RunUO/Scripts/Items/Weapons/Abilities/FrenziedWhirlwind.cs

168 lines
No EOL
4.2 KiB
C#

using System;
using System.Collections;
using Server;
using Server.Spells;
using Server.Engines.PartySystem;
namespace Server.Items
{
/// <summary>
/// A quick attack to all enemies in range of your weapon that causes damage over time. Requires Bushido or Ninjitsu skill.
/// </summary>
public class FrenziedWhirlwind : WeaponAbility
{
public FrenziedWhirlwind()
{
}
public override bool CheckSkills( Mobile from )
{
if( GetSkill( from, SkillName.Ninjitsu ) < 50.0 && GetSkill( from, SkillName.Bushido ) < 50.0 )
{
from.SendLocalizedMessage( 1063347, "50" ); // You need ~1_SKILL_REQUIREMENT~ Bushido or Ninjitsu skill to perform that attack!
return false;
}
return base.CheckSkills( from );
}
public override int BaseMana { get { return 30; } }
private static Hashtable m_Registry = new Hashtable();
public static Hashtable Registry { get { return m_Registry; } }
public override void OnHit( Mobile attacker, Mobile defender, int damage )
{
if( !Validate( attacker ) ) //Mana check after check that there are targets
return;
ClearCurrentAbility( attacker );
Map map = attacker.Map;
if( map == null )
return;
BaseWeapon weapon = attacker.Weapon as BaseWeapon;
if( weapon == null )
return;
ArrayList list = new ArrayList();
foreach( Mobile m in attacker.GetMobilesInRange( 1 ) )
list.Add( m );
ArrayList targets = new ArrayList();
for( int i = 0; i < list.Count; ++i )
{
Mobile m = (Mobile)list[i];
if( m != defender && m != attacker && SpellHelper.ValidIndirectTarget( attacker, m ) )
{
if( m == null || m.Deleted || m.Map != attacker.Map || !m.Alive || !attacker.CanSee( m ) || !attacker.CanBeHarmful( m ) )
continue;
if( !attacker.InRange( m, weapon.MaxRange ) )
continue;
if( attacker.InLOS( m ) )
targets.Add( m );
}
}
if( targets.Count > 0 )
{
if( !CheckMana( attacker, true ) )
return;
attacker.FixedEffect( 0x3728, 10, 15 );
attacker.PlaySound( 0x2A1 );
// 5-15 damage
int amount = (int)(10.0 * ((Math.Max( attacker.Skills[SkillName.Bushido].Value, attacker.Skills[SkillName.Ninjitsu].Value ) - 50.0) / 70.0 + 5));
for( int i = 0; i < targets.Count; ++i )
{
Mobile m = (Mobile)targets[i];
attacker.DoHarmful( m, true );
Timer t = Registry[m] as Timer;
if( t != null )
{
t.Stop();
Registry.Remove( m );
}
t = new InternalTimer( attacker, m, amount );
t.Start();
Registry.Add( m, t );
}
Timer.DelayCall( TimeSpan.FromSeconds( 2.0 ), new TimerStateCallback( RepeatEffect ), attacker );
}
}
private void RepeatEffect( object state )
{
Mobile attacker = (Mobile)state;
attacker.FixedEffect( 0x3728, 10, 15 );
attacker.PlaySound( 0x2A1 );
}
private class InternalTimer : Timer
{
private Mobile m_Attacker;
private Mobile m_Defender;
private double m_DamageRemaining;
private double m_DamageToDo;
private readonly double DamagePerTick;
public InternalTimer( Mobile attacker, Mobile defender, int totalDamage )
: base( TimeSpan.Zero, TimeSpan.FromSeconds( 0.25 ), 12 ) // 3 seconds at .25 seconds apart = 12. Confirm delay inbetween of .25 each.
{
m_Attacker = attacker;
m_Defender = defender;
m_DamageRemaining = (double)totalDamage;
DamagePerTick = (double)totalDamage / 12 + 0.01;
Priority = TimerPriority.TwentyFiveMS;
}
protected override void OnTick()
{
if( !m_Defender.Alive || m_DamageRemaining <= 0 )
{
Stop();
Server.Items.FrenziedWhirlwind.Registry.Remove( m_Defender );
return;
}
m_DamageRemaining -= DamagePerTick;
m_DamageToDo += DamagePerTick;
if( m_DamageRemaining <= 0 && m_DamageToDo < 1 )
m_DamageToDo = 1.0; //Confirm this 'round up' at the end
int damage = (int)m_DamageToDo;
if( damage > 0 )
{
m_Defender.Damage( damage, m_Attacker );
m_DamageToDo -= damage;
}
if( !m_Defender.Alive || m_DamageRemaining <= 0 )
{
Stop();
Server.Items.FrenziedWhirlwind.Registry.Remove( m_Defender );
}
}
}
}
}