Clean up: Bugs, LINQ, constructors, default values, and null checks (#18)
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1094 changed files with 15913 additions and 21892 deletions
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@ -38,7 +38,7 @@ namespace Server.Mobiles
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{
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Mobile combatant = m_Mobile.Combatant;
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if (combatant == null || combatant.Deleted || combatant.Map != m_Mobile.Map)
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if (combatant?.Deleted != false || combatant.Map != m_Mobile.Map)
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{
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m_Mobile.DebugSay("My combatant is gone, so my guard is up");
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@ -50,24 +50,15 @@ namespace Server.Mobiles
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if (WalkMobileRange(combatant, 1, true, m_Mobile.RangeFight, m_Mobile.RangeFight))
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{
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m_Mobile.Direction = m_Mobile.GetDirectionTo(combatant);
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if (m_toDisarm == null)
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m_toDisarm = combatant.FindItemOnLayer(Layer.OneHanded);
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if (m_toDisarm == null)
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m_toDisarm = combatant.FindItemOnLayer(Layer.TwoHanded);
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if (m_toDisarm != null && m_toDisarm.IsChildOf(m_Mobile.Backpack))
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{
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m_toDisarm = combatant.FindItemOnLayer(Layer.OneHanded);
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if (m_toDisarm == null)
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m_toDisarm = combatant.FindItemOnLayer(Layer.TwoHanded);
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}
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if (m_toDisarm?.IsChildOf(m_Mobile.Backpack) != false)
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m_toDisarm = combatant.FindItemOnLayer(Layer.OneHanded) ?? combatant.FindItemOnLayer(Layer.TwoHanded);
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if (!Core.AOS && !m_Mobile.DisarmReady && m_Mobile.Skills.Wrestling.Value >= 80.0 &&
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m_Mobile.Skills.ArmsLore.Value >= 80.0 && m_toDisarm != null)
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EventSink.InvokeDisarmRequest(new DisarmRequestEventArgs(m_Mobile));
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if (m_toDisarm != null && m_toDisarm.IsChildOf(combatant.Backpack) &&
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if (m_toDisarm?.IsChildOf(combatant.Backpack) == true &&
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Core.TickCount - m_Mobile.NextSkillTime >= 0 && m_toDisarm.LootType != LootType.Blessed &&
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m_toDisarm.LootType != LootType.Newbied)
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{
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@ -126,31 +117,28 @@ namespace Server.Mobiles
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m_Mobile.DebugSay("I should be closer to {0}", combatant.Name);
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}
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if (m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100 && m_Mobile.CanFlee)
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if (m_Mobile.Hits >= m_Mobile.HitsMax * 20 / 100 || !m_Mobile.CanFlee)
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return true;
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// We are low on health, should we flee?
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bool flee;
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if (m_Mobile.Hits < combatant.Hits)
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{
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// We are low on health, should we flee?
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// We are more hurt than them
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int diff = combatant.Hits - m_Mobile.Hits;
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bool flee = false;
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flee = Utility.Random(0, 100) > 10 + diff; // (10 + diff)% chance to flee
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}
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else
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{
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flee = Utility.Random(0, 100) > 10; // 10% chance to flee
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}
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if (m_Mobile.Hits < combatant.Hits)
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{
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// We are more hurt than them
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int diff = combatant.Hits - m_Mobile.Hits;
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flee = Utility.Random(0, 100) > 10 + diff; // (10 + diff)% chance to flee
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}
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else
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{
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flee = Utility.Random(0, 100) > 10; // 10% chance to flee
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}
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if (flee)
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{
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m_Mobile.DebugSay("I am going to flee from {0}", combatant.Name);
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Action = ActionType.Flee;
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}
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if (flee)
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{
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m_Mobile.DebugSay("I am going to flee from {0}", combatant.Name);
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Action = ActionType.Flee;
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}
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return true;
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@ -189,4 +177,4 @@ namespace Server.Mobiles
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return true;
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}
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}
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}
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}
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