using System;
using System.Collections.Generic;
namespace Server.Items
{
///
/// The assassin's friend.
/// A successful Mortal Strike will render its victim unable to heal any damage for several seconds.
/// Use a gruesome follow-up to finish off your foe.
///
public class MortalStrike : WeaponAbility
{
public static readonly TimeSpan PlayerDuration = TimeSpan.FromSeconds(6.0);
public static readonly TimeSpan NPCDuration = TimeSpan.FromSeconds(12.0);
private static readonly Dictionary m_Table = new Dictionary();
private static readonly List m_EffectReduction = new List();
public override int BaseMana => 30;
public static bool IsWounded(Mobile m)
{
return m_Table.ContainsKey(m);
}
public static void BeginWound(Mobile m, TimeSpan duration)
{
Timer t;
if (m_Table.ContainsKey(m))
{
EndWound(m, true);
}
if (m_EffectReduction.Contains(m))
{
double d = duration.TotalSeconds;
duration = TimeSpan.FromSeconds(d / 2);
}
t = new InternalTimer(m, duration);
m_Table[m] = t;
t.Start();
m.YellowHealthbar = true;
BuffInfo.AddBuff(m, new BuffInfo(BuffIcon.MortalStrike, 1075810, 1075811, duration, m));
}
public static void EndWound(Mobile m, bool natural = false)
{
if (!IsWounded(m))
return;
Timer t = m_Table[m];
if (t != null)
t.Stop();
m_Table.Remove(m);
BuffInfo.RemoveBuff(m, BuffIcon.MortalStrike);
m.YellowHealthbar = false;
m.SendLocalizedMessage(1060208); // You are no longer mortally wounded.
if (natural && !m_EffectReduction.Contains(m))
{
m_EffectReduction.Add(m);
Timer.DelayCall(TimeSpan.FromSeconds(8), () =>
{
if (m_EffectReduction.Contains(m))
m_EffectReduction.Remove(m);
});
}
}
public override void OnHit(Mobile attacker, Mobile defender, int damage)
{
if (!Validate(attacker) || !CheckMana(attacker, true))
return;
ClearCurrentAbility(attacker);
attacker.SendLocalizedMessage(1060086); // You deliver a mortal wound!
defender.SendLocalizedMessage(1060087); // You have been mortally wounded!
defender.PlaySound(0x1E1);
defender.FixedParticles(0x37B9, 244, 25, 9944, 31, 0, EffectLayer.Waist);
// Do not reset timer if one is already in place.
if (Spells.SkillMasteries.ResilienceSpell.UnderEffects(defender)) //Halves time
BeginWound(defender, defender.Player ? TimeSpan.FromSeconds(3.0) : TimeSpan.FromSeconds(6));
else
BeginWound(defender, defender.Player ? PlayerDuration : NPCDuration);
}
private class InternalTimer : Timer
{
private readonly Mobile m_Mobile;
public InternalTimer(Mobile m, TimeSpan duration)
: base(duration)
{
m_Mobile = m;
Priority = TimerPriority.TwoFiftyMS;
}
protected override void OnTick()
{
EndWound(m_Mobile, true);
}
}
}
}