#W# Citizens: Basic idea for citizens that walk around and talk.
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91
Projects/UOContent/Mobiles/Townfolk/Citizens.cs
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91
Projects/UOContent/Mobiles/Townfolk/Citizens.cs
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using System;
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using Server;
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using Server.Items;
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using ModernUO.Serialization;
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namespace Server.Mobiles
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{
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[SerializationGenerator(0, false)]
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public partial class Citizen : BaseCreature
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{
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// Unsaved variable so the timer resets naturally on server boot
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private DateTime _NextChatter;
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// Add as many random rumors or phrases as you want here!
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private static readonly string[] _ChatterLines = new string[]
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{
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"Lovely weather we're having today.",
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"I heard the dungeons are more dangerous than usual...",
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"Just another quiet day in town.",
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"I need to visit the provisioner soon.",
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"Have you seen my lost dog?",
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"The guards seem on edge lately."
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};
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[Constructible]
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public Citizen() : base(AIType.AI_Animal, FightMode.None)
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{
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SetSpeed(0.2, 0.4);
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Title = "the citizen";
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Hue = Race.Human.RandomSkinHue();
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SpeechHue = 48;
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//Blessed = true;
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if (Female = Utility.RandomBool())
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{
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Body = 0x191;
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Name = NameList.RandomName("female");
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AddItem(new FancyDress(Utility.RandomDyedHue()));
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Title = "the actress";
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}
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else
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{
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Body = 0x190;
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Name = NameList.RandomName("male");
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AddItem(new LongPants(Utility.RandomNeutralHue()));
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AddItem(new FancyShirt(Utility.RandomDyedHue()));
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Title = "the actor";
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}
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AddItem(new Shirt(Utility.RandomNeutralHue()));
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AddItem(new Boots(Utility.RandomNeutralHue()));
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_NextChatter = DateTime.UtcNow + TimeSpan.FromSeconds(Utility.RandomMinMax(5, 15));
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}
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public override void OnThink()
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{
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base.OnThink();
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if (Deleted)
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return;
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if (DateTime.UtcNow > _NextChatter)
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{
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// Only talk if there is a player nearby to hear it (saves server CPU)
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bool playerNearby = false;
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foreach (Mobile m in GetMobilesInRange(8))
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{
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if (m != null && m.Player && m.Alive)
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{
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playerNearby = true;
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break;
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}
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}
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if (playerNearby)
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{
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string line = _ChatterLines[Utility.Random(_ChatterLines.Length)];
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Say(line);
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}
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// Reset the timer (30 to 60 seconds between random barks)
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_NextChatter = DateTime.UtcNow + TimeSpan.FromSeconds(Utility.RandomMinMax(30, 60));
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}
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}
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public Citizen(Serial serial) : base(serial)
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{
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}
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}
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}
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