BritainKnights/Scripts/Mobiles/Base/AI/BaseAI.cs

2594 lines
68 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Server;
using Server.Items;
using Server.Targeting;
using Server.Targets;
using Server.Network;
using Server.Regions;
using Server.ContextMenus;
using MoveImpl=Server.Movement.MovementImpl;
using Server.Spells;
namespace Server.Mobiles
{
public enum AIType
{
AI_Use_Default,
AI_Melee,
AI_Animal,
AI_Archer,
AI_Healer,
AI_Vendor,
AI_Mage,
AI_Berserk,
AI_Predator,
AI_Thief,
AI_Citizen,
AI_Timid
}
public enum ActionType
{
Wander,
Combat,
Guard,
Flee,
Backoff,
Interact
}
public abstract class BaseAI
{
public Timer m_Timer;
protected ActionType m_Action;
private DateTime m_NextStopGuard;
public BaseCreature m_Mobile;
public BaseAI( BaseCreature m )
{
m_Mobile = m;
m_Timer = new AITimer( this );
bool activate;
if( !m.PlayerRangeSensitive )
activate = true;
else if( World.Loading )
activate = false;
else if( m.Map == null || m.Map == Map.Internal || !m.Map.GetSector( m ).Active )
activate = false;
else
activate = true;
if( activate )
m_Timer.Start();
Action = ActionType.Wander;
}
public ActionType Action
{
get
{
return m_Action;
}
set
{
m_Action = value;
OnActionChanged();
}
}
public virtual bool WasNamed( string speech )
{
string name = m_Mobile.Name;
return (name != null && Insensitive.StartsWith( speech, name ));
}
private class InternalEntry : ContextMenuEntry
{
private Mobile m_From;
private BaseCreature m_Mobile;
private BaseAI m_AI;
private OrderType m_Order;
public InternalEntry( Mobile from, int number, int range, BaseCreature mobile, BaseAI ai, OrderType order )
: base( number, range )
{
m_From = from;
m_Mobile = mobile;
m_AI = ai;
m_Order = order;
if( mobile.IsDeadPet && (order == OrderType.Guard || order == OrderType.Attack || order == OrderType.Transfer || order == OrderType.Drop) )
Enabled = false;
}
public override void OnClick()
{
if( !m_Mobile.Deleted && m_Mobile.Controlled && m_From.CheckAlive() )
{
if( m_Mobile.IsDeadPet && (m_Order == OrderType.Guard || m_Order == OrderType.Attack || m_Order == OrderType.Transfer || m_Order == OrderType.Drop) )
return;
bool isOwner = (m_From == m_Mobile.ControlMaster);
bool isFriend = (!isOwner && m_Mobile.IsPetFriend( m_From ));
if( !isOwner && !isFriend )
return;
else if( isFriend && m_Order != OrderType.Follow && m_Order != OrderType.Stay && m_Order != OrderType.Stop )
return;
switch( m_Order )
{
case OrderType.Follow:
case OrderType.Attack:
case OrderType.Transfer:
case OrderType.Friend:
case OrderType.Unfriend:
{
if( m_Order == OrderType.Transfer && m_From.HasTrade )
m_From.SendLocalizedMessage( 1010507 ); // You cannot transfer a pet with a trade pending
else if( m_Order == OrderType.Friend && m_From.HasTrade )
m_From.SendLocalizedMessage( 1070947 ); // You cannot friend a pet with a trade pending
else
m_AI.BeginPickTarget( m_From, m_Order );
break;
}
case OrderType.Release:
{
if( m_Mobile.Summoned )
goto default;
else
m_From.SendGump( new Gumps.ConfirmReleaseGump( m_From, m_Mobile ) );
break;
}
default:
{
if( m_Mobile.CheckControlChance( m_From ) )
m_Mobile.ControlOrder = m_Order;
break;
}
}
}
}
}
public virtual void GetContextMenuEntries( Mobile from, List<ContextMenuEntry> list )
{
if( from.Alive && m_Mobile.Controlled && from.InRange( m_Mobile, 14 ) )
{
if( m_Mobile.Invulnerable )
{
list.Add( new InternalEntry( from, 6108, 14, m_Mobile, this, OrderType.Follow ) ); // Command: Follow
list.Add( new InternalEntry( from, 6112, 14, m_Mobile, this, OrderType.Stop ) ); // Command: Stop
list.Add( new InternalEntry( from, 6114, 14, m_Mobile, this, OrderType.Stay ) ); // Command: Stay
}
else if( from == m_Mobile.ControlMaster )
{
list.Add( new InternalEntry( from, 6107, 14, m_Mobile, this, OrderType.Guard ) ); // Command: Guard
list.Add( new InternalEntry( from, 6108, 14, m_Mobile, this, OrderType.Follow ) ); // Command: Follow
if( m_Mobile.CanDrop )
list.Add( new InternalEntry( from, 6109, 14, m_Mobile, this, OrderType.Drop ) ); // Command: Drop
list.Add( new InternalEntry( from, 6111, 14, m_Mobile, this, OrderType.Attack ) ); // Command: Kill
list.Add( new InternalEntry( from, 6112, 14, m_Mobile, this, OrderType.Stop ) ); // Command: Stop
list.Add( new InternalEntry( from, 6114, 14, m_Mobile, this, OrderType.Stay ) ); // Command: Stay
if( !m_Mobile.Summoned )
{
list.Add( new InternalEntry( from, 6110, 14, m_Mobile, this, OrderType.Friend ) ); // Add Friend
list.Add( new InternalEntry( from, 6099, 14, m_Mobile, this, OrderType.Unfriend ) ); // Remove Friend
list.Add( new InternalEntry( from, 6113, 14, m_Mobile, this, OrderType.Transfer ) ); // Transfer
}
list.Add( new InternalEntry( from, 6118, 14, m_Mobile, this, OrderType.Release ) ); // Release
}
else if( m_Mobile.IsPetFriend( from ) )
{
list.Add( new InternalEntry( from, 6108, 14, m_Mobile, this, OrderType.Follow ) ); // Command: Follow
list.Add( new InternalEntry( from, 6112, 14, m_Mobile, this, OrderType.Stop ) ); // Command: Stop
list.Add( new InternalEntry( from, 6114, 14, m_Mobile, this, OrderType.Stay ) ); // Command: Stay
}
}
}
public virtual void BeginPickTarget( Mobile from, OrderType order )
{
if( m_Mobile.Deleted || !m_Mobile.Controlled || !from.InRange( m_Mobile, 14 ) || from.Map != m_Mobile.Map )
return;
bool isOwner = (from == m_Mobile.ControlMaster);
bool isFriend = (!isOwner && m_Mobile.IsPetFriend( from ));
if( !isOwner && !isFriend )
return;
else if( isFriend && order != OrderType.Follow && order != OrderType.Stay && order != OrderType.Stop )
return;
if( from.Target == null )
{
if( order == OrderType.Transfer )
from.SendLocalizedMessage( 502038 ); // Click on the person to transfer ownership to.
else if( order == OrderType.Friend )
from.SendLocalizedMessage( 502020 ); // Click on the player whom you wish to make a co-owner.
else if( order == OrderType.Unfriend )
from.SendLocalizedMessage( 1070948 ); // Click on the player whom you wish to remove as a co-owner.
from.Target = new AIControlMobileTarget( this, order );
}
else if( from.Target is AIControlMobileTarget )
{
AIControlMobileTarget t = (AIControlMobileTarget)from.Target;
if( t.Order == order )
t.AddAI( this );
}
}
public virtual void OnAggressiveAction( Mobile aggressor )
{
Mobile currentCombat = m_Mobile.Combatant;
if( currentCombat != null && !aggressor.Hidden && currentCombat != aggressor && m_Mobile.GetDistanceToSqrt( currentCombat ) > m_Mobile.GetDistanceToSqrt( aggressor ) )
m_Mobile.Combatant = aggressor;
}
public virtual void EndPickTarget( Mobile from, Mobile target, OrderType order )
{
if( m_Mobile.Deleted || !m_Mobile.Controlled || !from.InRange( m_Mobile, 14 ) || from.Map != m_Mobile.Map || !from.CheckAlive() )
return;
bool isOwner = (from == m_Mobile.ControlMaster);
bool isFriend = (!isOwner && m_Mobile.IsPetFriend( from ));
if( !isOwner && !isFriend )
return;
else if( isFriend && order != OrderType.Follow && order != OrderType.Stay && order != OrderType.Stop )
return;
if( m_Mobile.CheckControlChance( from ) )
{
m_Mobile.ControlTarget = target;
m_Mobile.ControlOrder = order;
}
}
public virtual bool HandlesOnSpeech( Mobile from )
{
if( from.AccessLevel >= AccessLevel.GameMaster )
return true;
if( from.Alive && m_Mobile.Controlled && m_Mobile.Commandable && (from == m_Mobile.ControlMaster || m_Mobile.IsPetFriend( from )) )
return true;
return (from.Alive && from.InRange( m_Mobile.Location, 3 ) && m_Mobile.IsHumanInTown());
}
private static SkillName[] m_KeywordTable = new SkillName[]
{
SkillName.Parry,
SkillName.Healing,
SkillName.Hiding,
SkillName.Stealing,
SkillName.Peacemaking,
SkillName.Searching,
SkillName.Discordance,
SkillName.Concentration,
SkillName.Provocation,
SkillName.Lockpicking,
SkillName.Magery,
SkillName.MagicResist,
SkillName.Tactics,
SkillName.RemoveTrap,
SkillName.Musicianship,
SkillName.Poisoning,
SkillName.Archery,
SkillName.Tracking,
SkillName.Stealth,
SkillName.Swords,
SkillName.Bludgeoning,
SkillName.Fencing,
SkillName.HandToHand,
SkillName.Meditation
};
public virtual void OnSpeech( SpeechEventArgs e )
{
if( e.Mobile.Alive && e.Mobile.InRange( m_Mobile.Location, 3 ) && m_Mobile.IsHumanInTown() )
{
if( e.HasKeyword( 0x9D ) && WasNamed( e.Speech ) ) // *move*
{
if( m_Mobile.Combatant != null )
{
// I am too busy fighting to deal with thee!
m_Mobile.PublicOverheadMessage( MessageType.Regular, 0x3B2, 501482 );
}
else
{
// Excuse me?
m_Mobile.PublicOverheadMessage( MessageType.Regular, 0x3B2, 501516 );
WalkRandomInHome( 2, 2, 1 );
}
}
else if( e.HasKeyword( 0x9E ) && WasNamed( e.Speech ) ) // *time*
{
if( m_Mobile.Combatant != null )
{
// I am too busy fighting to deal with thee!
m_Mobile.PublicOverheadMessage( MessageType.Regular, 0x3B2, 501482 );
}
else
{
int generalNumber;
string exactTime;
Clock.GetTime( m_Mobile, out generalNumber, out exactTime );
m_Mobile.PublicOverheadMessage( MessageType.Regular, 0x3B2, generalNumber );
}
}
else if( e.HasKeyword( 0x6C ) && WasNamed( e.Speech ) ) // *train
{
if( m_Mobile.Combatant != null )
{
// I am too busy fighting to deal with thee!
m_Mobile.PublicOverheadMessage( MessageType.Regular, 0x3B2, 501482 );
}
else
{
bool foundSomething = false;
Skills ourSkills = m_Mobile.Skills;
Skills theirSkills = e.Mobile.Skills;
for( int i = 0; i < ourSkills.Length && i < theirSkills.Length; ++i )
{
Skill skill = ourSkills[i];
Skill theirSkill = theirSkills[i];
if( skill != null && theirSkill != null && skill.Base >= 60.0 && m_Mobile.CheckTeach( skill.SkillName, e.Mobile ) )
{
double toTeach = skill.Base / 3.0;
if( toTeach > 42.0 )
toTeach = 42.0;
if( toTeach > theirSkill.Base )
{
int number = 1043059 + i;
if( number > 1043107 )
continue;
if( !foundSomething )
m_Mobile.Say( 1043058 ); // I can train the following:
m_Mobile.Say( number );
foundSomething = true;
}
}
}
if( !foundSomething )
m_Mobile.Say( 501505 ); // Alas, I cannot teach thee anything.
}
}
else
{
SkillName toTrain = (SkillName)(-1);
for( int i = 0; toTrain == (SkillName)(-1) && i < e.Keywords.Length; ++i )
{
int keyword = e.Keywords[i];
if( keyword >= 0x6D && keyword <= 0x9C )
{
int index = keyword - 0x6D;
if( index >= 0 && index < m_KeywordTable.Length )
toTrain = m_KeywordTable[index];
}
}
if( toTrain != (SkillName)(-1) && WasNamed( e.Speech ) )
{
if( m_Mobile.Combatant != null )
{
// I am too busy fighting to deal with thee!
m_Mobile.PublicOverheadMessage( MessageType.Regular, 0x3B2, 501482 );
}
else
{
Skills skills = m_Mobile.Skills;
Skill skill = skills[toTrain];
if( skill == null || skill.Base < 60.0 || !m_Mobile.CheckTeach( toTrain, e.Mobile ) )
{
m_Mobile.Say( 501507 ); // 'Tis not something I can teach thee of.
}
else
{
m_Mobile.Teach( toTrain, e.Mobile, 0, false );
}
}
}
}
}
if( m_Mobile.Controlled && m_Mobile.Commandable )
{
m_Mobile.DebugSay( "Listening..." );
bool isOwner = (e.Mobile == m_Mobile.ControlMaster);
bool isFriend = (!isOwner && m_Mobile.IsPetFriend( e.Mobile ));
if( e.Mobile.Alive && (isOwner || isFriend) )
{
m_Mobile.DebugSay( "It's from my master" );
int[] keywords = e.Keywords;
string speech = e.Speech;
// First, check the all*
for( int i = 0; i < keywords.Length; ++i )
{
int keyword = keywords[i];
switch( keyword )
{
case 0x164: // all come
{
if( !isOwner )
break;
if( m_Mobile.CheckControlChance( e.Mobile ) )
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Come;
}
return;
}
case 0x165: // all follow
{
BeginPickTarget( e.Mobile, OrderType.Follow );
return;
}
case 0x166: // all guard
case 0x16B: // all guard me
{
if( !isOwner )
break;
if( m_Mobile.CheckControlChance( e.Mobile ) )
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Guard;
}
return;
}
case 0x167: // all stop
{
if( m_Mobile.CheckControlChance( e.Mobile ) )
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Stop;
}
return;
}
case 0x168: // all kill
case 0x169: // all attack
{
if( !isOwner )
break;
BeginPickTarget( e.Mobile, OrderType.Attack );
return;
}
case 0x16C: // all follow me
{
if( m_Mobile.CheckControlChance( e.Mobile ) )
{
m_Mobile.ControlTarget = e.Mobile;
m_Mobile.ControlOrder = OrderType.Follow;
}
return;
}
case 0x170: // all stay
{
if( m_Mobile.CheckControlChance( e.Mobile ) )
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Stay;
}
return;
}
}
}
// No all*, so check *command
for( int i = 0; i < keywords.Length; ++i )
{
int keyword = keywords[i];
switch( keyword )
{
case 0x155: // *come
{
if( !isOwner )
break;
if( WasNamed( speech ) && m_Mobile.CheckControlChance( e.Mobile ) )
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Come;
}
return;
}
case 0x156: // *drop
{
if( !isOwner )
break;
if( !m_Mobile.IsDeadPet && !m_Mobile.Summoned && WasNamed( speech ) && m_Mobile.CheckControlChance( e.Mobile ) )
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Drop;
}
return;
}
case 0x15A: // *follow
{
if( WasNamed( speech ) && m_Mobile.CheckControlChance( e.Mobile ) )
BeginPickTarget( e.Mobile, OrderType.Follow );
return;
}
case 0x15B: // *friend
{
if( !isOwner )
break;
if( WasNamed( speech ) && m_Mobile.CheckControlChance( e.Mobile ) )
{
if( m_Mobile.Summoned )
e.Mobile.SendLocalizedMessage( 1005481 ); // Summoned creatures are loyal only to their summoners.
else if( e.Mobile.HasTrade )
e.Mobile.SendLocalizedMessage( 1070947 ); // You cannot friend a pet with a trade pending
else
BeginPickTarget( e.Mobile, OrderType.Friend );
}
return;
}
case 0x15C: // *guard
{
if( !isOwner )
break;
if( !m_Mobile.IsDeadPet && WasNamed( speech ) && m_Mobile.CheckControlChance( e.Mobile ) )
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Guard;
}
return;
}
case 0x15D: // *kill
case 0x15E: // *attack
{
if( !isOwner )
break;
if( !m_Mobile.IsDeadPet && WasNamed( speech ) && m_Mobile.CheckControlChance( e.Mobile ) )
BeginPickTarget( e.Mobile, OrderType.Attack );
return;
}
case 0x161: // *stop
{
if( WasNamed( speech ) && m_Mobile.CheckControlChance( e.Mobile ) )
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Stop;
}
return;
}
case 0x163: // *follow me
{
if( WasNamed( speech ) && m_Mobile.CheckControlChance( e.Mobile ) )
{
m_Mobile.ControlTarget = e.Mobile;
m_Mobile.ControlOrder = OrderType.Follow;
}
return;
}
case 0x16D: // *release
{
if( !isOwner )
break;
if( WasNamed( speech ) && m_Mobile.CheckControlChance( e.Mobile ) )
{
if( !m_Mobile.Summoned )
{
e.Mobile.SendGump( new Gumps.ConfirmReleaseGump( e.Mobile, m_Mobile ) );
}
else
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Release;
}
}
return;
}
case 0x16E: // *transfer
{
if( !isOwner )
break;
if( !m_Mobile.IsDeadPet && WasNamed( speech ) && m_Mobile.CheckControlChance( e.Mobile ) )
{
if( m_Mobile.Summoned )
e.Mobile.SendLocalizedMessage( 1005487 ); // You cannot transfer ownership of a summoned creature.
else if( e.Mobile.HasTrade )
e.Mobile.SendLocalizedMessage( 1010507 ); // You cannot transfer a pet with a trade pending
else
BeginPickTarget( e.Mobile, OrderType.Transfer );
}
return;
}
case 0x16F: // *stay
{
if( WasNamed( speech ) && m_Mobile.CheckControlChance( e.Mobile ) )
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Stay;
}
return;
}
}
}
}
}
else
{
if( e.Mobile.AccessLevel >= AccessLevel.GameMaster )
{
m_Mobile.DebugSay( "It's from a GM" );
if( m_Mobile.FindMyName( e.Speech, true ) )
{
string[] str = e.Speech.Split( ' ' );
int i;
for( i=0; i < str.Length; i++ )
{
string word = str[i];
if( Insensitive.Equals( word, "obey" ) )
{
m_Mobile.SetControlMaster( e.Mobile );
if( m_Mobile.Summoned )
m_Mobile.SummonMaster = e.Mobile;
return;
}
}
}
}
}
}
public virtual bool Think()
{
if( m_Mobile.Deleted )
return false;
if( CheckFlee() )
return true;
switch( Action )
{
case ActionType.Wander:
m_Mobile.OnActionWander();
return DoActionWander();
case ActionType.Combat:
m_Mobile.OnActionCombat();
return DoActionCombat();
case ActionType.Guard:
m_Mobile.OnActionGuard();
return DoActionGuard();
case ActionType.Flee:
m_Mobile.OnActionFlee();
return DoActionFlee();
case ActionType.Interact:
m_Mobile.OnActionInteract();
return DoActionInteract();
case ActionType.Backoff:
m_Mobile.OnActionBackoff();
return DoActionBackoff();
default:
return false;
}
}
public virtual void OnActionChanged()
{
switch( Action )
{
case ActionType.Wander:
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
m_Mobile.FocusMob = null;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
break;
case ActionType.Combat:
m_Mobile.Warmode = true;
m_Mobile.FocusMob = null;
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
break;
case ActionType.Guard:
m_Mobile.Warmode = true;
m_Mobile.FocusMob = null;
m_Mobile.Combatant = null;
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_NextStopGuard = DateTime.Now + TimeSpan.FromSeconds( 10 );
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
break;
case ActionType.Flee:
m_Mobile.Warmode = true;
m_Mobile.FocusMob = null;
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
break;
case ActionType.Interact:
m_Mobile.Warmode = false;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
break;
case ActionType.Backoff:
m_Mobile.Warmode = false;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
break;
}
}
public virtual bool OnAtWayPoint()
{
return true;
}
public virtual bool DoActionWander()
{
if( CheckHerding() )
{
m_Mobile.DebugSay( "Praise the shepherd!" );
}
else if( m_Mobile.CurrentWayPoint != null )
{
WayPoint point = m_Mobile.CurrentWayPoint;
if( (point.X != m_Mobile.Location.X || point.Y != m_Mobile.Location.Y) && point.Map == m_Mobile.Map && point.Parent == null && !point.Deleted )
{
m_Mobile.DebugSay( "I will move towards my waypoint." );
DoMove( m_Mobile.GetDirectionTo( m_Mobile.CurrentWayPoint ) );
}
else if( OnAtWayPoint() )
{
m_Mobile.DebugSay( "I will go to the next waypoint" );
m_Mobile.CurrentWayPoint = point.NextPoint;
if( point.NextPoint != null && point.NextPoint.Deleted )
m_Mobile.CurrentWayPoint = point.NextPoint = point.NextPoint.NextPoint;
}
}
else if( CheckMove() )
{
if( !m_Mobile.CheckIdle() )
WalkRandomInHome( 2, 2, 1 );
}
if( m_Mobile.Combatant != null && !m_Mobile.Combatant.Deleted && m_Mobile.Combatant.Alive && !m_Mobile.Combatant.IsDeadBondedPet )
{
m_Mobile.Direction = m_Mobile.GetDirectionTo( m_Mobile.Combatant );
}
return true;
}
public virtual bool DoActionCombat()
{
if ( CheckHerding() )
{
m_Mobile.DebugSay( "Praise the shepherd!" );
}
else
{
Mobile c = m_Mobile.Combatant;
if ( c == null || c.Deleted || c.Map != m_Mobile.Map || !c.Alive || c.IsDeadBondedPet )
Action = ActionType.Wander;
else
m_Mobile.Direction = m_Mobile.GetDirectionTo( c );
}
return true;
}
public virtual bool DoActionGuard()
{
if ( CheckHerding() )
{
m_Mobile.DebugSay( "Praise the shepherd!" );
}
else if( DateTime.Now < m_NextStopGuard )
{
m_Mobile.DebugSay( "I am on guard" );
//m_Mobile.Turn( Utility.Random(0, 2) - 1 );
}
else
{
m_Mobile.DebugSay( "I stopped being on guard" );
Action = ActionType.Wander;
}
return true;
}
public virtual bool DoActionFlee()
{
Mobile from = m_Mobile.FocusMob;
if( from == null || from.Deleted || from.Map != m_Mobile.Map )
{
m_Mobile.DebugSay( "I have lost him" );
Action = ActionType.Guard;
return true;
}
if( WalkMobileRange( from, 1, true, m_Mobile.RangePerception*2, m_Mobile.RangePerception*3 ) )
{
m_Mobile.DebugSay( "I have fled" );
Action = ActionType.Guard;
return true;
}
else
{
m_Mobile.DebugSay( "I am fleeing!" );
}
return true;
}
public virtual bool DoActionInteract()
{
return true;
}
public virtual bool DoActionBackoff()
{
return true;
}
public virtual bool Obey()
{
if( m_Mobile.Deleted )
return false;
switch( m_Mobile.ControlOrder )
{
case OrderType.None:
return DoOrderNone();
case OrderType.Come:
return DoOrderCome();
case OrderType.Drop:
return DoOrderDrop();
case OrderType.Friend:
return DoOrderFriend();
case OrderType.Unfriend:
return DoOrderUnfriend();
case OrderType.Guard:
return DoOrderGuard();
case OrderType.Attack:
return DoOrderAttack();
case OrderType.Release:
return DoOrderRelease();
case OrderType.Stay:
return DoOrderStay();
case OrderType.Stop:
return DoOrderStop();
case OrderType.Follow:
return DoOrderFollow();
case OrderType.Transfer:
return DoOrderTransfer();
default:
return false;
}
}
public virtual void OnCurrentOrderChanged()
{
if( m_Mobile.Deleted || m_Mobile.ControlMaster == null || m_Mobile.ControlMaster.Deleted )
return;
switch( m_Mobile.ControlOrder )
{
case OrderType.None:
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.Home = m_Mobile.Location;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound( m_Mobile.GetIdleSound() );
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
case OrderType.Come:
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_Mobile.PlaySound( m_Mobile.GetIdleSound() );
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
case OrderType.Drop:
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound( m_Mobile.GetIdleSound() );
m_Mobile.Warmode = true;
m_Mobile.Combatant = null;
break;
case OrderType.Friend:
case OrderType.Unfriend:
m_Mobile.ControlMaster.RevealingAction();
break;
case OrderType.Guard:
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_Mobile.PlaySound( m_Mobile.GetIdleSound() );
m_Mobile.Warmode = true;
m_Mobile.Combatant = null;
string petname = String.Format( "{0}", m_Mobile.Name );
m_Mobile.ControlMaster.SendLocalizedMessage ( 1049671, petname ); //~1_PETNAME~ is now guarding you.
break;
case OrderType.Attack:
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_Mobile.PlaySound( m_Mobile.GetIdleSound() );
m_Mobile.Warmode = true;
m_Mobile.Combatant = null;
break;
case OrderType.Release:
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound( m_Mobile.GetIdleSound() );
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
case OrderType.Stay:
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound( m_Mobile.GetIdleSound() );
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
case OrderType.Stop:
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.Home = m_Mobile.Location;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound( m_Mobile.GetIdleSound() );
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
case OrderType.Follow:
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_Mobile.PlaySound( m_Mobile.GetIdleSound() );
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
case OrderType.Transfer:
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound( m_Mobile.GetIdleSound() );
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
}
}
public virtual bool DoOrderNone()
{
m_Mobile.DebugSay( "I have no order" );
WalkRandomInHome( 3, 2, 1 );
if( m_Mobile.Combatant != null && !m_Mobile.Combatant.Deleted && m_Mobile.Combatant.Alive && !m_Mobile.Combatant.IsDeadBondedPet )
{
m_Mobile.Warmode = true;
m_Mobile.Direction = m_Mobile.GetDirectionTo( m_Mobile.Combatant );
}
else
{
m_Mobile.Warmode = false;
}
return true;
}
public virtual bool DoOrderCome()
{
if( m_Mobile.ControlMaster != null && !m_Mobile.ControlMaster.Deleted )
{
int iCurrDist = (int)m_Mobile.GetDistanceToSqrt( m_Mobile.ControlMaster );
if( iCurrDist > m_Mobile.RangePerception )
{
m_Mobile.DebugSay( "I have lost my master. I stay here" );
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.None;
}
else
{
m_Mobile.DebugSay( "My master told me come" );
// Not exactly OSI style, but better than nothing.
bool bRun = (iCurrDist > 5);
if( WalkMobileRange( m_Mobile.ControlMaster, 1, bRun, 0, 1 ) )
{
if( m_Mobile.Combatant != null && !m_Mobile.Combatant.Deleted && m_Mobile.Combatant.Alive && !m_Mobile.Combatant.IsDeadBondedPet )
{
m_Mobile.Warmode = true;
m_Mobile.Direction = m_Mobile.GetDirectionTo( m_Mobile.Combatant );
}
else
{
m_Mobile.Warmode = false;
}
}
}
}
return true;
}
public virtual bool DoOrderDrop()
{
if( m_Mobile.IsDeadPet || !m_Mobile.CanDrop )
return true;
m_Mobile.DebugSay( "I drop my stuff for my master" );
Container pack = m_Mobile.Backpack;
if( pack != null )
{
List<Item> list = pack.Items;
for( int i = list.Count - 1; i >= 0; --i )
if( i < list.Count )
list[i].MoveToWorld( m_Mobile.Location, m_Mobile.Map );
}
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.None;
return true;
}
public virtual bool CheckHerding()
{
IPoint2D target = m_Mobile.TargetLocation;
if ( target == null )
return false; // Creature is not being herded
double distance = m_Mobile.GetDistanceToSqrt( target );
if( distance < 1 || distance > 15 )
{
m_Mobile.TargetLocation = null;
return false; // At the target or too far away
}
DoMove( m_Mobile.GetDirectionTo( target ) );
return true;
}
public virtual bool DoOrderFollow()
{
if( CheckHerding() )
{
m_Mobile.DebugSay( "Praise the shepherd!" );
}
else if( m_Mobile.ControlTarget != null && !m_Mobile.ControlTarget.Deleted && m_Mobile.ControlTarget != m_Mobile )
{
int iCurrDist = (int)m_Mobile.GetDistanceToSqrt( m_Mobile.ControlTarget );
if( iCurrDist > m_Mobile.RangePerception )
{
m_Mobile.DebugSay( "I have lost the one to follow. I stay here" );
if( m_Mobile.Combatant != null && !m_Mobile.Combatant.Deleted && m_Mobile.Combatant.Alive && !m_Mobile.Combatant.IsDeadBondedPet )
{
m_Mobile.Warmode = true;
m_Mobile.Direction = m_Mobile.GetDirectionTo( m_Mobile.Combatant );
}
else
{
m_Mobile.Warmode = false;
}
}
else
{
m_Mobile.DebugSay( "My master told me to follow: {0}", m_Mobile.ControlTarget.Name );
// Not exactly OSI style, but better than nothing.
bool bRun = (iCurrDist > 5);
if( WalkMobileRange( m_Mobile.ControlTarget, 1, bRun, 0, 1 ) )
{
if( m_Mobile.Combatant != null && !m_Mobile.Combatant.Deleted && m_Mobile.Combatant.Alive && !m_Mobile.Combatant.IsDeadBondedPet )
{
m_Mobile.Warmode = true;
m_Mobile.Direction = m_Mobile.GetDirectionTo( m_Mobile.Combatant );
}
else
{
m_Mobile.Warmode = false;
m_Mobile.CurrentSpeed = 0.1;
}
}
}
}
else
{
m_Mobile.DebugSay( "I have nobody to follow" );
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.None;
}
return true;
}
public virtual bool DoOrderFriend()
{
Mobile from = m_Mobile.ControlMaster;
Mobile to = m_Mobile.ControlTarget;
if( from == null || to == null || from == to || from.Deleted || to.Deleted || !to.Player )
{
m_Mobile.PublicOverheadMessage( MessageType.Regular, 0x3B2, 502039 ); // *looks confused*
}
else
{
if( from.CanBeBeneficial( to, true ) )
{
NetState fromState = from.NetState, toState = to.NetState;
if( fromState != null && toState != null )
{
if( from.HasTrade )
{
from.SendLocalizedMessage( 1070947 ); // You cannot friend a pet with a trade pending
}
else if( to.HasTrade )
{
to.SendLocalizedMessage( 1070947 ); // You cannot friend a pet with a trade pending
}
else if( m_Mobile.IsPetFriend( to ) )
{
from.SendLocalizedMessage( 1049691 ); // That person is already a friend.
}
else if( !m_Mobile.AllowNewPetFriend )
{
from.SendLocalizedMessage( 1005482 ); // Your pet does not seem to be interested in making new friends right now.
}
else
{
// ~1_NAME~ will now accept movement commands from ~2_NAME~.
from.SendLocalizedMessage( 1049676, String.Format( "{0}\t{1}", m_Mobile.Name, to.Name ) );
/* ~1_NAME~ has granted you the ability to give orders to their pet ~2_PET_NAME~.
* This creature will now consider you as a friend.
*/
to.SendLocalizedMessage( 1043246, String.Format( "{0}\t{1}", from.Name, m_Mobile.Name ) );
m_Mobile.AddPetFriend( to );
m_Mobile.ControlTarget = to;
m_Mobile.ControlOrder = OrderType.Follow;
return true;
}
}
}
}
m_Mobile.ControlTarget = from;
m_Mobile.ControlOrder = OrderType.Follow;
return true;
}
public virtual bool DoOrderUnfriend()
{
Mobile from = m_Mobile.ControlMaster;
Mobile to = m_Mobile.ControlTarget;
if( from == null || to == null || from == to || from.Deleted || to.Deleted || !to.Player )
{
m_Mobile.PublicOverheadMessage( MessageType.Regular, 0x3B2, 502039 ); // *looks confused*
}
else if( !m_Mobile.IsPetFriend( to ) )
{
from.SendLocalizedMessage( 1070953 ); // That person is not a friend.
}
else
{
// ~1_NAME~ will no longer accept movement commands from ~2_NAME~.
from.SendLocalizedMessage( 1070951, String.Format( "{0}\t{1}", m_Mobile.Name, to.Name ) );
/* ~1_NAME~ has no longer granted you the ability to give orders to their pet ~2_PET_NAME~.
* This creature will no longer consider you as a friend.
*/
to.SendLocalizedMessage( 1070952, String.Format( "{0}\t{1}", from.Name, m_Mobile.Name ) );
m_Mobile.RemovePetFriend( to );
}
m_Mobile.ControlTarget = from;
m_Mobile.ControlOrder = OrderType.Follow;
return true;
}
public virtual bool DoOrderGuard()
{
if( m_Mobile.IsDeadPet )
return true;
Mobile controlMaster = m_Mobile.ControlMaster;
if( controlMaster == null || controlMaster.Deleted )
return true;
Mobile combatant = m_Mobile.Combatant;
List<AggressorInfo> aggressors = controlMaster.Aggressors;
if( aggressors.Count > 0 )
{
for( int i = 0; i < aggressors.Count; ++i )
{
AggressorInfo info = aggressors[i];
Mobile attacker = info.Attacker;
if( attacker != null && !attacker.Deleted && attacker.GetDistanceToSqrt( m_Mobile ) <= m_Mobile.RangePerception )
{
if( combatant == null || attacker.GetDistanceToSqrt( controlMaster ) < combatant.GetDistanceToSqrt( controlMaster ) )
combatant = attacker;
}
}
if( combatant != null )
m_Mobile.DebugSay( "Crap, my master has been attacked! I will attack one of those bastards!" );
}
if( combatant != null && combatant != m_Mobile && combatant != m_Mobile.ControlMaster && !combatant.Deleted && combatant.Alive && !combatant.IsDeadBondedPet && m_Mobile.CanSee( combatant ) && m_Mobile.CanBeHarmful( combatant, false ) && combatant.Map == m_Mobile.Map )
{
m_Mobile.DebugSay( "Guarding from target..." );
m_Mobile.Combatant = combatant;
m_Mobile.FocusMob = combatant;
Action = ActionType.Combat;
/*
* We need to call Think() here or spell casting monsters will not use
* spells when guarding because their target is never processed.
*/
Think();
}
else
{
m_Mobile.DebugSay( "Nothing to guard from" );
m_Mobile.Warmode = false;
m_Mobile.CurrentSpeed = 0.1;
WalkMobileRange( controlMaster, 1, false, 0, 1 );
}
return true;
}
public virtual bool DoOrderAttack()
{
if( m_Mobile.IsDeadPet )
return true;
if( m_Mobile.ControlTarget == null || m_Mobile.ControlTarget.Deleted || m_Mobile.ControlTarget.Map != m_Mobile.Map || !m_Mobile.ControlTarget.Alive || m_Mobile.ControlTarget.IsDeadBondedPet )
{
m_Mobile.DebugSay( "I think he might be dead. He's not anywhere around here at least. That's cool. I'm glad he's dead." );
m_Mobile.ControlTarget = m_Mobile.ControlMaster;
m_Mobile.ControlOrder = OrderType.Follow;
if( m_Mobile.FightMode == FightMode.Closest || m_Mobile.FightMode == FightMode.Aggressor )
{
Mobile newCombatant = null;
double newScore = 0.0;
foreach( Mobile aggr in m_Mobile.GetMobilesInRange( m_Mobile.RangePerception ) )
{
if( !m_Mobile.CanSee( aggr ) || aggr.Combatant != m_Mobile )
continue;
if( aggr.IsDeadBondedPet || !aggr.Alive )
continue;
double aggrScore = m_Mobile.GetFightModeRanking( aggr, FightMode.Closest, false );
if( (newCombatant == null || aggrScore > newScore) && m_Mobile.InLOS( aggr ) )
{
newCombatant = aggr;
newScore = aggrScore;
}
}
if( newCombatant != null )
{
m_Mobile.ControlTarget = newCombatant;
m_Mobile.ControlOrder = OrderType.Attack;
m_Mobile.Combatant = newCombatant;
m_Mobile.DebugSay( "But -that- is not dead. Here we go again..." );
Think();
}
}
}
else
{
m_Mobile.DebugSay( "Attacking target..." );
Think();
}
return true;
}
public virtual bool DoOrderPatrol()
{
m_Mobile.DebugSay( "This order is not yet coded" );
return true;
}
public virtual bool DoOrderRelease()
{
m_Mobile.DebugSay( "I have been released" );
m_Mobile.PlaySound( m_Mobile.GetAngerSound() );
m_Mobile.SetControlMaster( null );
m_Mobile.SummonMaster = null;
m_Mobile.BondingBegin = DateTime.MinValue;
m_Mobile.OwnerAbandonTime = DateTime.MinValue;
m_Mobile.IsBonded = false;
SpawnEntry se = m_Mobile.Spawner as SpawnEntry;
if( se != null && se.HomeLocation != Point3D.Zero )
{
m_Mobile.Home = se.HomeLocation;
m_Mobile.RangeHome = se.HomeRange;
}
if( m_Mobile.DeleteOnRelease || m_Mobile.IsDeadPet )
m_Mobile.Delete();
m_Mobile.BeginDeleteTimer();
m_Mobile.DropBackpack();
return true;
}
public virtual bool DoOrderStay()
{
if( CheckHerding() )
m_Mobile.DebugSay( "Praise the shepherd!" );
else
m_Mobile.DebugSay( "My master told me to stay" );
return true;
}
public virtual bool DoOrderStop()
{
if( m_Mobile.ControlMaster == null || m_Mobile.ControlMaster.Deleted )
return true;
m_Mobile.DebugSay( "My master told me to stop." );
m_Mobile.Direction = m_Mobile.GetDirectionTo( m_Mobile.ControlMaster );
m_Mobile.Home = m_Mobile.Location;
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.None;
return true;
}
private class TransferItem : Item
{
public static bool IsInCombat( BaseCreature creature )
{
return (creature != null && (creature.Aggressors.Count > 0 || creature.Aggressed.Count > 0));
}
private BaseCreature m_Creature;
public TransferItem( BaseCreature creature )
: base( ShrinkTable.Lookup( creature ) )
{
m_Creature = creature;
Movable = false;
if( !Core.AOS )
{
Name = creature.Name;
}
else if( this.ItemID == ShrinkTable.DefaultItemID || creature.GetType().IsDefined( typeof( FriendlyNameAttribute ), false ) )
Name = FriendlyNameAttribute.GetFriendlyNameFor( creature.GetType() ).ToString();
//(As Per OSI)No name. Normally, set by the ItemID of the Shrink Item unless we either explicitly set it with an Attribute, or, no lookup found
Hue = creature.Hue & 0x0FFF;
}
public TransferItem( Serial serial )
: base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int)0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
Delete();
}
public override void GetProperties( ObjectPropertyList list )
{
base.GetProperties( list );
list.Add( 1041603 ); // This item represents a pet currently in consideration for trade
list.Add( 1041601, m_Creature.Name ); // Pet Name: ~1_val~
if ( m_Creature.ControlMaster != null )
list.Add( 1041602, m_Creature.ControlMaster.Name ); // Owner: ~1_val~
}
public override bool AllowSecureTrade( Mobile from, Mobile to, Mobile newOwner, bool accepted )
{
if( !base.AllowSecureTrade( from, to, newOwner, accepted ) )
return false;
if( Deleted || m_Creature == null || m_Creature.Deleted || m_Creature.ControlMaster != from || !from.CheckAlive() || !to.CheckAlive() )
return false;
if( from.Map != m_Creature.Map || !from.InRange( m_Creature, 14 ) )
return false;
if( accepted && !m_Creature.CanBeControlledBy( to ) )
{
string args = String.Format( "{0}\t{1}\t ", to.Name, from.Name );
from.SendLocalizedMessage( 1043248, args ); // The pet refuses to be transferred because it will not obey ~1_NAME~.~3_BLANK~
to.SendLocalizedMessage( 1043249, args ); // The pet will not accept you as a master because it does not trust you.~3_BLANK~
return false;
}
else if( accepted && !m_Creature.CanBeControlledBy( from ) )
{
string args = String.Format( "{0}\t{1}\t ", to.Name, from.Name );
from.SendLocalizedMessage( 1043250, args ); // The pet refuses to be transferred because it will not obey you sufficiently.~3_BLANK~
to.SendLocalizedMessage( 1043251, args ); // The pet will not accept you as a master because it does not trust ~2_NAME~.~3_BLANK~
}
else if( accepted && (to.Followers + m_Creature.ControlSlots) > to.FollowersMax )
{
to.SendLocalizedMessage( 1049607 ); // You have too many followers to control that creature.
return false;
}
else if( accepted && IsInCombat( m_Creature ) )
{
from.SendMessage( "You may not transfer a pet that has recently been in combat." );
to.SendMessage( "The pet may not be transfered to you because it has recently been in combat." );
return false;
}
return true;
}
public override void OnSecureTrade( Mobile from, Mobile to, Mobile newOwner, bool accepted )
{
if( Deleted )
return;
Delete();
if( m_Creature == null || m_Creature.Deleted || m_Creature.ControlMaster != from || !from.CheckAlive() || !to.CheckAlive() )
return;
if( from.Map != m_Creature.Map || !from.InRange( m_Creature, 14 ) )
return;
if( accepted )
{
if( m_Creature.SetControlMaster( to ) )
{
if( m_Creature.Summoned )
m_Creature.SummonMaster = to;
m_Creature.ControlTarget = to;
m_Creature.ControlOrder = OrderType.Follow;
m_Creature.BondingBegin = DateTime.MinValue;
m_Creature.OwnerAbandonTime = DateTime.MinValue;
m_Creature.IsBonded = false;
m_Creature.PlaySound( m_Creature.GetIdleSound() );
string args = String.Format( "{0}\t{1}\t{2}", from.Name, m_Creature.Name, to.Name );
from.SendLocalizedMessage( 1043253, args ); // You have transferred your pet to ~3_GETTER~.
to.SendLocalizedMessage( 1043252, args ); // ~1_NAME~ has transferred the allegiance of ~2_PET_NAME~ to you.
}
}
}
}
public virtual bool DoOrderTransfer()
{
if( m_Mobile.IsDeadPet )
return true;
Mobile from = m_Mobile.ControlMaster;
Mobile to = m_Mobile.ControlTarget;
if( from != to && from != null && !from.Deleted && to != null && !to.Deleted && to.Player )
{
m_Mobile.DebugSay( "Begin transfer with {0}", to.Name );
if( !m_Mobile.CanBeControlledBy( to ) )
{
string args = String.Format( "{0}\t{1}\t ", to.Name, from.Name );
from.SendLocalizedMessage( 1043248, args ); // The pet refuses to be transferred because it will not obey ~1_NAME~.~3_BLANK~
to.SendLocalizedMessage( 1043249, args ); // The pet will not accept you as a master because it does not trust you.~3_BLANK~
}
else if( !m_Mobile.CanBeControlledBy( from ) )
{
string args = String.Format( "{0}\t{1}\t ", to.Name, from.Name );
from.SendLocalizedMessage( 1043250, args ); // The pet refuses to be transferred because it will not obey you sufficiently.~3_BLANK~
to.SendLocalizedMessage( 1043251, args ); // The pet will not accept you as a master because it does not trust ~2_NAME~.~3_BLANK~
}
else if( TransferItem.IsInCombat( m_Mobile ) )
{
from.SendMessage( "You may not transfer a pet that has recently been in combat." );
to.SendMessage( "The pet may not be transfered to you because it has recently been in combat." );
}
else
{
NetState fromState = from.NetState, toState = to.NetState;
if( fromState != null && toState != null )
{
if( from.HasTrade )
{
from.SendLocalizedMessage( 1010507 ); // You cannot transfer a pet with a trade pending
}
else if( to.HasTrade )
{
to.SendLocalizedMessage( 1010507 ); // You cannot transfer a pet with a trade pending
}
else
{
Container c = fromState.AddTrade( toState );
c.DropItem( new TransferItem( m_Mobile ) );
}
}
}
}
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Stay;
return true;
}
public virtual bool DoBardPacified()
{
if( DateTime.Now < m_Mobile.BardEndTime )
{
m_Mobile.DebugSay( "I am pacified, I wait" );
m_Mobile.Combatant = null;
m_Mobile.Warmode = false;
}
else
{
m_Mobile.DebugSay( "I'm not pacified any longer" );
m_Mobile.BardPacified = false;
}
return true;
}
public virtual bool DoBardProvoked()
{
if( DateTime.Now >= m_Mobile.BardEndTime && (m_Mobile.BardMaster == null || m_Mobile.BardMaster.Deleted || m_Mobile.BardMaster.Map != m_Mobile.Map || m_Mobile.GetDistanceToSqrt( m_Mobile.BardMaster ) > m_Mobile.RangePerception) )
{
m_Mobile.DebugSay( "I have lost my provoker" );
m_Mobile.BardProvoked = false;
m_Mobile.BardMaster = null;
m_Mobile.BardTarget = null;
m_Mobile.Combatant = null;
m_Mobile.Warmode = false;
}
else
{
if( m_Mobile.BardTarget == null || m_Mobile.BardTarget.Deleted || m_Mobile.BardTarget.Map != m_Mobile.Map || m_Mobile.GetDistanceToSqrt( m_Mobile.BardTarget ) > m_Mobile.RangePerception )
{
m_Mobile.DebugSay( "I have lost my provoke target" );
m_Mobile.BardProvoked = false;
m_Mobile.BardMaster = null;
m_Mobile.BardTarget = null;
m_Mobile.Combatant = null;
m_Mobile.Warmode = false;
}
else
{
m_Mobile.Combatant = m_Mobile.BardTarget;
m_Action = ActionType.Combat;
m_Mobile.OnThink();
Think();
}
}
return true;
}
public virtual void WalkRandom( int iChanceToNotMove, int iChanceToDir, int iSteps )
{
if( m_Mobile.Deleted || m_Mobile.DisallowAllMoves )
return;
for( int i=0; i<iSteps; i++ )
{
if( Utility.Random( 8 * iChanceToNotMove ) <= 8 )
{
int iRndMove = Utility.Random( 0, 8 + (9*iChanceToDir) );
switch( iRndMove )
{
case 0:
DoMove( Direction.Up );
break;
case 1:
DoMove( Direction.North );
break;
case 2:
DoMove( Direction.Left );
break;
case 3:
DoMove( Direction.West );
break;
case 5:
DoMove( Direction.Down );
break;
case 6:
DoMove( Direction.South );
break;
case 7:
DoMove( Direction.Right );
break;
case 8:
DoMove( Direction.East );
break;
default:
DoMove( m_Mobile.Direction );
break;
}
}
}
}
public double TransformMoveDelay( double delay )
{
bool isPassive = (delay == m_Mobile.PassiveSpeed);
bool isControlled = (m_Mobile.Controlled || m_Mobile.Summoned);
if( delay == 0.2 )
delay = 0.3;
else if( delay == 0.25 )
delay = 0.45;
else if( delay == 0.3 )
delay = 0.6;
else if( delay == 0.4 )
delay = 0.9;
else if( delay == 0.5 )
delay = 1.05;
else if( delay == 0.6 )
delay = 1.2;
else if( delay == 0.8 )
delay = 1.5;
if( isPassive )
delay += 0.2;
if( !isControlled )
{
delay += 0.1;
}
else if( m_Mobile.Controlled )
{
if( m_Mobile.ControlOrder == OrderType.Follow && m_Mobile.ControlTarget == m_Mobile.ControlMaster )
delay *= 0.5;
delay -= 0.075;
}
if( delay < 0.0 )
delay = 0.0;
return delay;
}
private DateTime m_NextMove;
public DateTime NextMove
{
get { return m_NextMove; }
set { m_NextMove = value; }
}
public virtual bool CheckMove()
{
return (DateTime.Now >= m_NextMove);
}
public virtual bool DoMove( Direction d )
{
return DoMove( d, false );
}
public virtual bool DoMove( Direction d, bool badStateOk )
{
MoveResult res = DoMoveImpl( d );
return (res == MoveResult.Success || res == MoveResult.SuccessAutoTurn || (badStateOk && res == MoveResult.BadState));
}
private static Queue m_Obstacles = new Queue();
public virtual MoveResult DoMoveImpl( Direction d )
{
if( m_Mobile.Deleted || m_Mobile.Frozen || m_Mobile.Paralyzed || (m_Mobile.Spell != null && m_Mobile.Spell.IsCasting) || m_Mobile.DisallowAllMoves )
return MoveResult.BadState;
else if( !CheckMove() )
return MoveResult.BadState;
// This makes them always move one step, never any direction changes
m_Mobile.Direction = d;
TimeSpan delay = TimeSpan.FromSeconds( TransformMoveDelay( m_Mobile.CurrentSpeed ) );
m_NextMove += delay;
if( m_NextMove < DateTime.Now )
m_NextMove = DateTime.Now;
m_Mobile.Pushing = false;
MoveImpl.IgnoreMovableImpassables = (m_Mobile.CanMoveOverObstacles && !m_Mobile.CanDestroyObstacles);
if( (m_Mobile.Direction & Direction.Mask) != (d & Direction.Mask) )
{
bool v = m_Mobile.Move( d );
MoveImpl.IgnoreMovableImpassables = false;
return (v ? MoveResult.Success : MoveResult.Blocked);
}
else if( !m_Mobile.Move( d ) )
{
bool wasPushing = m_Mobile.Pushing;
bool blocked = true;
bool canOpenDoors = m_Mobile.CanOpenDoors;
bool canDestroyObstacles = m_Mobile.CanDestroyObstacles;
if( canOpenDoors || canDestroyObstacles )
{
m_Mobile.DebugSay( "My movement was blocked, I will try to clear some obstacles." );
Map map = m_Mobile.Map;
if( map != null )
{
int x = m_Mobile.X, y = m_Mobile.Y;
Movement.Movement.Offset( d, ref x, ref y );
int destroyables = 0;
IPooledEnumerable eable = map.GetItemsInRange( new Point3D( x, y, m_Mobile.Location.Z ), 1 );
foreach( Item item in eable )
{
if( canOpenDoors && item is BaseDoor && (item.Z + item.ItemData.Height) > m_Mobile.Z && (m_Mobile.Z + 16) > item.Z )
{
if( item.X != x || item.Y != y )
continue;
BaseDoor door = (BaseDoor)item;
if( !door.Locked || !door.UseLocks() )
m_Obstacles.Enqueue( door );
if( !canDestroyObstacles )
break;
}
else if( canDestroyObstacles && item.Movable && item.ItemData.Impassable && (item.Z + item.ItemData.Height) > m_Mobile.Z && (m_Mobile.Z + 16) > item.Z )
{
if( !m_Mobile.InRange( item.GetWorldLocation(), 1 ) )
continue;
m_Obstacles.Enqueue( item );
++destroyables;
}
}
eable.Free();
if( destroyables > 0 )
Effects.PlaySound( new Point3D( x, y, m_Mobile.Z ), m_Mobile.Map, 0x3B3 );
if( m_Obstacles.Count > 0 )
blocked = false; // retry movement
while( m_Obstacles.Count > 0 )
{
Item item = (Item)m_Obstacles.Dequeue();
if( item is BaseDoor )
{
m_Mobile.DebugSay( "Little do they expect, I've learned how to open doors. Didn't they read the script??" );
m_Mobile.DebugSay( "*twist*" );
((BaseDoor)item).Use( m_Mobile );
}
else
{
m_Mobile.DebugSay( "Ugabooga. I'm so big and tough I can destroy it: {0}", item.GetType().Name );
if( item is Container )
{
Container cont = (Container)item;
for( int i = 0; i < cont.Items.Count; ++i )
{
Item check = cont.Items[i];
if( check.Movable && check.ItemData.Impassable && (item.Z + check.ItemData.Height) > m_Mobile.Z )
m_Obstacles.Enqueue( check );
}
cont.Destroy();
}
else
{
item.Delete();
}
}
}
if( !blocked )
blocked = !m_Mobile.Move( d );
}
}
if( blocked )
{
int offset = (Utility.RandomDouble() >= 0.6 ? 1 : -1);
for( int i = 0; i < 2; ++i )
{
m_Mobile.TurnInternal( offset );
if( m_Mobile.Move( m_Mobile.Direction ) )
{
MoveImpl.IgnoreMovableImpassables = false;
return MoveResult.SuccessAutoTurn;
}
}
MoveImpl.IgnoreMovableImpassables = false;
return (wasPushing ? MoveResult.BadState : MoveResult.Blocked);
}
else
{
MoveImpl.IgnoreMovableImpassables = false;
return MoveResult.Success;
}
}
MoveImpl.IgnoreMovableImpassables = false;
return MoveResult.Success;
}
public virtual void WalkRandomInHome( int iChanceToNotMove, int iChanceToDir, int iSteps )
{
if( m_Mobile.Deleted || m_Mobile.DisallowAllMoves )
return;
if( m_Mobile.Home == Point3D.Zero )
{
if( m_Mobile.Spawner is SpawnEntry )
{
Region region = ((SpawnEntry)m_Mobile.Spawner).Region;
if( m_Mobile.Region.AcceptsSpawnsFrom( region ) )
{
m_Mobile.WalkRegion = region;
WalkRandom( iChanceToNotMove, iChanceToDir, iSteps );
m_Mobile.WalkRegion = null;
}
else
{
if( region.GoLocation != Point3D.Zero && Utility.Random( 10 ) > 5 )
{
DoMove( m_Mobile.GetDirectionTo( region.GoLocation ) );
}
else
{
WalkRandom( iChanceToNotMove, iChanceToDir, 1 );
}
}
}
else
{
WalkRandom( iChanceToNotMove, iChanceToDir, iSteps );
}
}
else
{
for( int i=0; i<iSteps; i++ )
{
if( m_Mobile.RangeHome != 0 )
{
int iCurrDist = (int)m_Mobile.GetDistanceToSqrt( m_Mobile.Home );
if( iCurrDist < m_Mobile.RangeHome * 2 / 3 )
{
WalkRandom( iChanceToNotMove, iChanceToDir, 1 );
}
else if( iCurrDist > m_Mobile.RangeHome )
{
DoMove( m_Mobile.GetDirectionTo( m_Mobile.Home ) );
}
else
{
if( Utility.Random( 10 ) > 5 )
{
DoMove( m_Mobile.GetDirectionTo( m_Mobile.Home ) );
}
else
{
WalkRandom( iChanceToNotMove, iChanceToDir, 1 );
}
}
}
else
{
if( m_Mobile.Location != m_Mobile.Home )
{
DoMove( m_Mobile.GetDirectionTo( m_Mobile.Home ) );
}
}
}
}
}
public virtual bool CheckFlee()
{
if( m_Mobile.CheckFlee() )
{
Mobile combatant = m_Mobile.Combatant;
if( combatant == null )
{
WalkRandom( 1, 2, 1 );
}
else
{
Direction d = combatant.GetDirectionTo( m_Mobile );
d = (Direction)((int)d + Utility.RandomMinMax( -1, +1 ));
m_Mobile.Direction = d;
m_Mobile.Move( d );
}
return true;
}
return false;
}
protected PathFollower m_Path;
public virtual void OnTeleported()
{
if( m_Path != null )
{
m_Mobile.DebugSay( "Teleported; repathing" );
m_Path.ForceRepath();
}
}
public virtual bool MoveTo( Mobile m, bool run, int range )
{
if( m_Mobile.Deleted || m_Mobile.DisallowAllMoves || m == null || m.Deleted )
return false;
if( m_Mobile.InRange( m, range ) )
{
m_Path = null;
return true;
}
if( m_Path != null && m_Path.Goal == m )
{
if( m_Path.Follow( run, 1 ) )
{
m_Path = null;
return true;
}
}
else if( !DoMove( m_Mobile.GetDirectionTo( m ), true ) )
{
m_Path = new PathFollower( m_Mobile, m );
m_Path.Mover = new MoveMethod( DoMoveImpl );
if( m_Path.Follow( run, 1 ) )
{
m_Path = null;
return true;
}
}
else
{
m_Path = null;
return true;
}
return false;
}
/*
* Walk at range distance from mobile
*
* iSteps : Number of steps
* bRun : Do we run
* iWantDistMin : The minimum distance we want to be
* iWantDistMax : The maximum distance we want to be
*
*/
public virtual bool WalkMobileRange( Mobile m, int iSteps, bool bRun, int iWantDistMin, int iWantDistMax )
{
if( m_Mobile.Deleted || m_Mobile.DisallowAllMoves )
return false;
if( m != null )
{
for( int i=0; i<iSteps; i++ )
{
// Get the curent distance
int iCurrDist = (int)m_Mobile.GetDistanceToSqrt( m );
if( iCurrDist < iWantDistMin || iCurrDist > iWantDistMax )
{
bool needCloser = (iCurrDist > iWantDistMax);
bool needFurther = !needCloser;
if( needCloser && m_Path != null && m_Path.Goal == m )
{
if( m_Path.Follow( bRun, 1 ) )
m_Path = null;
}
else
{
Direction dirTo;
if( iCurrDist > iWantDistMax )
dirTo = m_Mobile.GetDirectionTo( m );
else
dirTo = m.GetDirectionTo( m_Mobile );
// Add the run flag
if( bRun )
dirTo = dirTo | Direction.Running;
if( !DoMove( dirTo, true ) && needCloser )
{
m_Path = new PathFollower( m_Mobile, m );
m_Path.Mover = new MoveMethod( DoMoveImpl );
if( m_Path.Follow( bRun, 1 ) )
m_Path = null;
}
else
{
m_Path = null;
}
}
}
else
{
return true;
}
}
// Get the curent distance
int iNewDist = (int)m_Mobile.GetDistanceToSqrt( m );
if( iNewDist >= iWantDistMin && iNewDist <= iWantDistMax )
return true;
else
return false;
}
return false;
}
/*
* Here we check to acquire a target from our surronding
*
* iRange : The range
* acqType : A type of acquire we want (closest, strongest, etc)
* bPlayerOnly : Don't bother with other creatures or NPCs, want a player
* bFacFriend : Check people in my faction
* bFacFoe : Check people in other factions
*
*/
public virtual bool AcquireFocusMob( int iRange, FightMode acqType, bool bPlayerOnly, bool bFacFriend, bool bFacFoe )
{
if( m_Mobile.Deleted )
return false;
if( m_Mobile.BardProvoked )
{
if( m_Mobile.BardTarget == null || m_Mobile.BardTarget.Deleted )
{
m_Mobile.FocusMob = null;
return false;
}
else
{
m_Mobile.FocusMob = m_Mobile.BardTarget;
return (m_Mobile.FocusMob != null);
}
}
else if( m_Mobile.Controlled )
{
if( m_Mobile.ControlTarget == null || m_Mobile.ControlTarget.Deleted || m_Mobile.ControlTarget.Hidden || !m_Mobile.ControlTarget.Alive || m_Mobile.ControlTarget.IsDeadBondedPet || !m_Mobile.InRange( m_Mobile.ControlTarget, m_Mobile.RangePerception * 2 ) )
{
if ( m_Mobile.ControlTarget != null && m_Mobile.ControlTarget != m_Mobile.ControlMaster )
m_Mobile.ControlTarget = null;
m_Mobile.FocusMob = null;
return false;
}
else
{
m_Mobile.FocusMob = m_Mobile.ControlTarget;
return (m_Mobile.FocusMob != null);
}
}
if( m_Mobile.ConstantFocus != null )
{
m_Mobile.DebugSay( "Acquired my constant focus" );
m_Mobile.FocusMob = m_Mobile.ConstantFocus;
return true;
}
if( acqType == FightMode.None )
{
m_Mobile.FocusMob = null;
return false;
}
if ( acqType == FightMode.Aggressor && m_Mobile.Aggressors.Count == 0 && m_Mobile.Aggressed.Count == 0 )
{
m_Mobile.FocusMob = null;
return false;
}
if( m_Mobile.NextReacquireTime > DateTime.Now )
{
m_Mobile.FocusMob = null;
return false;
}
m_Mobile.NextReacquireTime = DateTime.Now + m_Mobile.ReacquireDelay;
m_Mobile.DebugSay( "Acquiring..." );
Map map = m_Mobile.Map;
if( map != null )
{
Mobile newFocusMob = null;
double val = double.MinValue;
double theirVal;
IPooledEnumerable eable = map.GetMobilesInRange( m_Mobile.Location, iRange );
foreach( Mobile m in eable )
{
if ( m.Deleted || m.Blessed )
continue;
// Let's not target ourselves...
if ( m == m_Mobile )
continue;
// Dead targets are invalid.
if ( !m.Alive || m.IsDeadBondedPet )
continue;
// Staff members cannot be targeted.
if ( m.AccessLevel > AccessLevel.Player )
continue;
// Does it have to be a player?
if ( bPlayerOnly && !m.Player )
continue;
// Can't acquire a target we can't see.
if ( !m_Mobile.CanSee( m ) )
continue;
if ( m_Mobile.Summoned && m_Mobile.SummonMaster != null )
{
// If this is a summon, it can't target its controller.
if ( m == m_Mobile.SummonMaster )
continue;
// It also must abide by harmful spell rules.
if ( !Server.Spells.SpellHelper.ValidIndirectTarget( m_Mobile.SummonMaster, m ) )
continue;
}
// If we only want faction friends, make sure it's one.
if ( bFacFriend && !m_Mobile.IsFriend( m ) )
continue;
if( acqType == FightMode.Aggressor || acqType == FightMode.Evil )
{
// Only acquire this mobile if it attacked us, or if it's evil.
bool bValid = false;
for ( int a = 0; !bValid && a < m_Mobile.Aggressors.Count; ++a )
bValid = ( m_Mobile.Aggressors[a].Attacker == m );
for ( int a = 0; !bValid && a < m_Mobile.Aggressed.Count; ++a )
bValid = ( m_Mobile.Aggressed[a].Defender == m );
if ( acqType == FightMode.Evil && !bValid )
{
if( m is BaseCreature && ((BaseCreature)m).Controlled && ((BaseCreature)m).ControlMaster != null )
bValid = ( ((BaseCreature)m).ControlMaster.Karma < 0 );
else
bValid = ( m.Karma < 0 );
}
if ( !bValid )
continue;
} else {
// Same goes for faction enemies.
if ( bFacFoe && !m_Mobile.IsEnemy( m ) )
continue;
// If it's an enemy factioned mobile, make sure we can be harmful to it.
if ( bFacFoe && !bFacFriend && !m_Mobile.CanBeHarmful( m, false ) )
continue;
}
theirVal = m_Mobile.GetFightModeRanking( m, acqType, bPlayerOnly );
if( theirVal > val && m_Mobile.InLOS( m ) )
{
newFocusMob = m;
val = theirVal;
}
}
eable.Free();
m_Mobile.FocusMob = newFocusMob;
}
return (m_Mobile.FocusMob != null);
}
public virtual void DetectHidden()
{
if( m_Mobile.Deleted || m_Mobile.Map == null )
return;
m_Mobile.DebugSay( "Checking for hidden players" );
double srcSkill = m_Mobile.Skills[SkillName.Searching].Value;
if( srcSkill <= 0 )
return;
foreach( Mobile trg in m_Mobile.GetMobilesInRange( m_Mobile.RangePerception ) )
{
if( trg != m_Mobile && trg.Player && trg.Alive && trg.Hidden && trg.AccessLevel == AccessLevel.Player && m_Mobile.InLOS( trg ) )
{
m_Mobile.DebugSay( "Trying to detect {0}", trg.Name );
double trgHiding = trg.Skills[SkillName.Hiding].Value / 2.9;
double trgStealth = trg.Skills[SkillName.Stealth].Value / 1.8;
double chance = srcSkill / 1.2 - Math.Min( trgHiding, trgStealth );
if( chance < srcSkill / 10 )
chance = srcSkill / 10;
chance /= 100;
if( chance > Utility.RandomDouble() )
{
trg.RevealingAction();
trg.SendLocalizedMessage( 500814 ); // You have been revealed!
}
}
}
}
public virtual void Deactivate()
{
if( m_Mobile.PlayerRangeSensitive )
{
m_Timer.Stop();
SpawnEntry se = m_Mobile.Spawner as SpawnEntry;
if( se != null && se.ReturnOnDeactivate && !m_Mobile.Controlled )
{
if( se.HomeLocation == Point3D.Zero )
{
if( !m_Mobile.Region.AcceptsSpawnsFrom( se.Region ) )
{
Timer.DelayCall( TimeSpan.Zero, new TimerCallback( ReturnToHome ) );
}
}
else if( !m_Mobile.InRange( se.HomeLocation, se.HomeRange ) )
{
Timer.DelayCall( TimeSpan.Zero, new TimerCallback( ReturnToHome ) );
}
}
}
}
private void ReturnToHome()
{
SpawnEntry se = m_Mobile.Spawner as SpawnEntry;
if( se != null )
{
Point3D loc = se.RandomSpawnLocation( 16, !m_Mobile.CantWalk, m_Mobile.CanSwim );
if( loc != Point3D.Zero )
{
m_Mobile.MoveToWorld( loc, se.Region.Map );
return;
}
}
}
public virtual void Activate()
{
if( !m_Timer.Running )
{
m_Timer.Delay = TimeSpan.Zero;
m_Timer.Start();
}
}
/*
* The mobile changed it speed, we must ajust the timer
*/
public virtual void OnCurrentSpeedChanged()
{
m_Timer.Stop();
m_Timer.Delay = TimeSpan.FromSeconds( Utility.RandomDouble() );
m_Timer.Interval = TimeSpan.FromSeconds( Math.Max( 0.0, m_Mobile.CurrentSpeed ) );
m_Timer.Start();
}
private DateTime m_NextDetectHidden;
public virtual bool CanDetectHidden { get { return m_Mobile.Skills[SkillName.Searching].Value > 0; } }
/*
* The Timer object
*/
private class AITimer : Timer
{
private BaseAI m_Owner;
public AITimer( BaseAI owner )
: base( TimeSpan.FromSeconds( Utility.RandomDouble() ), TimeSpan.FromSeconds( Math.Max( 0.0, owner.m_Mobile.CurrentSpeed ) ) )
{
m_Owner = owner;
m_Owner.m_NextDetectHidden = DateTime.Now;
Priority = TimerPriority.FiftyMS;
}
protected override void OnTick()
{
if( m_Owner.m_Mobile.Deleted )
{
Stop();
return;
}
else if( m_Owner.m_Mobile.Map == null || m_Owner.m_Mobile.Map == Map.Internal )
{
return;
}
else if( m_Owner.m_Mobile.PlayerRangeSensitive )//have to check this in the timer....
{
Sector sect = m_Owner.m_Mobile.Map.GetSector( m_Owner.m_Mobile );
if( !sect.Active )
{
m_Owner.Deactivate();
return;
}
}
m_Owner.m_Mobile.OnThink();
if( m_Owner.m_Mobile.Deleted )
{
Stop();
return;
}
else if( m_Owner.m_Mobile.Map == null || m_Owner.m_Mobile.Map == Map.Internal )
{
return;
}
if( m_Owner.m_Mobile.BardPacified )
{
m_Owner.DoBardPacified();
}
else if( m_Owner.m_Mobile.BardProvoked )
{
m_Owner.DoBardProvoked();
}
else
{
if( !m_Owner.m_Mobile.Controlled )
{
if( !m_Owner.Think() )
{
Stop();
return;
}
}
else
{
if( !m_Owner.Obey() )
{
Stop();
return;
}
}
}
if( m_Owner.CanDetectHidden && DateTime.Now > m_Owner.m_NextDetectHidden )
{
m_Owner.DetectHidden();
// Not exactly OSI style, approximation.
int delay = (15000 / m_Owner.m_Mobile.Int);
if( delay > 60 )
delay = 60;
int min = delay * (9 / 10); // 13s at 1000 int, 33s at 400 int, 54s at <250 int
int max = delay * (10 / 9); // 16s at 1000 int, 41s at 400 int, 66s at <250 int
m_Owner.m_NextDetectHidden = DateTime.Now + TimeSpan.FromSeconds( Utility.RandomMinMax( min, max ) );
}
}
}
}
}