servuo/Scripts/Misc/SkillCheck.cs
2013-10-28 07:09:42 +00:00

430 lines
No EOL
16 KiB
C#

using System;
using Server.Factions;
using Server.Mobiles;
namespace Server.Misc
{
public class SkillCheck
{
private static readonly bool AntiMacroCode = !Core.ML; //Change this to false to disable anti-macro code
public static TimeSpan AntiMacroExpire = TimeSpan.FromMinutes(5.0); //How long do we remember targets/locations?
public const int Allowance = 3; //How many times may we use the same location/target for gain
private const int LocationSize = 5; //The size of eeach location, make this smaller so players dont have to move as far
private static readonly bool[] UseAntiMacro = new bool[]
{
// true if this skill uses the anti-macro code, false if it does not
false, // Alchemy = 0,
true, // Anatomy = 1,
true, // AnimalLore = 2,
true, // ItemID = 3,
true, // ArmsLore = 4,
false, // Parry = 5,
true, // Begging = 6,
false, // Blacksmith = 7,
false, // Fletching = 8,
true, // Peacemaking = 9,
true, // Camping = 10,
false, // Carpentry = 11,
false, // Cartography = 12,
false, // Cooking = 13,
true, // DetectHidden = 14,
true, // Discordance = 15,
true, // EvalInt = 16,
true, // Healing = 17,
true, // Fishing = 18,
true, // Forensics = 19,
true, // Herding = 20,
true, // Hiding = 21,
true, // Provocation = 22,
false, // Inscribe = 23,
true, // Lockpicking = 24,
true, // Magery = 25,
true, // MagicResist = 26,
false, // Tactics = 27,
true, // Snooping = 28,
true, // Musicianship = 29,
true, // Poisoning = 30,
false, // Archery = 31,
true, // SpiritSpeak = 32,
true, // Stealing = 33,
false, // Tailoring = 34,
true, // AnimalTaming = 35,
true, // TasteID = 36,
false, // Tinkering = 37,
true, // Tracking = 38,
true, // Veterinary = 39,
false, // Swords = 40,
false, // Macing = 41,
false, // Fencing = 42,
false, // Wrestling = 43,
true, // Lumberjacking = 44,
true, // Mining = 45,
true, // Meditation = 46,
true, // Stealth = 47,
true, // RemoveTrap = 48,
true, // Necromancy = 49,
false, // Focus = 50,
true, // Chivalry = 51
true, // Bushido = 52
true, //Ninjitsu = 53
true, // Spellweaving = 54
#region Stygian Abyss
true, // Mysticism = 55
true, // Imbuing = 56
false// Throwing = 57
#endregion
};
public static void Initialize()
{
Mobile.SkillCheckLocationHandler = new SkillCheckLocationHandler(XmlSpawnerSkillCheck.Mobile_SkillCheckLocation);
Mobile.SkillCheckDirectLocationHandler = new SkillCheckDirectLocationHandler(XmlSpawnerSkillCheck.Mobile_SkillCheckDirectLocation);
Mobile.SkillCheckTargetHandler = new SkillCheckTargetHandler(XmlSpawnerSkillCheck.Mobile_SkillCheckTarget);
Mobile.SkillCheckDirectTargetHandler = new SkillCheckDirectTargetHandler(XmlSpawnerSkillCheck.Mobile_SkillCheckDirectTarget);
}
public static bool Mobile_SkillCheckLocation(Mobile from, SkillName skillName, double minSkill, double maxSkill)
{
Skill skill = from.Skills[skillName];
if (skill == null)
return false;
double value = skill.Value;
if (value < minSkill)
return false; // Too difficult
else if (value >= maxSkill)
return true; // No challenge
double chance = (value - minSkill) / (maxSkill - minSkill);
Point2D loc = new Point2D(from.Location.X / LocationSize, from.Location.Y / LocationSize);
return CheckSkill(from, skill, loc, chance);
}
public static bool Mobile_SkillCheckDirectLocation(Mobile from, SkillName skillName, double chance)
{
Skill skill = from.Skills[skillName];
if (skill == null)
return false;
if (chance < 0.0)
return false; // Too difficult
else if (chance >= 1.0)
return true; // No challenge
Point2D loc = new Point2D(from.Location.X / LocationSize, from.Location.Y / LocationSize);
return CheckSkill(from, skill, loc, chance);
}
public static bool CheckSkill(Mobile from, Skill skill, object amObj, double chance)
{
if (from.Skills.Cap == 0)
return false;
bool success = (chance >= Utility.RandomDouble());
double gc = (double)(from.Skills.Cap - from.Skills.Total) / from.Skills.Cap;
gc += (skill.Cap - skill.Base) / skill.Cap;
gc /= 2;
gc += (1.0 - chance) * (success ? 0.5 : (Core.AOS ? 0.0 : 0.2));
gc /= 2;
gc *= skill.Info.GainFactor;
if (gc < 0.01)
gc = 0.01;
if (from is BaseCreature && ((BaseCreature)from).Controlled)
gc *= 2;
if (from.Alive && ((gc >= Utility.RandomDouble() && AllowGain(from, skill, amObj)) || skill.Base < 10.0))
Gain(from, skill);
return success;
}
public static bool Mobile_SkillCheckTarget(Mobile from, SkillName skillName, object target, double minSkill, double maxSkill)
{
Skill skill = from.Skills[skillName];
if (skill == null)
return false;
double value = skill.Value;
if (value < minSkill)
return false; // Too difficult
else if (value >= maxSkill)
return true; // No challenge
double chance = (value - minSkill) / (maxSkill - minSkill);
return CheckSkill(from, skill, target, chance);
}
public static bool Mobile_SkillCheckDirectTarget(Mobile from, SkillName skillName, object target, double chance)
{
Skill skill = from.Skills[skillName];
if (skill == null)
return false;
if (chance < 0.0)
return false; // Too difficult
else if (chance >= 1.0)
return true; // No challenge
return CheckSkill(from, skill, target, chance);
}
private static bool AllowGain(Mobile from, Skill skill, object obj)
{
if (Core.AOS && Faction.InSkillLoss(from)) //Changed some time between the introduction of AoS and SE.
return false;
#region SA
if (from is PlayerMobile && from.Race == Race.Gargoyle && skill.Info.SkillID == (int)SkillName.Archery)
return false;
else if (from is PlayerMobile && from.Race != Race.Gargoyle && skill.Info.SkillID == (int)SkillName.Throwing)
return false;
#endregion
if (AntiMacroCode && from is PlayerMobile && UseAntiMacro[skill.Info.SkillID])
return ((PlayerMobile)from).AntiMacroCheck(skill, obj);
else
return true;
}
public enum Stat
{
Str,
Dex,
Int
}
public static void Gain(Mobile from, Skill skill)
{
if (from.Region.IsPartOf(typeof(Regions.Jail)))
return;
if (from is BaseCreature && ((BaseCreature)from).IsDeadPet)
return;
if (skill.SkillName == SkillName.Focus && from is BaseCreature)
return;
if (skill.Base < skill.Cap && skill.Lock == SkillLock.Up)
{
int toGain = 1;
if (skill.Base <= 10.0)
toGain = Utility.Random(4) + 1;
Skills skills = from.Skills;
if (from.Player && (skills.Total / skills.Cap) >= Utility.RandomDouble())//( skills.Total >= skills.Cap )
{
for (int i = 0; i < skills.Length; ++i)
{
Skill toLower = skills[i];
if (toLower != skill && toLower.Lock == SkillLock.Down && toLower.BaseFixedPoint >= toGain)
{
toLower.BaseFixedPoint -= toGain;
break;
}
}
}
#region Mondain's Legacy
if (from is PlayerMobile)
if (Server.Engines.Quests.QuestHelper.EnhancedSkill((PlayerMobile)from, skill))
toGain *= Utility.RandomMinMax(2, 4);
#endregion
#region Scroll of Alacrity
PlayerMobile pm = from as PlayerMobile;
if (from is PlayerMobile)
{
if (pm != null && skill.SkillName == pm.AcceleratedSkill && pm.AcceleratedStart > DateTime.UtcNow)
{
pm.SendLocalizedMessage(1077956); // You are infused with intense energy. You are under the effects of an accelerated skillgain scroll.
toGain = Utility.RandomMinMax(2, 5);
}
}
#endregion
if (!from.Player || (skills.Total + toGain) <= skills.Cap)
{
skill.BaseFixedPoint += toGain;
}
}
#region Mondain's Legacy
if (from is PlayerMobile)
Server.Engines.Quests.QuestHelper.CheckSkill((PlayerMobile)from, skill);
#endregion
if (skill.Lock == SkillLock.Up)
{
SkillInfo info = skill.Info;
if (from.StrLock == StatLockType.Up && (info.StrGain / 33.3) > Utility.RandomDouble())
GainStat(from, Stat.Str);
else if (from.DexLock == StatLockType.Up && (info.DexGain / 33.3) > Utility.RandomDouble())
GainStat(from, Stat.Dex);
else if (from.IntLock == StatLockType.Up && (info.IntGain / 33.3) > Utility.RandomDouble())
GainStat(from, Stat.Int);
}
}
public static bool CanLower(Mobile from, Stat stat)
{
switch ( stat )
{
case Stat.Str:
return (from.StrLock == StatLockType.Down && from.RawStr > 10);
case Stat.Dex:
return (from.DexLock == StatLockType.Down && from.RawDex > 10);
case Stat.Int:
return (from.IntLock == StatLockType.Down && from.RawInt > 10);
}
return false;
}
public static bool CanRaise(Mobile from, Stat stat)
{
if (!(from is BaseCreature && ((BaseCreature)from).Controlled))
{
if (from.RawStatTotal >= from.StatCap)
return false;
}
switch ( stat )
{
case Stat.Str:
return (from.StrLock == StatLockType.Up && from.RawStr < 125);
case Stat.Dex:
return (from.DexLock == StatLockType.Up && from.RawDex < 125);
case Stat.Int:
return (from.IntLock == StatLockType.Up && from.RawInt < 125);
}
return false;
}
public static void IncreaseStat(Mobile from, Stat stat, bool atrophy)
{
atrophy = atrophy || (from.RawStatTotal >= from.StatCap);
switch ( stat )
{
case Stat.Str:
{
if (atrophy)
{
if (CanLower(from, Stat.Dex) && (from.RawDex < from.RawInt || !CanLower(from, Stat.Int)))
--from.RawDex;
else if (CanLower(from, Stat.Int))
--from.RawInt;
}
if (CanRaise(from, Stat.Str))
++from.RawStr;
break;
}
case Stat.Dex:
{
if (atrophy)
{
if (CanLower(from, Stat.Str) && (from.RawStr < from.RawInt || !CanLower(from, Stat.Int)))
--from.RawStr;
else if (CanLower(from, Stat.Int))
--from.RawInt;
}
if (CanRaise(from, Stat.Dex))
++from.RawDex;
break;
}
case Stat.Int:
{
if (atrophy)
{
if (CanLower(from, Stat.Str) && (from.RawStr < from.RawDex || !CanLower(from, Stat.Dex)))
--from.RawStr;
else if (CanLower(from, Stat.Dex))
--from.RawDex;
}
if (CanRaise(from, Stat.Int))
++from.RawInt;
break;
}
}
}
private static readonly TimeSpan m_StatGainDelay = TimeSpan.FromMinutes(15.0);
private static readonly TimeSpan m_PetStatGainDelay = TimeSpan.FromMinutes(5.0);
public static void GainStat(Mobile from, Stat stat)
{
switch( stat )
{
case Stat.Str:
{
if (from is BaseCreature && ((BaseCreature)from).Controlled)
{
if ((from.LastStrGain + m_PetStatGainDelay) >= DateTime.UtcNow)
return;
}
else if ((from.LastStrGain + m_StatGainDelay) >= DateTime.UtcNow)
return;
from.LastStrGain = DateTime.UtcNow;
break;
}
case Stat.Dex:
{
if (from is BaseCreature && ((BaseCreature)from).Controlled)
{
if ((from.LastDexGain + m_PetStatGainDelay) >= DateTime.UtcNow)
return;
}
else if ((from.LastDexGain + m_StatGainDelay) >= DateTime.UtcNow)
return;
from.LastDexGain = DateTime.UtcNow;
break;
}
case Stat.Int:
{
if (from is BaseCreature && ((BaseCreature)from).Controlled)
{
if ((from.LastIntGain + m_PetStatGainDelay) >= DateTime.UtcNow)
return;
}
else if ((from.LastIntGain + m_StatGainDelay) >= DateTime.UtcNow)
return;
from.LastIntGain = DateTime.UtcNow;
break;
}
}
bool atrophy = ((from.RawStatTotal / (double)from.StatCap) >= Utility.RandomDouble());
IncreaseStat(from, stat, atrophy);
}
}
}