RunUO/Scripts/Regions/DungeonTrapRegion.cs

66 lines
2.4 KiB
C#

using System;
using Server;
using Server.Mobiles;
using System.Xml;
namespace Server.Regions
{
public class DungeonTrapRegion : DungeonRegion
{
public DungeonTrapRegion(XmlElement xml, Map map, Region parent) : base(xml, map, parent)
{
}
public override void OnLocationChanged(Mobile m, Point3D oldLocation)
{
base.OnLocationChanged(m, oldLocation);
if (m is PlayerMobile pm && pm.Alive && pm.AccessLevel == AccessLevel.Player && m.Location != oldLocation)
{
// We are using 2% (0.02) base chance per step.
if (Utility.RandomDouble() < 0.02)
{
EvaluateTrapSequence(pm);
}
}
}
private void EvaluateTrapSequence(PlayerMobile pm)
{
// --- TIER 1: PASSIVE SEARCHING (Detect Hidden) ---
if (pm.Skills[SkillName.DetectHidden].Value >= 5.0)
{
if (pm.CheckSkill(SkillName.DetectHidden, 0.0, 125.0))
{
pm.PlaySound(pm.Female ? 778 : 1049); // Plays a female/male gasp or sigh
//pm.LocalOverheadMessage(Server.Network.MessageType.Emote, 0x3B2, false, "You notice a hidden floor mechanism and carefully step around it.");
return;
}
}
// --- TIER 2: TRAP AVOIDANCE (Remove Trap) ---
if (pm.Skills[SkillName.RemoveTrap].Value >= 5.0)
{
if (pm.CheckSkill(SkillName.RemoveTrap, 0.0, 125.0))
{
pm.PlaySound(0x241);
//pm.LocalOverheadMessage(Server.Network.MessageType.Emote, 0x3B2, false, "Your experience with traps allows you to safely bypass a hidden trigger.");
return;
}
}
// --- TIER 3: LUCK ---
// A simple scale: 1000 Luck = 10% chance to avoid. 2000 Luck = 20% chance.
double luckChance = pm.Luck / 10000.0;
if (Utility.RandomDouble() < luckChance)
{
pm.PlaySound(0x241);
//pm.LocalOverheadMessage(Server.Network.MessageType.Emote, 0x3B2, false, "With luck on your side, the trap mechanism fails to trigger.");
return;
}
// If they failed all three avoidance checks the trap is sprung.
CustomDungeonTraps.TriggerRandomTrap(pm);
}
}
}