using Server.Mobiles;
using Server.Network;
using Server.Spells;
using Server.Spells.Necromancy;
using System;
using System.Collections.Generic;
namespace Server.Items
{
///
/// Make your opponent bleed profusely with this wicked use of your weapon.
/// When successful, the target will bleed for several seconds, taking damage as time passes for up to ten seconds.
/// The rate of damage slows down as time passes, and the blood loss can be completely staunched with the use of bandages.
///
public class BleedAttack : WeaponAbility
{
private static readonly Dictionary m_BleedTable = new Dictionary();
public override int BaseMana => 30;
public static bool IsBleeding(Mobile m)
{
return m_BleedTable.ContainsKey(m);
}
public static void BeginBleed(Mobile m, Mobile from, bool splintering = false)
{
BleedTimer timer = null;
if (m_BleedTable.ContainsKey(m))
{
if (splintering)
{
timer = m_BleedTable[m];
timer.Stop();
}
else
{
return;
}
}
BuffInfo.AddBuff(m, new BuffInfo(BuffIcon.Bleed, 1075829, 1075830, TimeSpan.FromSeconds(10), m, string.Format("{0}\t{1}\t{2}", "1", "10", "2")));
timer = new BleedTimer(from, m, CheckBloodDrink(from));
m_BleedTable[m] = timer;
timer.Start();
from.SendLocalizedMessage(1060159); // Your target is bleeding!
m.SendLocalizedMessage(1060160); // You are bleeding!
if (m is PlayerMobile)
{
m.LocalOverheadMessage(MessageType.Regular, 0x21, 1060757); // You are bleeding profusely
m.NonlocalOverheadMessage(MessageType.Regular, 0x21, 1060758, m.Name); // ~1_NAME~ is bleeding profusely
}
m.PlaySound(0x133);
m.FixedParticles(0x377A, 244, 25, 9950, 31, 0, EffectLayer.Waist);
}
public static void DoBleed(Mobile m, Mobile from, int damage, bool blooddrinker)
{
if (m.Alive && !m.IsDeadBondedPet)
{
if (!m.Player)
damage *= 2;
m.PlaySound(0x133);
AOS.Damage(m, from, damage, false, 0, 0, 0, 0, 0, 0, 100, false, false, false);
if (blooddrinker && from.Hits < from.HitsMax)
{
from.SendLocalizedMessage(1113606); //The blood drinker effect heals you.
from.Heal(damage);
}
Blood blood = new Blood
{
ItemID = Utility.Random(0x122A, 5)
};
blood.MoveToWorld(m.Location, m.Map);
}
else
{
EndBleed(m, false);
}
}
public static void EndBleed(Mobile m, bool message)
{
Timer t = null;
if (m_BleedTable.ContainsKey(m))
{
t = m_BleedTable[m];
m_BleedTable.Remove(m);
}
if (t == null)
return;
t.Stop();
BuffInfo.RemoveBuff(m, BuffIcon.Bleed);
if (message)
m.SendLocalizedMessage(1060167); // The bleeding wounds have healed, you are no longer bleeding!
}
public static bool CheckBloodDrink(Mobile attacker)
{
return attacker.Weapon is BaseWeapon && ((BaseWeapon)attacker.Weapon).WeaponAttributes.BloodDrinker > 0;
}
public override void OnHit(Mobile attacker, Mobile defender, int damage)
{
if (!Validate(attacker) || !CheckMana(attacker, true))
return;
ClearCurrentAbility(attacker);
// Necromancers under Lich or Wraith Form are immune to Bleed Attacks.
TransformContext context = TransformationSpellHelper.GetContext(defender);
if ((context != null && (context.Type == typeof(LichFormSpell) || context.Type == typeof(WraithFormSpell))) ||
(defender is BaseCreature && ((BaseCreature)defender).BleedImmune) || Spells.Mysticism.StoneFormSpell.CheckImmunity(defender))
{
attacker.SendLocalizedMessage(1062052); // Your target is not affected by the bleed attack!
return;
}
BeginBleed(defender, attacker);
}
private class BleedTimer : Timer
{
private readonly Mobile m_From;
private readonly Mobile m_Mobile;
private int m_Count;
private readonly int m_MaxCount;
private readonly bool m_BloodDrinker;
public BleedTimer(Mobile from, Mobile m, bool blooddrinker)
: base(TimeSpan.FromSeconds(2.0), TimeSpan.FromSeconds(2.0))
{
m_From = from;
m_Mobile = m;
Priority = TimerPriority.TwoFiftyMS;
m_BloodDrinker = blooddrinker;
m_MaxCount = Spells.SkillMasteries.ResilienceSpell.UnderEffects(m) ? 3 : 5;
}
protected override void OnTick()
{
if (!m_Mobile.Alive || m_Mobile.Deleted)
{
EndBleed(m_Mobile, true);
}
else
{
int damage = 0;
if (!Spells.SkillMasteries.WhiteTigerFormSpell.HasBleedMod(m_From, out damage))
damage = Math.Max(1, Utility.RandomMinMax(5 - m_Count, (5 - m_Count) * 2));
DoBleed(m_Mobile, m_From, damage, m_BloodDrinker);
if (++m_Count == m_MaxCount)
EndBleed(m_Mobile, true);
}
}
}
}
}