A Perk class (PerkBanishShare) for a multiplayer game that, when the owner banishes, has a chance to spawn a banish item for nearby teammates. It defines rarity, visuals, chance scaling by level, and iterates alive players to potentially spawn items and trigger short visual/animation effects.
using System;
using Sandbox;
[Perk( Rarity.Mythic, disabled: true,multiplayerMode: MultiplayerMode.OnlyMultiplayer, locked: true, alwaysOfferDebug: false, IncludedCategories = new[] { PerkCategory.Aoe })]
public class PerkBanishShare : Perk
{
private enum Mod { Chance };
private const float RADIUS = 300f;
public override float ImportanceMultiplier => 0.75f;
static PerkBanishShare()
{
//Register<PerkBanishShare>(
// name: "Banish Sharing",
// imagePath: "textures/icons/vector/banish_sharing.png",
// description: level => $"When you banish, {GetValue( level, Mod.Chance, true )}% chance for nearby players to get +1 banish-item",
// upgradeDescription: level => $"When you banish, {GetValue( level - 1, Mod.Chance, true )}%→{GetValue( level, Mod.Chance, true )}% chance for nearby players to get +1 banish-item"
//);
}
public override void Start()
{
base.Start();
HighlightColor = new Color( 0.2f, 0.2f, 1f );
HighlightDuration = 0.4f;
HighlightOpacity = 2f;
}
public override void Refresh()
{
base.Refresh();
}
private static float GetValue( int level, Mod mod, bool isPercent = false )
{
switch ( mod )
{
case Mod.Chance:
default:
return isPercent
? 15f + 15f * level
: 0.15f + 0.15f * level;
}
}
public override void OnBanish()
{
base.OnBanish();
Vector2 pos = Player.Position2D;
float radius = RADIUS * Player.Stats[PlayerStat.RadiusMultiplier];
float chance = GetValue( Level, Mod.Chance );
foreach ( var player in Manager.Instance.AlivePlayers )
{
if ( player == Player )
continue;
if ( Game.Random.Float( 0f, 1f ) > chance )
continue;
if ( (player.Position2D - pos).LengthSquared < MathF.Pow( radius, 2f ) )
{
var targetPos = player.Position2D;
float time = Game.Random.Float( 0.5f, 0.75f );
float height = time * 175f * Game.Random.Float( 0.9f, 1.1f );
Manager.Instance.SpawnItemRpc( "banish_item", Player.Position2D, player, time, height );
Highlight();
var dir = (player.Position2D - Player.Position2D).Normal;
Player.DodgeDuckRpc( dir, time: Game.Random.Float( 0.1f, 0.125f ) );
}
}
}
}