191 lines
4.7 KiB
C#
191 lines
4.7 KiB
C#
using System;
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using Server;
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using Server.Items;
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using Server.Network;
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using Server.Mobiles;
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using Server.Spells;
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namespace Server.Engines.XmlSpawner2
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{
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public class XmlLightning : XmlAttachment
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{
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private int m_Damage = 0;
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private TimeSpan m_Refractory = TimeSpan.FromSeconds(5); // 5 seconds default time between activations
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private DateTime m_EndTime;
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private int proximityrange = 5; // default movement activation from 5 tiles away
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[CommandProperty( AccessLevel.GameMaster )]
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public int Damage { get{ return m_Damage; } set { m_Damage = value; } }
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[CommandProperty( AccessLevel.GameMaster )]
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public TimeSpan Refractory { get { return m_Refractory; } set { m_Refractory = value; } }
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[CommandProperty( AccessLevel.GameMaster )]
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public int Range { get { return proximityrange; } set { proximityrange = value; } }
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// These are the various ways in which the message attachment can be constructed.
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// These can be called via the [addatt interface, via scripts, via the spawner ATTACH keyword.
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// Other overloads could be defined to handle other types of arguments
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// a serial constructor is REQUIRED
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public XmlLightning(ASerial serial) : base(serial)
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{
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}
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[Attachable]
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public XmlLightning(int damage)
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{
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m_Damage = damage;
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}
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[Attachable]
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public XmlLightning(int damage, double refractory)
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{
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m_Damage = damage;
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Refractory = TimeSpan.FromSeconds(refractory);
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}
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[Attachable]
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public XmlLightning(int damage, double refractory, double expiresin)
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{
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m_Damage = damage;
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Expiration = TimeSpan.FromMinutes(expiresin);
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Refractory = TimeSpan.FromSeconds(refractory);
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}
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// note that this method will be called when attached to either a mobile or a weapon
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// when attached to a weapon, only that weapon will do additional damage
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// when attached to a mobile, any weapon the mobile wields will do additional damage
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public override void OnWeaponHit(Mobile attacker, Mobile defender, BaseWeapon weapon, int damageGiven)
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{
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// if it is still refractory then return
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if(DateTime.UtcNow < m_EndTime) return;
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int damage = 0;
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if(m_Damage > 0)
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damage = Utility.Random(m_Damage);
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if(defender != null && attacker != null && damage > 0)
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{
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defender.BoltEffect( 0 );
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SpellHelper.Damage( TimeSpan.Zero, defender, attacker, damage, 0, 0, 0, 0, 100 );
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m_EndTime = DateTime.UtcNow + Refractory;
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}
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}
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//public override bool HandlesOnMovement { get { return true; } }
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// restrict the movement detection feature to non-movable items
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public override bool HandlesOnMovement
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{
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get
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{
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if(AttachedTo is Item && !((Item)AttachedTo).Movable)
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return true;
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else
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return false;
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}
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}
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public override void OnMovement(MovementEventArgs e )
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{
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base.OnMovement(e);
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if(e.Mobile == null || e.Mobile.AccessLevel > AccessLevel.Player) return;
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if(AttachedTo is Item && (((Item)AttachedTo).Parent == null) && Utility.InRange( e.Mobile.Location, ((Item)AttachedTo).Location, proximityrange ))
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{
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OnTrigger(null, e.Mobile);
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}
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else
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return;
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize(writer);
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writer.Write( (int) 1 );
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// version 1
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writer.Write(proximityrange);
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// version 0
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writer.Write(m_Damage);
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writer.Write(m_Refractory);
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writer.Write(m_EndTime - DateTime.UtcNow);
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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switch(version)
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{
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case 1:
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proximityrange = reader.ReadInt();
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goto case 0;
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case 0:
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// version 0
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m_Damage = reader.ReadInt();
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Refractory = reader.ReadTimeSpan();
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TimeSpan remaining = reader.ReadTimeSpan();
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m_EndTime = DateTime.UtcNow + remaining;
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break;
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}
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}
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public override string OnIdentify(Mobile from)
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{
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string msg = null;
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if(Expiration > TimeSpan.Zero)
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{
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msg = String.Format("Lightning Damage {0} expires in {1} mins", m_Damage, Expiration.TotalMinutes);
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}
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else
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{
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msg = String.Format("Lightning Damage {0}",m_Damage);
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}
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if(Refractory > TimeSpan.Zero)
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{
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return String.Format("{0} - {1} secs between uses",msg, Refractory.TotalSeconds);
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}
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else
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return msg;
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}
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public override void OnTrigger(object activator, Mobile m)
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{
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if(m == null ) return;
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// if it is still refractory then return
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if(DateTime.UtcNow < m_EndTime) return;
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int damage = 0;
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if(m_Damage > 0)
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damage = Utility.Random(m_Damage);
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if(damage > 0)
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{
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m.BoltEffect( 0 );
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SpellHelper.Damage( TimeSpan.Zero, m, damage, 0, 0, 0, 0, 100 );
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}
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m_EndTime = DateTime.UtcNow + Refractory;
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}
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}
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}
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