AvatarsConquest/Scripts/Mobiles/Base/AI/MageAI.cs

1020 lines
No EOL
24 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Server.Spells;
using Server.Spells.Fifth;
using Server.Spells.First;
using Server.Spells.Fourth;
using Server.Spells.Second;
using Server.Spells.Seventh;
using Server.Spells.Sixth;
using Server.Spells.Third;
using Server.Targeting;
namespace Server.Mobiles
{
public class MageAI : BaseAI
{
private DateTime m_NextCastTime;
private DateTime m_NextHealTime;
public MageAI( BaseCreature m )
: base( m )
{
}
public override bool Think()
{
if( m_Mobile.Deleted )
return false;
if( ProcessTarget() )
return true;
else
return base.Think();
}
public virtual bool SmartAI
{
get { return ( m_Mobile is BaseVendor ); }
}
private const double HealChance = 0.10; // 10% chance to heal at gm magery
private const double TeleportChance = 0.05; // 5% chance to teleport at gm magery
private const double DispelChance = 0.75; // 75% chance to dispel at gm magery
public virtual double ScaleByMagery( double v )
{
return m_Mobile.Skills[ SkillName.Magery ].Value * v * 0.01;
}
public override bool DoActionWander()
{
if( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
{
if( m_Mobile.Debug )
m_Mobile.DebugSay( "I am going to attack {0}", m_Mobile.FocusMob.Name );
m_Mobile.Combatant = m_Mobile.FocusMob;
Action = ActionType.Combat;
m_NextCastTime = DateTime.Now;
}
else if( SmartAI && m_Mobile.Mana < m_Mobile.ManaMax )
{
m_Mobile.DebugSay( "I am going to meditate" );
m_Mobile.UseSkill( SkillName.Meditation );
}
else
{
m_Mobile.DebugSay( "I am wandering" );
m_Mobile.Warmode = false;
base.DoActionWander();
if( ( Utility.RandomDouble() < .05 ) )
{
Spell spell = CheckCastHealingSpell();
if( spell != null )
spell.Cast();
}
}
return true;
}
private Spell CheckCastHealingSpell()
{
// If I'm poisoned, always attempt to cure.
if( m_Mobile.Poisoned )
return new CureSpell( m_Mobile, null );
// Summoned creatures never heal themselves.
if( m_Mobile.Summoned )
return null;
if( m_Mobile.Controlled )
{
if( DateTime.Now < m_NextHealTime )
return null;
}
if( !SmartAI )
{
if( ScaleByMagery( HealChance ) < Utility.RandomDouble() )
return null;
}
else
{
if( Utility.Random( 0, 4 + ( m_Mobile.Hits == 0 ? m_Mobile.HitsMax : ( m_Mobile.HitsMax / m_Mobile.Hits ) ) ) < 3 )
return null;
}
Spell spell = null;
if( m_Mobile.Hits < ( m_Mobile.HitsMax - 50 ) )
{
spell = new GreaterHealSpell( m_Mobile, null );
if( spell == null )
spell = new HealSpell( m_Mobile, null );
}
else if( m_Mobile.Hits < ( m_Mobile.HitsMax - 10 ) )
spell = new HealSpell( m_Mobile, null );
double delay;
if( m_Mobile.Int >= 500 )
delay = Utility.RandomMinMax( 7, 10 );
else
delay = Math.Sqrt( 600 - m_Mobile.Int );
m_NextHealTime = DateTime.Now + TimeSpan.FromSeconds( delay );
return spell;
}
public void RunTo( Mobile m )
{
if( !SmartAI )
{
if( !MoveTo( m, true, m_Mobile.RangeFight ) )
OnFailedMove();
return;
}
if( m.Paralyzed || m.Frozen )
{
if( m_Mobile.InRange( m, 1 ) )
RunFrom( m );
else if( !m_Mobile.InRange( m, m_Mobile.RangeFight > 2 ? m_Mobile.RangeFight : 2 ) && !MoveTo( m, true, 1 ) )
OnFailedMove();
}
else
{
if( !m_Mobile.InRange( m, m_Mobile.RangeFight ) )
{
if( !MoveTo( m, true, 1 ) )
OnFailedMove();
}
else if( m_Mobile.InRange( m, m_Mobile.RangeFight - 1 ) )
{
RunFrom( m );
}
}
}
public void RunFrom( Mobile m )
{
Run( ( m_Mobile.GetDirectionTo( m ) - 4 ) & Direction.Mask );
}
public void OnFailedMove()
{
if( !m_Mobile.DisallowAllMoves && ( SmartAI ? Utility.Random( 4 ) == 0 : ScaleByMagery( TeleportChance ) > Utility.RandomDouble() ) )
{
if( m_Mobile.Target != null )
m_Mobile.Target.Cancel( m_Mobile, TargetCancelType.Canceled );
new TeleportSpell( m_Mobile, null ).Cast();
m_Mobile.DebugSay( "I am stuck, I'm going to try teleporting away" );
}
else if( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
{
if( m_Mobile.Debug )
m_Mobile.DebugSay( "My move is blocked, so I am going to attack {0}", m_Mobile.FocusMob.Name );
m_Mobile.Combatant = m_Mobile.FocusMob;
Action = ActionType.Combat;
}
else
{
m_Mobile.DebugSay( "I am stuck" );
}
}
public void Run( Direction d )
{
if( ( m_Mobile.Spell != null && m_Mobile.Spell.IsCasting ) || m_Mobile.Paralyzed || m_Mobile.Frozen || m_Mobile.DisallowAllMoves )
return;
m_Mobile.Direction = d | Direction.Running;
if( !DoMove( m_Mobile.Direction, true ) )
OnFailedMove();
}
public virtual Spell GetRandomDamage()
{
return GetRandomDamageSpell();
}
public virtual Spell GetRandomDamageSpell()
{
int maxCircle = (int)( ( myMagery + 20.0 ) / ( 100.0 / 7.0 ) );
if( maxCircle < 1 )
maxCircle = 1;
switch( Utility.Random( maxCircle * 2 ) )
{
case 0:
case 1: return new MagicArrowSpell( m_Mobile, null );
case 2:
case 3: return new HarmSpell( m_Mobile, null );
case 4:
case 5: return new FireballSpell( m_Mobile, null );
case 6:
case 7: return new LightningSpell( m_Mobile, null );
case 8:
case 9: return new MindBlastSpell( m_Mobile, null );
case 10: return new EnergyBoltSpell( m_Mobile, null );
case 11: return new ExplosionSpell( m_Mobile, null );
default: return new FlameStrikeSpell( m_Mobile, null );
}
}
public virtual Spell GetRandomCurse()
{
return GetRandomCurseSpell();
}
public virtual Spell GetRandomCurseSpell()
{
if( Utility.Random( 4 ) == 3 )
{
if( myMagery >= 40.0 )
{
return new CurseSpell( m_Mobile, null );
}
}
switch( Utility.Random( 3 ) )
{
default:
case 0: return new WeakenSpell( m_Mobile, null );
case 1: return new ClumsySpell( m_Mobile, null );
case 2: return new FeeblemindSpell( m_Mobile, null );
}
}
public virtual Spell GetRandomManaDrainSpell()
{
if( Utility.RandomBool() )
{
if( myMagery >= 80.0 )
return new ManaVampireSpell( m_Mobile, null );
}
return new ManaDrainSpell( m_Mobile, null );
}
public virtual Spell DoDispel( Mobile toDispel )
{
if( !SmartAI )
{
if( ScaleByMagery( DispelChance ) > Utility.RandomDouble() )
return new DispelSpell( m_Mobile, null );
return ChooseSpell( toDispel );
}
Spell spell = CheckCastHealingSpell();
if( spell == null )
{
if( !m_Mobile.DisallowAllMoves && Utility.Random( (int)m_Mobile.GetDistanceToSqrt( toDispel ) ) == 0 )
spell = new TeleportSpell( m_Mobile, null );
else if( Utility.Random( 3 ) == 0 && !m_Mobile.InRange( toDispel, 3 ) && !toDispel.Paralyzed && !toDispel.Frozen )
spell = new ParalyzeSpell( m_Mobile, null );
else
spell = new DispelSpell( m_Mobile, null );
}
return spell;
}
public virtual double myMagery { get { return m_Mobile.Skills[ SkillName.Magery ].Value; } }
public virtual Spell ChooseSpell( Mobile c )
{
Spell spell = null;
if( !SmartAI )
{
spell = CheckCastHealingSpell();
if( spell != null )
return spell;
switch( Utility.Random( 16 ) )
{
case 0:
case 1: // Poison them
{
//m_Mobile.DebugSay( "Attempting to poison" );
if( !c.Poisoned )
spell = new PoisonSpell( m_Mobile, null );
break;
}
case 2: // Bless ourselves.
{
//m_Mobile.DebugSay( "Blessing myself" );
spell = new BlessSpell( m_Mobile, null );
break;
}
case 3:
case 4: // Curse them.
{
//m_Mobile.DebugSay( "Attempting to curse" );
spell = GetRandomCurse();
break;
}
case 5: // Paralyze them.
{
//m_Mobile.DebugSay( "Attempting to paralyze" );
if( m_Mobile.Skills[ SkillName.Magery ].Value > 50.0 )
spell = new ParalyzeSpell( m_Mobile, null );
break;
}
case 6: // Drain mana
{
//m_Mobile.DebugSay( "Attempting to drain mana" );
spell = GetRandomManaDrainSpell();
break;
}
case 7:
{
//m_Mobile.DebugSay( "Attempting to Invis" );
if( spell == null )
{
spell = new InvisibilitySpell( m_Mobile, null );
}
break;
}
default: // Damage them.
{
//m_Mobile.DebugSay( "Just doing damage" );
spell = GetRandomDamage();
break;
}
}
return spell;
}
spell = CheckCastHealingSpell();
if( spell != null )
return spell;
switch( Utility.Random( 3 ) )
{
default:
case 0: // Poison them
{
if( !c.Poisoned )
spell = new PoisonSpell( m_Mobile, null );
break;
}
case 1: // Deal some damage
{
spell = GetRandomDamageSpell();
break;
}
case 2: // Set up a combo
{
if( m_Mobile.Mana < 40 && m_Mobile.Mana > 15 )
{
if( c.Paralyzed && !c.Poisoned )
{
m_Mobile.DebugSay( "I am going to meditate" );
m_Mobile.UseSkill( SkillName.Meditation );
}
else if( !c.Poisoned )
{
spell = new ParalyzeSpell( m_Mobile, null );
}
}
else if( m_Mobile.Mana > 60 )
{
if( Utility.Random( 2 ) == 0 && !c.Paralyzed && !c.Frozen && !c.Poisoned )
{
m_Combo = 0;
spell = new ParalyzeSpell( m_Mobile, null );
}
else
{
m_Combo = 1;
spell = new ExplosionSpell( m_Mobile, null );
}
}
break;
}
}
return spell;
}
protected int m_Combo = -1;
public virtual Spell DoCombo( Mobile c )
{
Spell spell = null;
if( m_Combo == 0 )
{
spell = new ExplosionSpell( m_Mobile, null );
++m_Combo; // Move to next spell
}
else if( m_Combo == 1 )
{
spell = new WeakenSpell( m_Mobile, null );
++m_Combo; // Move to next spell
}
else if( m_Combo == 2 )
{
if( !c.Poisoned )
spell = new PoisonSpell( m_Mobile, null );
++m_Combo; // Move to next spell
}
if( m_Combo == 3 && spell == null )
{
switch( Utility.Random( 3 ) )
{
default:
case 0:
{
if( c.Int < c.Dex )
spell = new FeeblemindSpell( m_Mobile, null );
else
spell = new ClumsySpell( m_Mobile, null );
++m_Combo; // Move to next spell
break;
}
case 1:
{
spell = new EnergyBoltSpell( m_Mobile, null );
m_Combo = -1; // Reset combo state
break;
}
case 2:
{
spell = new FlameStrikeSpell( m_Mobile, null );
m_Combo = -1; // Reset combo state
break;
}
}
}
else if( m_Combo == 4 && spell == null )
{
spell = new MindBlastSpell( m_Mobile, null );
m_Combo = -1;
}
return spell;
}
private TimeSpan GetDelay()
{
double del = ScaleByMagery( 3.0 );
double min = 6.0 - ( del * 0.75 );
double max = 6.0 - ( del * 1.25 );
return TimeSpan.FromSeconds( min + ( ( max - min ) * Utility.RandomDouble() ) );
}
public override bool DoActionCombat()
{
Mobile c = m_Mobile.Combatant;
m_Mobile.Warmode = true;
if( c == null || c.Deleted || !c.Alive || c.IsDeadBondedPet || !m_Mobile.CanSee( c ) || !m_Mobile.CanBeHarmful( c, false ) || c.Map != m_Mobile.Map )
{
// Our combatant is deleted, dead, hidden, or we cannot hurt them
// Try to find another combatant
if( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
{
if( m_Mobile.Debug )
m_Mobile.DebugSay( "Something happened to my combatant, so I am going to fight {0}", m_Mobile.FocusMob.Name );
m_Mobile.Combatant = c = m_Mobile.FocusMob;
m_Mobile.FocusMob = null;
}
else
{
m_Mobile.DebugSay( "Something happened to my combatant, and nothing is around. I am on guard." );
Action = ActionType.Guard;
return true;
}
}
if( !m_Mobile.InLOS( c ) )
{
m_Mobile.DebugSay( "I can't see my target" );
if( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
{
m_Mobile.DebugSay( "Nobody else is around" );
m_Mobile.Combatant = c = m_Mobile.FocusMob;
m_Mobile.FocusMob = null;
}
}
if( SmartAI && !m_Mobile.StunReady && m_Mobile.Skills[ SkillName.HandToHand ].Value >= 80.0 && m_Mobile.Skills[ SkillName.Tactics ].Value >= 80.0 )
EventSink.InvokeStunRequest( new StunRequestEventArgs( m_Mobile ) );
if( !m_Mobile.InRange( c, m_Mobile.RangePerception ) )
{
// They are somewhat far away, can we find something else?
if( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
{
m_Mobile.Combatant = m_Mobile.FocusMob;
m_Mobile.FocusMob = null;
}
else if( !m_Mobile.InRange( c, m_Mobile.RangePerception * 3 ) )
{
m_Mobile.Combatant = null;
}
c = m_Mobile.Combatant;
if( c == null )
{
m_Mobile.DebugSay( "My combatant has fled, so I am on guard" );
Action = ActionType.Guard;
return true;
}
}
if( !m_Mobile.Controlled && !m_Mobile.Summoned )
{
if( m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100 )
{
// We are low on health, should we flee?
bool flee = false;
if( m_Mobile.Hits < c.Hits )
{
// We are more hurt than them
int diff = c.Hits - m_Mobile.Hits;
flee = ( Utility.Random( 0, 100 ) > ( 10 + diff ) ); // (10 + diff)% chance to flee
}
else
{
flee = Utility.Random( 0, 100 ) > 10; // 10% chance to flee
}
if( flee )
{
if( m_Mobile.Debug )
m_Mobile.DebugSay( "I am going to flee from {0}", c.Name );
Action = ActionType.Flee;
return true;
}
}
}
if( m_Mobile.Spell == null && DateTime.Now > m_NextCastTime && m_Mobile.InRange( c, 12 ) )
{
// We are ready to cast a spell
Spell spell = null;
Mobile toDispel = FindDispelTarget( true );
if( m_Mobile.Poisoned ) // Top cast priority is cure
{
m_Mobile.DebugSay( "I am going to cure myself" );
spell = new CureSpell( m_Mobile, null );
}
else if( toDispel != null ) // Something dispellable is attacking us
{
m_Mobile.DebugSay( "I am going to dispel {0}", toDispel );
spell = DoDispel( toDispel );
}
else if( SmartAI && m_Combo != -1 ) // We are doing a spell combo
{
spell = DoCombo( c );
}
else if( SmartAI && ( c.Spell is HealSpell || c.Spell is GreaterHealSpell ) && !c.Poisoned ) // They have a heal spell out
{
spell = new PoisonSpell( m_Mobile, null );
}
else
{
spell = ChooseSpell( c );
}
// Now we have a spell picked
// Move first before casting
if( SmartAI && toDispel != null )
{
if( m_Mobile.InRange( toDispel, 10 ) )
RunFrom( toDispel );
else if( !m_Mobile.InRange( toDispel, 12 ) )
RunTo( toDispel );
}
else
{
RunTo( c );
}
if( spell != null )
spell.Cast();
TimeSpan delay;
if( SmartAI || ( spell is DispelSpell ) )
delay = TimeSpan.FromSeconds( m_Mobile.ActiveSpeed );
else
delay = GetDelay();
m_NextCastTime = DateTime.Now;
}
else if( m_Mobile.Spell == null || !m_Mobile.Spell.IsCasting )
{
RunTo( c );
}
return true;
}
public override bool DoActionGuard()
{
if( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
{
m_Mobile.DebugSay( "I am going to attack {0}", m_Mobile.FocusMob.Name );
m_Mobile.Combatant = m_Mobile.FocusMob;
Action = ActionType.Combat;
}
else
{
if( !m_Mobile.Controlled )
{
ProcessTarget();
Spell spell = CheckCastHealingSpell();
if( spell != null )
spell.Cast();
}
base.DoActionGuard();
}
return true;
}
public override bool DoActionFlee()
{
Mobile c = m_Mobile.Combatant;
if( ( m_Mobile.Mana > 20 || m_Mobile.Mana == m_Mobile.ManaMax ) && m_Mobile.Hits > ( m_Mobile.HitsMax / 2 ) )
{
m_Mobile.DebugSay( "I am stronger now, my guard is up" );
Action = ActionType.Guard;
}
else if( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
{
if( m_Mobile.Debug )
m_Mobile.DebugSay( "I am scared of {0}", m_Mobile.FocusMob.Name );
RunFrom( m_Mobile.FocusMob );
m_Mobile.FocusMob = null;
if( m_Mobile.Poisoned && Utility.Random( 0, 5 ) == 0 )
new CureSpell( m_Mobile, null ).Cast();
}
else
{
m_Mobile.DebugSay( "Area seems clear, but my guard is up" );
Action = ActionType.Guard;
m_Mobile.Warmode = true;
}
return true;
}
public Mobile FindDispelTarget( bool activeOnly )
{
if( m_Mobile.Deleted || m_Mobile.Int < 95 || CanDispel( m_Mobile ) || m_Mobile.AutoDispel )
return null;
if( activeOnly )
{
List<AggressorInfo> aggressed = m_Mobile.Aggressed;
List<AggressorInfo> aggressors = m_Mobile.Aggressors;
Mobile active = null;
double activePrio = 0.0;
Mobile comb = m_Mobile.Combatant;
if( comb != null && !comb.Deleted && comb.Alive && !comb.IsDeadBondedPet && m_Mobile.InRange( comb, 12 ) && CanDispel( comb ) )
{
active = comb;
activePrio = m_Mobile.GetDistanceToSqrt( comb );
if( activePrio <= 2 )
return active;
}
for( int i = 0; i < aggressed.Count; ++i )
{
AggressorInfo info = aggressed[ i ];
Mobile m = info.Defender;
if( m != comb && m.Combatant == m_Mobile && m_Mobile.InRange( m, 12 ) && CanDispel( m ) )
{
double prio = m_Mobile.GetDistanceToSqrt( m );
if( active == null || prio < activePrio )
{
active = m;
activePrio = prio;
if( activePrio <= 2 )
return active;
}
}
}
for( int i = 0; i < aggressors.Count; ++i )
{
AggressorInfo info = aggressors[ i ];
Mobile m = info.Attacker;
if( m != comb && m.Combatant == m_Mobile && m_Mobile.InRange( m, 12 ) && CanDispel( m ) )
{
double prio = m_Mobile.GetDistanceToSqrt( m );
if( active == null || prio < activePrio )
{
active = m;
activePrio = prio;
if( activePrio <= 2 )
return active;
}
}
}
return active;
}
else
{
Map map = m_Mobile.Map;
if( map != null )
{
Mobile active = null, inactive = null;
double actPrio = 0.0, inactPrio = 0.0;
Mobile comb = m_Mobile.Combatant;
if( comb != null && !comb.Deleted && comb.Alive && !comb.IsDeadBondedPet && CanDispel( comb ) )
{
active = inactive = comb;
actPrio = inactPrio = m_Mobile.GetDistanceToSqrt( comb );
}
foreach( Mobile m in m_Mobile.GetMobilesInRange( 12 ) )
{
if( m != m_Mobile && CanDispel( m ) )
{
double prio = m_Mobile.GetDistanceToSqrt( m );
if( !activeOnly && ( inactive == null || prio < inactPrio ) )
{
inactive = m;
inactPrio = prio;
}
if( ( m_Mobile.Combatant == m || m.Combatant == m_Mobile ) && ( active == null || prio < actPrio ) )
{
active = m;
actPrio = prio;
}
}
}
return active != null ? active : inactive;
}
}
return null;
}
public bool CanDispel( Mobile m )
{
return ( m is BaseCreature && ( (BaseCreature)m ).Summoned && m_Mobile.CanBeHarmful( m, false ) );
}
private static int[] m_Offsets = new int[]
{
-1, -1,
-1, 0,
-1, 1,
0, -1,
0, 1,
1, -1,
1, 0,
1, 1,
-2, -2,
-2, -1,
-2, 0,
-2, 1,
-2, 2,
-1, -2,
-1, 2,
0, -2,
0, 2,
1, -2,
1, 2,
2, -2,
2, -1,
2, 0,
2, 1,
2, 2
};
private bool ProcessTarget()
{
Target targ = m_Mobile.Target;
if( targ == null )
return false;
bool isDispel = ( targ is DispelSpell.InternalTarget );
bool isParalyze = ( targ is ParalyzeSpell.InternalTarget );
bool isTeleport = ( targ is TeleportSpell.InternalTarget );
bool isInvisible = ( targ is InvisibilitySpell.InternalTarget );
bool teleportAway = false;
Mobile toTarget;
if( isInvisible )
{
toTarget = m_Mobile;
}
else if( isDispel )
{
toTarget = FindDispelTarget( false );
if( !SmartAI && toTarget != null )
RunTo( toTarget );
else if( toTarget != null && m_Mobile.InRange( toTarget, 10 ) )
RunFrom( toTarget );
}
else if( SmartAI && ( isParalyze || isTeleport ) )
{
toTarget = FindDispelTarget( true );
if( toTarget == null )
{
toTarget = m_Mobile.Combatant;
if( toTarget != null )
RunTo( toTarget );
}
else if( m_Mobile.InRange( toTarget, 10 ) )
{
RunFrom( toTarget );
teleportAway = true;
}
else
{
teleportAway = true;
}
}
else
{
toTarget = m_Mobile.Combatant;
if( toTarget != null )
RunTo( toTarget );
}
if( ( targ.Flags & TargetFlags.Harmful ) != 0 && toTarget != null )
{
if( ( targ.Range == -1 || m_Mobile.InRange( toTarget, targ.Range ) ) && m_Mobile.CanSee( toTarget ) && m_Mobile.InLOS( toTarget ) )
{
targ.Invoke( m_Mobile, toTarget );
}
else if( isDispel )
{
targ.Cancel( m_Mobile, TargetCancelType.Canceled );
}
}
else if( ( targ.Flags & TargetFlags.Beneficial ) != 0 )
{
targ.Invoke( m_Mobile, m_Mobile );
}
else if( isTeleport && toTarget != null )
{
Map map = m_Mobile.Map;
if( map == null )
{
targ.Cancel( m_Mobile, TargetCancelType.Canceled );
return true;
}
int px, py;
if( teleportAway )
{
int rx = m_Mobile.X - toTarget.X;
int ry = m_Mobile.Y - toTarget.Y;
double d = m_Mobile.GetDistanceToSqrt( toTarget );
px = toTarget.X + (int)( rx * ( 10 / d ) );
py = toTarget.Y + (int)( ry * ( 10 / d ) );
}
else
{
px = toTarget.X;
py = toTarget.Y;
}
for( int i = 0; i < m_Offsets.Length; i += 2 )
{
int x = m_Offsets[ i ], y = m_Offsets[ i + 1 ];
Point3D p = new Point3D( px + x, py + y, 0 );
LandTarget lt = new LandTarget( p, map );
if( ( targ.Range == -1 || m_Mobile.InRange( p, targ.Range ) ) && m_Mobile.InLOS( lt ) && map.CanSpawnMobile( px + x, py + y, lt.Z ) && !SpellHelper.CheckMulti( p, map ) )
{
targ.Invoke( m_Mobile, lt );
return true;
}
}
int teleRange = targ.Range;
if( teleRange < 0 )
teleRange = 12;
for( int i = 0; i < 10; ++i )
{
Point3D randomPoint = new Point3D( m_Mobile.X - teleRange + Utility.Random( teleRange * 2 + 1 ), m_Mobile.Y - teleRange + Utility.Random( teleRange * 2 + 1 ), 0 );
LandTarget lt = new LandTarget( randomPoint, map );
if( m_Mobile.InLOS( lt ) && map.CanSpawnMobile( lt.X, lt.Y, lt.Z ) && !SpellHelper.CheckMulti( randomPoint, map ) )
{
targ.Invoke( m_Mobile, new LandTarget( randomPoint, map ) );
return true;
}
}
targ.Cancel( m_Mobile, TargetCancelType.Canceled );
}
else
{
targ.Cancel( m_Mobile, TargetCancelType.Canceled );
}
return true;
}
}
}