fix: monster ability queries no longer have side effects (#2716)
## Problem `GetMonsterAbilities()` answers three questions through one virtual: which abilities a creature has (`GetAbility`, `AOS.cs` reflect/barrier, bard fire-breath difficulty), which abilities are enabled right now, and where cooldown state must be cleaned up (`InvalidateNextAbilityTriggers` on death and delete). Every caller assumes it is a pure, stable list. About 70 creatures return a static array; only LordOaks computed it: ``` Mobile.Delete() → BaseCreature.OnDelete() → CreatureDeletedEvent → MonsterAbility.InvalidateNextAbilityTriggers() → LordOaks.GetMonsterAbilities() → CheckQueen() → new Silvani().MoveToWorld(...) ``` - Deleting a Lord Oaks nobody had fought (champion reset, `DeleteCreatures`, GM delete) spawned an orphaned Silvani where he stood. - The spell damage scalar (`AlterDamageScalarFrom`) spawned her too. - With the queen dead his list was empty, so cleanup skipped his cooldown entries. The static `Dictionary<BaseCreature, long>` on the ability singleton kept a reference to the deleted creature. `MonsterAbilityGroup` children's entries were never cleaned either. - Neira threw unholy bones from `AlterDamageScalarFrom`, so any caller asking for a damage scalar (a preview gump, for example) could fire the effect. ## Changes - **Per-creature cooldowns:** a lazy `Dictionary<MonsterAbility, long>` on `BaseCreature` (`IsAbilityOnCooldown`, `SetAbilityCooldown`, `ClearAbilityCooldowns`). The static dictionaries and the query-driven cleanup are gone, and death still resets cooldowns. Tick comparisons are wraparound-safe. - **Pure contract:** `GetMonsterAbilities()` is documented as pure. The new `virtual bool CanUseAbility(MonsterAbility)` gates abilities that only work some of the time. Every `TriggerAbility*` loop and `GetAbility` check it. - **LordOaks:** always lists his abilities; `CanUseAbility` and the 10% spell shield read "queen alive". The queen spawns when he is first aggressed or first given a combatant, never on the internal map. Aggression lands before the damage it causes, so the first spell is still shielded, as before. - **Neira:** the unholy bone throw moves to `OnDamagedBySpell`. A follow-up PR makes minions such as the queen, pixies and Barracoon's rats belong to their champion spawn, so a spawn reset cleans them up. ## Testing - `LordOaksTests` covers three cases: - querying or deleting an unengaged Lord Oaks spawns nothing; - aggression spawns the queen exactly once, and the shield and abilities follow her life; - an Oaks on the internal map never spawns her. - UOContent.Tests: 1234 passed, 2 skipped. - A local constructor sweep (every Mobile built and deleted repeatedly) no longer reports LordOaks.
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5 changed files with 182 additions and 61 deletions
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@ -1,5 +1,4 @@
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using System;
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using System.Collections.Generic;
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using ModernUO.CodeGeneratedEvents;
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namespace Server.Mobiles;
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@ -9,8 +8,6 @@ namespace Server.Mobiles;
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/// </summary>
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public abstract class MonsterAbility
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{
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private Dictionary<BaseCreature, long> _nextTriggerTicks;
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public virtual MonsterAbilityType AbilityType => MonsterAbilityType.Generic;
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public virtual MonsterAbilityTrigger AbilityTrigger => MonsterAbilityTrigger.None;
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@ -30,18 +27,9 @@ public abstract class MonsterAbility
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return false;
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}
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if (_nextTriggerTicks?.TryGetValue(source, out var nextTrigger) == true)
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if (source.IsAbilityOnCooldown(this))
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{
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if (nextTrigger - Core.TickCount > 0)
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{
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return false;
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}
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_nextTriggerTicks.Remove(source);
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if (_nextTriggerTicks.Count == 0)
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{
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_nextTriggerTicks = null;
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}
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return false;
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}
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var c = ChanceToTrigger;
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@ -65,10 +53,7 @@ public abstract class MonsterAbility
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? MinTriggerCooldown
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: Utility.RandomMinMax(MinTriggerCooldown, MaxTriggerCooldown);
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var nextTrigger = Core.TickCount + (long)randomAmount.TotalMilliseconds;
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_nextTriggerTicks ??= new Dictionary<BaseCreature, long>();
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_nextTriggerTicks[source] = nextTrigger;
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source.SetAbilityCooldown(this, randomAmount);
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}
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public virtual void AlterMeleeDamageFrom(BaseCreature source, Mobile target, ref int damage)
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@ -100,18 +85,5 @@ public abstract class MonsterAbility
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}
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[OnEvent(nameof(CreatureEvents.CreatureDeathEvent))]
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[OnEvent(nameof(CreatureEvents.CreatureDeletedEvent))]
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public static void InvalidateNextAbilityTriggers(BaseCreature source)
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{
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var abilities = source.GetMonsterAbilities();
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if (abilities == null || abilities.Length == 0)
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{
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return;
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}
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for (var i = 0; i < abilities.Length; i++)
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{
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abilities[i]._nextTriggerTicks?.Remove(source);
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}
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}
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public static void ResetCooldownsOnDeath(BaseCreature source) => source.ClearAbilityCooldowns();
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}
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@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using ModernUO.Serialization;
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@ -1500,10 +1500,47 @@ namespace Server.Mobiles
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public List<MLQuest> MLQuests =>
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(m_MLQuests ??= StaticMLQuester ? MLQuestSystem.FindQuestList(GetType()) : ConstructQuestList()) ?? MLQuestSystem.EmptyList;
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/// <summary>
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/// The abilities this creature has. Must be a pure, stable query: it is called from lookups, damage
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/// calculations and cleanup, so it must not spawn, mutate state, or change with the creature's state.
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/// Gate abilities that should only work some of the time with <see cref="CanUseAbility" />.
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/// </summary>
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public virtual MonsterAbility[] GetMonsterAbilities() => null;
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/// <summary>
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/// Whether <paramref name="ability" /> may trigger or be looked up right now. Must be a pure read.
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/// </summary>
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public virtual bool CanUseAbility(MonsterAbility ability) => true;
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private MonsterAbilityTrigger _activeTriggers;
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// Deadlines in Core.TickCount, keyed by ability. Lives on the creature so it is collected with it.
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private Dictionary<MonsterAbility, long> _abilityCooldowns;
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public bool IsAbilityOnCooldown(MonsterAbility ability)
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{
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if (_abilityCooldowns?.TryGetValue(ability, out var nextTrigger) != true)
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{
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return false;
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}
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if (nextTrigger - Core.TickCount > 0)
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{
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return true;
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}
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_abilityCooldowns.Remove(ability);
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return false;
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}
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public void SetAbilityCooldown(MonsterAbility ability, TimeSpan cooldown)
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{
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_abilityCooldowns ??= new Dictionary<MonsterAbility, long>();
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_abilityCooldowns[ability] = Core.TickCount + (long)cooldown.TotalMilliseconds;
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}
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public void ClearAbilityCooldowns() => _abilityCooldowns = null;
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public virtual MonsterAbility GetAbility(MonsterAbilityType type)
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{
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var abilities = GetMonsterAbilities();
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@ -1516,6 +1553,11 @@ namespace Server.Mobiles
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for (var i = 0; i < abilities.Length; i++)
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{
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var ability = abilities[i];
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if (!CanUseAbility(ability))
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{
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continue;
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}
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if (ability is MonsterAbilityGroup group)
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{
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ability = group.GetAbilityWithType(type);
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@ -1579,7 +1621,7 @@ namespace Server.Mobiles
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for (var i = 0; i < abilities.Length; i++)
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{
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var ability = abilities[i];
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if (ability.CanTrigger(this, trigger))
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if (CanUseAbility(ability) && ability.CanTrigger(this, trigger))
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{
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ability.Trigger(trigger, this, defender);
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triggered = true;
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@ -1606,7 +1648,7 @@ namespace Server.Mobiles
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for (var i = 0; i < abilities.Length; i++)
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{
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var ability = abilities[i];
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if (ability.CanTrigger(this, trigger))
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if (CanUseAbility(ability) && ability.CanTrigger(this, trigger))
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{
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ability.Move(this, d);
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}
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@ -1625,7 +1667,7 @@ namespace Server.Mobiles
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for (var i = 0; i < abilities.Length; i++)
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{
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var ability = abilities[i];
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if (ability.CanTrigger(this, trigger))
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if (CanUseAbility(ability) && ability.CanTrigger(this, trigger))
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{
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if ((trigger & MonsterAbilityTrigger.GiveMeleeDamage) != 0)
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{
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@ -1666,7 +1708,7 @@ namespace Server.Mobiles
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for (var i = 0; i < abilities.Length; i++)
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{
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var ability = abilities[i];
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if (ability.CanTrigger(this, trigger))
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if (CanUseAbility(ability) && ability.CanTrigger(this, trigger))
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{
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if ((trigger & MonsterAbilityTrigger.GiveSpellDamage) != 0)
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{
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@ -86,7 +86,11 @@ public partial class LordOaks : BaseChampion
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public override Poison PoisonImmune => Poison.Deadly;
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private static MonsterAbility[] _abilities = { MonsterAbilities.SummonPixiesCounter };
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public override MonsterAbility[] GetMonsterAbilities() => CheckQueen() ? _abilities : MonsterAbilities.Empty;
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public override MonsterAbility[] GetMonsterAbilities() => _abilities;
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public override bool CanUseAbility(MonsterAbility ability) => IsQueenAlive;
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private bool IsQueenAlive => _queen?.Deleted == false;
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public override void GenerateLoot()
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{
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@ -103,36 +107,41 @@ public partial class LordOaks : BaseChampion
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public override int GetDeathSound() => 0x2F7;
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public bool CheckQueen()
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// Aggression lands before the damage it causes, so the queen is up before the first hit is scaled.
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public override void AggressiveAction(Mobile aggressor, bool criminal)
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{
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if (Map == null)
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base.AggressiveAction(aggressor, criminal);
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SpawnQueen();
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}
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public override void OnCombatantChange()
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{
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base.OnCombatantChange();
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if (Combatant != null)
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{
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return false;
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SpawnQueen();
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}
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}
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private void SpawnQueen()
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{
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if (_spawnedQueen || Deleted || Map == null || Map == Map.Internal)
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{
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return;
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}
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if (!_spawnedQueen)
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{
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Say(1042153); // Come forth my queen!
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Say(1042153); // Come forth my queen!
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_queen = new Silvani { Team = Team };
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_queen.MoveToWorld(Location, Map);
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Queen = new Silvani { Team = Team };
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Queen.MoveToWorld(Location, Map);
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_spawnedQueen = true;
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return true;
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}
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if (_queen?.Deleted != false)
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{
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_queen = null;
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return false;
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}
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return true;
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SpawnedQueen = true;
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}
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public override void AlterDamageScalarFrom(Mobile caster, ref double scalar)
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{
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if (CheckQueen())
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if (IsQueenAlive)
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{
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scalar *= 0.1;
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}
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@ -163,13 +163,13 @@ public partial class Neira : BaseChampion
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}
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}
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public override void AlterDamageScalarFrom(Mobile caster, ref double scalar)
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public override void OnDamagedBySpell(Mobile from, int damage)
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{
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base.AlterDamageScalarFrom(caster, ref scalar);
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base.OnDamagedBySpell(from, damage);
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if (Utility.RandomDouble() < 0.1) // 10% chance to throw an unholy bone
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{
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AddUnholyBone(caster, 1.0);
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AddUnholyBone(from, 1.0);
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}
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}
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