#region References
using Server.Engines.Quests;
using Server.Items;
using Server.Mobiles;
using Server.Multis;
using Server.Regions;
using Server.Spells.SkillMasteries;
using System;
#endregion
namespace Server.Misc
{
public class SkillCheck
{
private static readonly TimeSpan _StatGainDelay;
private static readonly TimeSpan _PetStatGainDelay;
private static readonly int _PlayerChanceToGainStats;
private static readonly int _PetChanceToGainStats;
private static readonly bool _AntiMacroCode;
///
/// How long do we remember targets/locations?
///
public static TimeSpan AntiMacroExpire = TimeSpan.FromMinutes(5.0);
///
/// How many times may we use the same location/target for gain
///
public const int Allowance = 3;
///
/// The size of each location, make this smaller so players dont have to move as far
///
private const int LocationSize = 4;
public static bool GGSActive => !Siege.SiegeShard;
static SkillCheck()
{
_AntiMacroCode = Config.Get("PlayerCaps.EnableAntiMacro", false);
_StatGainDelay = Config.Get("PlayerCaps.PlayerStatTimeDelay", TimeSpan.FromMinutes(15.0));
_PetStatGainDelay = Config.Get("PlayerCaps.PetStatTimeDelay", TimeSpan.FromMinutes(5.0));
_PlayerChanceToGainStats = Config.Get("PlayerCaps.PlayerChanceToGainStats", 5);
_PetChanceToGainStats = Config.Get("PlayerCaps.PetChanceToGainStats", 5);
if (!Config.Get("PlayerCaps.EnablePlayerStatTimeDelay", false))
_StatGainDelay = TimeSpan.FromSeconds(0.5);
if (!Config.Get("PlayerCaps.EnablePetStatTimeDelay", false))
_PetStatGainDelay = TimeSpan.FromSeconds(0.5);
}
private static readonly bool[] UseAntiMacro =
{
// 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
true, // Mysticism = 55
true, // Imbuing = 56
false // Throwing = 57
};
public static void Initialize()
{
Mobile.SkillCheckLocationHandler = Mobile_SkillCheckLocation;
Mobile.SkillCheckDirectLocationHandler = Mobile_SkillCheckDirectLocation;
Mobile.SkillCheckTargetHandler = Mobile_SkillCheckTarget;
Mobile.SkillCheckDirectTargetHandler = 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;
//TODO: Is there any other place this can go?
if (skillName == SkillName.Fishing && BaseGalleon.FindGalleonAt(from, from.Map) is TokunoGalleon)
value += 1;
if (value < minSkill)
return false; // Too difficult
if (value >= maxSkill)
return true; // No challenge
double chance = (value - minSkill) / (maxSkill - minSkill);
CrystalBallOfKnowledge.TellSkillDifficulty(from, skillName, chance);
return CheckSkill(from, skill, new Point2D(from.Location.X / LocationSize, from.Location.Y / LocationSize), chance);
}
public static bool Mobile_SkillCheckDirectLocation(Mobile from, SkillName skillName, double chance)
{
Skill skill = from.Skills[skillName];
if (skill == null)
return false;
CrystalBallOfKnowledge.TellSkillDifficulty(from, skillName, chance);
if (chance < 0.0)
return false; // Too difficult
if (chance >= 1.0)
return true; // No challenge
return CheckSkill(from, skill, new Point2D(from.Location.X / LocationSize, from.Location.Y / LocationSize), chance);
}
///
/// This should be a successful skill check, where a system can register several skill gains at once. Only system
/// using this currently is UseAllRes for CraftItem.cs
///
///
///
///
///
///
///
public static bool CheckSkill(Mobile from, SkillName sk, double minSkill, double maxSkill, int amount)
{
if (from.Skills.Cap == 0)
return false;
Skill skill = from.Skills[sk];
double value = skill.Value;
int gains = 0;
for (int i = 0; i < amount; i++)
{
double chance = (value - minSkill) / (maxSkill - minSkill);
double gc = GetGainChance(from, skill, chance, Utility.Random(100) <= (int)(chance * 100)) / (value / 4);
if (AllowGain(from, skill, new Point2D(from.Location.X / LocationSize, from.Location.Y / LocationSize)))
{
if (from.Alive && (skill.Base + (value - skill.Value) < 10.0 || Utility.RandomDouble() <= gc || CheckGGS(from, skill)))
{
gains++;
value += 0.1;
UpdateGGS(from, skill);
}
}
}
if (gains > 0)
{
Gain(from, skill, gains);
EventSink.InvokeSkillCheck(new SkillCheckEventArgs(from, skill, true));
return true;
}
return false;
}
public static bool CheckSkill(Mobile from, Skill skill, object obj, double chance)
{
if (from.Skills.Cap == 0)
return false;
bool success = Utility.Random(100) <= (int)(chance * 100);
double gc = GetGainChance(from, skill, chance, success);
if (AllowGain(from, skill, obj))
{
if (from.Alive && (skill.Base < 10.0 || Utility.RandomDouble() <= gc || CheckGGS(from, skill)))
{
Gain(from, skill);
}
}
EventSink.InvokeSkillCheck(new SkillCheckEventArgs(from, skill, success));
return success;
}
private static double GetGainChance(Mobile from, Skill skill, double chance, bool success)
{
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 : 0.0);
gc /= 2;
gc *= skill.Info.GainFactor;
if (gc < 0.01)
gc = 0.01;
// Pets get a 100% bonus
if (from is BaseCreature && ((BaseCreature)from).Controlled)
gc += gc * 1.00;
if (gc > 1.00)
gc = 1.00;
return gc;
}
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
if (value >= maxSkill)
return true; // No challenge
double chance = (value - minSkill) / (maxSkill - minSkill);
CrystalBallOfKnowledge.TellSkillDifficulty(from, skillName, chance);
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;
CrystalBallOfKnowledge.TellSkillDifficulty(from, skillName, chance);
if (chance < 0.0)
return false; // Too difficult
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 (Engines.VvV.ViceVsVirtueSystem.InSkillLoss(from)) //Changed some time between the introduction of AoS and SE.
return false;
if (from is PlayerMobile)
{
if (skill.Info.SkillID == (int)SkillName.Archery && from.Race == Race.Gargoyle)
return false;
if (skill.Info.SkillID == (int)SkillName.Throwing && from.Race != Race.Gargoyle)
return false;
if (_AntiMacroCode && UseAntiMacro[skill.Info.SkillID])
return ((PlayerMobile)from).AntiMacroCheck(skill, obj);
}
return true;
}
public enum Stat
{
Str,
Dex,
Int
}
public static void Gain(Mobile from, Skill skill)
{
Gain(from, skill, (int)(from.Region.SkillGain(from) * 10));
}
public static void Gain(Mobile from, Skill skill, int toGain)
{
if (from.Region.IsPartOf())
return;
if (from is BaseCreature && ((BaseCreature)from).IsDeadPet)
return;
if (skill.SkillName == SkillName.Focus && from is BaseCreature && !((BaseCreature)from).Controlled)
return;
if (skill.Base < skill.Cap && skill.Lock == SkillLock.Up)
{
Skills skills = from.Skills;
if (from is PlayerMobile && Siege.SiegeShard)
{
int minsPerGain = Siege.MinutesPerGain(from, skill);
if (minsPerGain > 0)
{
if (Siege.CheckSkillGain((PlayerMobile)from, minsPerGain, skill))
{
CheckReduceSkill(skills, toGain, skill);
if (skills.Total + toGain <= skills.Cap)
{
skill.BaseFixedPoint += toGain;
}
}
return;
}
}
if (toGain == 1 && skill.Base <= 10.0)
toGain = Utility.Random(4) + 1;
#region Mondain's Legacy
if (from is PlayerMobile && QuestHelper.EnhancedSkill((PlayerMobile)from, skill))
{
toGain *= Utility.RandomMinMax(2, 4);
}
#endregion
#region Scroll of Alacrity
if (from is PlayerMobile && skill.SkillName == ((PlayerMobile)from).AcceleratedSkill &&
((PlayerMobile)from).AcceleratedStart > DateTime.UtcNow)
{
// You are infused with intense energy. You are under the effects of an accelerated skillgain scroll.
((PlayerMobile)from).SendLocalizedMessage(1077956);
toGain = Utility.RandomMinMax(2, 5);
}
#endregion
#region Skill Masteries
else if (from is BaseCreature && !(from is Engines.Despise.DespiseCreature) && (((BaseCreature)from).Controlled || ((BaseCreature)from).Summoned))
{
Mobile master = ((BaseCreature)from).GetMaster();
if (master != null)
{
WhisperingSpell spell = SkillMasterySpell.GetSpell(master, typeof(WhisperingSpell)) as WhisperingSpell;
if (spell != null && master.InRange(from.Location, spell.PartyRange) && master.Map == from.Map &&
spell.EnhancedGainChance >= Utility.Random(100))
{
toGain = Utility.RandomMinMax(2, 5);
}
}
}
#endregion
if (from is PlayerMobile)
{
CheckReduceSkill(skills, toGain, skill);
}
if (!from.Player || (skills.Total + toGain <= skills.Cap))
{
skill.BaseFixedPoint = Math.Min(skill.CapFixedPoint, skill.BaseFixedPoint + toGain);
EventSink.InvokeSkillGain(new SkillGainEventArgs(from, skill, toGain));
if (from is PlayerMobile)
{
UpdateGGS(from, skill);
}
}
}
if (from is PlayerMobile)
{
QuestHelper.CheckSkill((PlayerMobile)from, skill);
}
if (skill.Lock == SkillLock.Up && (!Siege.SiegeShard || !(from is PlayerMobile) || Siege.CanGainStat((PlayerMobile)from)))
{
TryStatGain(skill.Info, from);
}
}
private static void CheckReduceSkill(Skills skills, int toGain, Skill gainSKill)
{
if (skills.Total / skills.Cap >= Utility.RandomDouble())
{
foreach (Skill toLower in skills)
{
if (toLower != gainSKill && toLower.Lock == SkillLock.Down && toLower.BaseFixedPoint >= toGain)
{
toLower.BaseFixedPoint -= toGain;
break;
}
}
}
}
public static void TryStatGain(SkillInfo info, Mobile from)
{
// Chance roll
double chance;
if (from is BaseCreature && ((BaseCreature)from).Controlled)
{
chance = _PetChanceToGainStats / 100.0;
}
else
{
chance = _PlayerChanceToGainStats / 100.0;
}
if (Utility.RandomDouble() >= chance)
{
return;
}
// Selection
StatLockType primaryLock = StatLockType.Locked;
StatLockType secondaryLock = StatLockType.Locked;
switch (info.Primary)
{
case StatCode.Str:
primaryLock = from.StrLock;
break;
case StatCode.Dex:
primaryLock = from.DexLock;
break;
case StatCode.Int:
primaryLock = from.IntLock;
break;
}
switch (info.Secondary)
{
case StatCode.Str:
secondaryLock = from.StrLock;
break;
case StatCode.Dex:
secondaryLock = from.DexLock;
break;
case StatCode.Int:
secondaryLock = from.IntLock;
break;
}
// Gain
// Decision block of both are selected to gain
if (primaryLock == StatLockType.Up && secondaryLock == StatLockType.Up)
{
if (Utility.Random(4) == 0)
GainStat(from, (Stat)info.Secondary);
else
GainStat(from, (Stat)info.Primary);
}
else // Will not do anything if neither are selected to gain
{
if (primaryLock == StatLockType.Up)
GainStat(from, (Stat)info.Primary);
else if (secondaryLock == StatLockType.Up)
GainStat(from, (Stat)info.Secondary);
}
}
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, bool atTotalCap)
{
switch (stat)
{
case Stat.Str:
if (from.RawStr < from.StrCap)
{
if (atTotalCap && from is PlayerMobile)
{
return CanLower(from, Stat.Dex) || CanLower(from, Stat.Int);
}
return true;
}
return false;
case Stat.Dex:
if (from.RawDex < from.DexCap)
{
if (atTotalCap && from is PlayerMobile)
{
return CanLower(from, Stat.Str) || CanLower(from, Stat.Int);
}
return true;
}
return false;
case Stat.Int:
if (from.RawInt < from.IntCap)
{
if (atTotalCap && from is PlayerMobile)
{
return CanLower(from, Stat.Str) || CanLower(from, Stat.Dex);
}
return true;
}
return false;
}
return false;
}
public static void IncreaseStat(Mobile from, Stat stat)
{
bool atTotalCap = from.RawStatTotal >= from.StatCap;
switch (stat)
{
case Stat.Str:
{
if (CanRaise(from, Stat.Str, atTotalCap))
{
if (atTotalCap)
{
if (CanLower(from, Stat.Dex) && (from.RawDex < from.RawInt || !CanLower(from, Stat.Int)))
--from.RawDex;
else if (CanLower(from, Stat.Int))
--from.RawInt;
}
++from.RawStr;
if (from is BaseCreature && ((BaseCreature)from).HitsMaxSeed > -1 && ((BaseCreature)from).HitsMaxSeed < from.StrCap)
{
((BaseCreature)from).HitsMaxSeed++;
}
if (Siege.SiegeShard && from is PlayerMobile)
{
Siege.IncreaseStat((PlayerMobile)from);
}
}
break;
}
case Stat.Dex:
{
if (CanRaise(from, Stat.Dex, atTotalCap))
{
if (atTotalCap)
{
if (CanLower(from, Stat.Str) && (from.RawStr < from.RawInt || !CanLower(from, Stat.Int)))
--from.RawStr;
else if (CanLower(from, Stat.Int))
--from.RawInt;
}
++from.RawDex;
if (from is BaseCreature && ((BaseCreature)from).StamMaxSeed > -1 && ((BaseCreature)from).StamMaxSeed < from.DexCap)
{
((BaseCreature)from).StamMaxSeed++;
}
if (Siege.SiegeShard && from is PlayerMobile)
{
Siege.IncreaseStat((PlayerMobile)from);
}
}
break;
}
case Stat.Int:
{
if (CanRaise(from, Stat.Int, atTotalCap))
{
if (atTotalCap)
{
if (CanLower(from, Stat.Str) && (from.RawStr < from.RawDex || !CanLower(from, Stat.Dex)))
--from.RawStr;
else if (CanLower(from, Stat.Dex))
--from.RawDex;
}
++from.RawInt;
if (from is BaseCreature && ((BaseCreature)from).ManaMaxSeed > -1 && ((BaseCreature)from).ManaMaxSeed < from.IntCap)
{
((BaseCreature)from).ManaMaxSeed++;
}
if (Siege.SiegeShard && from is PlayerMobile)
{
Siege.IncreaseStat((PlayerMobile)from);
}
}
break;
}
}
}
public static void GainStat(Mobile from, Stat stat)
{
if (!CheckStatTimer(from, stat))
return;
IncreaseStat(from, stat);
}
public static bool CheckStatTimer(Mobile from, Stat stat)
{
switch (stat)
{
case Stat.Str:
{
if (from is BaseCreature && ((BaseCreature)from).Controlled)
{
if (from.LastStrGain + _PetStatGainDelay >= DateTime.UtcNow)
return false;
}
else if (from.LastStrGain + _StatGainDelay >= DateTime.UtcNow)
return false;
from.LastStrGain = DateTime.UtcNow;
break;
}
case Stat.Dex:
{
if (from is BaseCreature && ((BaseCreature)from).Controlled)
{
if (from.LastDexGain + _PetStatGainDelay >= DateTime.UtcNow)
return false;
}
else if (from.LastDexGain + _StatGainDelay >= DateTime.UtcNow)
return false;
from.LastDexGain = DateTime.UtcNow;
break;
}
case Stat.Int:
{
if (from is BaseCreature && ((BaseCreature)from).Controlled)
{
if (from.LastIntGain + _PetStatGainDelay >= DateTime.UtcNow)
return false;
}
else if (from.LastIntGain + _StatGainDelay >= DateTime.UtcNow)
return false;
from.LastIntGain = DateTime.UtcNow;
break;
}
}
return true;
}
private static bool CheckGGS(Mobile from, Skill skill)
{
if (!GGSActive)
return false;
if (from is PlayerMobile && skill.NextGGSGain < DateTime.UtcNow)
{
return true;
}
return false;
}
public static void UpdateGGS(Mobile from, Skill skill)
{
if (!GGSActive)
return;
int list = (int)Math.Min(GGSTable.Length - 1, skill.Base / 5);
int column = from.Skills.Total >= 7000 ? 2 : from.Skills.Total >= 3500 ? 1 : 0;
skill.NextGGSGain = DateTime.UtcNow + TimeSpan.FromMinutes(GGSTable[list][column]);
}
private static readonly int[][] GGSTable =
{
new[] {1, 3, 5}, // 0.0 - 4.9
new[] {4, 10, 18}, new[] {7, 17, 30}, new[] {9, 24, 44}, new[] {12, 31, 57}, new[] {14, 38, 90}, new[] {17, 45, 84},
new[] {20, 52, 96}, new[] {23, 60, 106}, new[] {25, 66, 120}, new[] {27, 72, 138}, new[] {33, 90, 162},
new[] {55, 150, 264}, new[] {78, 216, 390}, new[] {114, 294, 540}, new[] {144, 384, 708}, new[] {180, 492, 900},
new[] {228, 606, 1116}, new[] {276, 744, 1356}, new[] {336, 894, 1620}, new[] {396, 1056, 1920},
new[] {468, 1242, 2280}, new[] {540, 1440, 2580}, new[] {618, 1662, 3060}
};
}
}