m_FirstHit == FirstHit.NotDelivered )
m_FirstHit = FirstHit.Delivered;
if ( m_Poisoned )
{
m_TotalDamage += amount * 2;
m_Poisoned = false; // Reset the flag
return;
}
m_TotalDamage += amount;
if ( from == m_Source )
{
if ( m_Target.CanSee( m_Source ) && m_Target.InLOS( m_Source ) && ( m_Source.InRange( m_Target, 1 )
|| ( m_Source.Location == m_InitialLocation && m_Source.Map == m_InitialMap ) ) )
{
m_HonorDamageTwentieths += amount * 20;
}
else
{
m_HonorDamageTwentieths += amount * 2;
}
}
else if ( from is BaseCreature && ((BaseCreature)from).GetMaster() == from )
{
m_HonorDamageTwentieths += amount;
}
}
public void OnTargetHit( Mobile from )
{
if ( from != m_Source || m_Perfection == 100 )
return;
int bushido = (int) from.Skills.Bushido.Value;
if ( bushido < 50 )
return;
m_Perfection += bushido / 10;
if ( m_Perfection >= 100 )
{
m_Perfection = 100;
m_Source.SendLocalizedMessage( 1063254 ); // You have Achieved Perfection in inflicting damage to this opponent!
}
else
{
m_Source.SendLocalizedMessage( 1063255 ); // You gain in Perfection as you precisely strike your opponent.
}
}
public void OnTargetMissed( Mobile from )
{
if ( from != m_Source || m_Perfection == 0 )
return;
m_Perfection -= 25;
if ( m_Perfection <= 0 )
{
m_Perfection = 0;
m_Source.SendLocalizedMessage( 1063256 ); // You have lost all Perfection in fighting this opponent.
}
else
{
m_Source.SendLocalizedMessage( 1063257 ); // You have lost some Perfection in fighting this opponent.
}
}
public void OnSourceBeneficialAction( Mobile to )
{
if ( to != m_Target )
return;
if ( m_Perfection >= 0 )
{
m_Perfection = 0;
m_Source.SendLocalizedMessage( 1063256 ); // You have lost all Perfection in fighting this opponent.
}
}
public void OnSourceKilled()
{
Cancel();
}
public void OnTargetKilled()
{
Cancel();
int targetFame = m_Target.Fame;
if ( m_Perfection > 0 )
{
int restore = Math.Min( m_Perfection * ( targetFame + 5000 ) / 25000, 10 );
m_Source.Hits += restore;
m_Source.Stam += restore;
m_Source.Mana += restore;
}
if ( m_Source.Virtues.Honor > targetFame )
return;
double dGain = ( targetFame * m_HonorDamageTwentieths ) / (double)( 20 * m_TotalDamage );
dGain = dGain * dGain / 2000000.0;
if ( m_FirstHit == FirstHit.Granted )
dGain *= 1.1; // Is this correct?
int gain = Math.Min( (int)dGain, 200 );
if ( gain <= 0 )
return;
if ( VirtueHelper.IsHighestPath( m_Source, VirtueName.Honor ) )
{
m_Source.SendLocalizedMessage( 1063228 ); // You cannot gain more Honor.
return;
}
bool gainedPath = false;
if ( VirtueHelper.Award( m_Source, VirtueName.Honor, (int) gain, ref gainedPath ) )
{
if ( gainedPath )
m_Source.SendLocalizedMessage( 1063226 ); // You have gained a path in Honor!
else
m_Source.SendLocalizedMessage( 1063225 ); // You have gained in Honor.
}
}
public void ApplyPerfectionDamageBonus( ref double factor )
{
if ( m_Perfection > 0 )
factor *= 1.0 + (m_Perfection / 100.0);
}
public void ApplyPerfectionLuckBonus( ref int luck )
{
if ( m_Perfection > 0 )
luck += (m_Perfection * m_Perfection) / 10;
}
public bool CheckDistance()
{
if ( m_Source.Map == Map.Internal || m_Source.Map != m_Target.Map || !m_Source.InRange( m_Target, 24 ) )
{
Cancel();
return false;
}
return true;
}
public void Cancel()
{
m_Source.SentHonorContext = null;
((IHonorTarget)m_Target).ReceivedHonorContext = null;
m_Timer.Stop();
}
private class InternalTimer : Timer
{
private HonorContext m_Context;
public InternalTimer( HonorContext context ) : base( TimeSpan.FromSeconds( 1.0 ), TimeSpan.FromSeconds( 1.0 ) )
{
m_Context = context;
}
protected override void OnTick()
{
m_Context.CheckDistance();
}
}
}
}