Fixes code according to modern code style. Fixes a few expression bugs.
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89eea25e5f
commit
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3324 changed files with 441118 additions and 433755 deletions
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@ -1,95 +1,92 @@
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/*
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* PredatorAI, its an animal that can attack
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* Dont flee but dont attack if not hurt or attacked
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*
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*/
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*/
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namespace Server.Mobiles
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{
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public class PredatorAI : BaseAI
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{
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public PredatorAI(BaseCreature m) : base (m)
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{
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}
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public class PredatorAI : BaseAI
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{
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public PredatorAI(BaseCreature m) : base(m)
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{
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}
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public override bool DoActionWander()
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{
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if ( m_Mobile.Combatant != null )
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{
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m_Mobile.DebugSay( "I am hurt or being attacked, I kill him" );
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Action = ActionType.Combat;
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}
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else if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, true, false, true))
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{
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m_Mobile.DebugSay( "There is something near, I go away" );
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Action = ActionType.Backoff;
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}
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else
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{
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base.DoActionWander();
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}
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public override bool DoActionWander()
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{
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if (m_Mobile.Combatant != null)
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{
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m_Mobile.DebugSay("I am hurt or being attacked, I kill him");
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Action = ActionType.Combat;
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}
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else if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, true, false, true))
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{
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m_Mobile.DebugSay("There is something near, I go away");
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Action = ActionType.Backoff;
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}
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else
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{
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base.DoActionWander();
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}
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return true;
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}
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return true;
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}
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public override bool DoActionCombat()
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{
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Mobile combatant = m_Mobile.Combatant;
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public override bool DoActionCombat()
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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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{
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m_Mobile.DebugSay( "My combatant is gone, so my guard is up" );
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Action = ActionType.Wander;
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return true;
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}
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if (combatant == null || combatant.Deleted || 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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Action = ActionType.Wander;
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return true;
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}
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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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}
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else
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{
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if ( m_Mobile.GetDistanceToSqrt( combatant ) > m_Mobile.RangePerception + 1 )
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{
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m_Mobile.DebugSay( "I cannot find {0}", combatant.Name );
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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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}
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else
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{
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if (m_Mobile.GetDistanceToSqrt(combatant) > m_Mobile.RangePerception + 1)
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{
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m_Mobile.DebugSay("I cannot find {0}", combatant.Name);
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Action = ActionType.Wander;
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return true;
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}
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Action = ActionType.Wander;
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return true;
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}
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m_Mobile.DebugSay( "I should be closer to {0}", combatant.Name );
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}
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m_Mobile.DebugSay("I should be closer to {0}", combatant.Name);
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}
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return true;
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}
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return true;
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}
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public override bool DoActionBackoff()
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{
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if ( m_Mobile.IsHurt() || m_Mobile.Combatant != null )
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{
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Action = ActionType.Combat;
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}
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else
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{
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if (AcquireFocusMob(m_Mobile.RangePerception * 2, FightMode.Closest, true, false , true))
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{
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if ( WalkMobileRange(m_Mobile.FocusMob, 1, false, m_Mobile.RangePerception, m_Mobile.RangePerception * 2) )
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{
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m_Mobile.DebugSay( "Well, here I am safe" );
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Action = ActionType.Wander;
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}
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}
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else
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{
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m_Mobile.DebugSay( "I have lost my focus, lets relax" );
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Action = ActionType.Wander;
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}
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}
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public override bool DoActionBackoff()
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{
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if (m_Mobile.IsHurt() || m_Mobile.Combatant != null)
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{
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Action = ActionType.Combat;
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}
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else
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{
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if (AcquireFocusMob(m_Mobile.RangePerception * 2, FightMode.Closest, true, false, true))
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{
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if (WalkMobileRange(m_Mobile.FocusMob, 1, false, m_Mobile.RangePerception, m_Mobile.RangePerception * 2))
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{
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m_Mobile.DebugSay("Well, here I am safe");
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Action = ActionType.Wander;
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}
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}
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else
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{
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m_Mobile.DebugSay("I have lost my focus, lets relax");
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Action = ActionType.Wander;
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}
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}
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return true;
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}
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}
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return true;
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}
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}
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}
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