feat: Implements passive Detect Hidden mechanics (#2342)
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8 changed files with 480 additions and 50 deletions
43
Projects/Server.Tests/Helpers/PredictableRandom.cs
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43
Projects/Server.Tests/Helpers/PredictableRandom.cs
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@ -0,0 +1,43 @@
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using System;
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using Server.Random;
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namespace Server.Tests;
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/// <summary>
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/// Replaces <see cref="BuiltInRng.Generator"/> with a <see cref="System.Random"/> that returns
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/// a fixed value, making skill checks and other RNG-dependent code deterministic in tests.
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/// Restores the original generator on <see cref="Dispose"/>.
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/// <para>Usage:</para>
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/// <code>
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/// using var rng = new PredictableRandom(10); // Utility.Random(21) returns 10
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/// </code>
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/// </summary>
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public sealed class PredictableRandom : IDisposable
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{
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private readonly System.Random _original;
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public PredictableRandom(int fixedValue)
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{
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_original = BuiltInRng.Generator;
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BuiltInRng.Generator = new FixedRandom(fixedValue);
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}
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public void Dispose()
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{
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BuiltInRng.Generator = _original;
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}
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private sealed class FixedRandom(int value) : System.Random
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{
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public override int Next() => value;
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public override int Next(int maxValue) => Math.Clamp(value, 0, maxValue - 1);
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public override int Next(int minValue, int maxValue) => Math.Clamp(value + minValue, minValue, maxValue - 1);
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public override long NextInt64() => value;
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public override long NextInt64(long maxValue) => Math.Clamp(value, 0, maxValue - 1);
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public override long NextInt64(long minValue, long maxValue) => Math.Clamp(value + minValue, minValue, maxValue - 1);
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public override double NextDouble() => Math.Clamp(value / 20.0, 0.0, 1.0);
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public override void NextBytes(byte[] buffer) => Array.Fill(buffer, (byte)Math.Clamp(value, 0, 255));
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public override void NextBytes(Span<byte> buffer) => buffer.Fill((byte)Math.Clamp(value, 0, 255));
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}
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}
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@ -20,7 +20,7 @@ namespace Server.Random;
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public static class BuiltInRng
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{
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public static System.Random Generator { get; private set; } = new();
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public static System.Random Generator { get; internal set; } = new();
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public static void Reset() => Generator = new System.Random();
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213
Projects/UOContent.Tests/Tests/Skills/DetectHiddenTests.cs
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213
Projects/UOContent.Tests/Tests/Skills/DetectHiddenTests.cs
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@ -0,0 +1,213 @@
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using Server;
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using Server.Mobiles;
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using Server.SkillHandlers;
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using Server.Tests;
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using Xunit;
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namespace UOContent.Tests;
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[Collection("Sequential UOContent Tests")]
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public class DetectHiddenTests
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{
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// All coordinates use Y=500 to stay well within Felucca's 7168x4096 boundary.
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// X values are spread 200 tiles apart to avoid overlap with each other and
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// with the Tracking tests that use coordinates around (1000-4000, 1000-4000).
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/// <summary>
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/// A detector with higher Detect Hidden than the stealther's Hiding should reveal them.
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/// With PredictableRandom both rolls get the same offset, so detection succeeds
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/// when detectSkill >= hiding.
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/// </summary>
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[Fact]
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public void TryDetectStealther_Reveals_WhenDetectSkillExceedsHiding()
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{
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using var rng = new PredictableRandom(10);
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DetectHidden.ClearDebounceCache();
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var map = Map.Felucca;
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var detector = CreatePlayerMobile(map, new Point3D(1000, 500, 0));
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var stealther = CreatePlayerMobile(map, new Point3D(1001, 500, 0));
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try
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{
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detector.Skills.DetectHidden.BaseFixedPoint = 600; // 60.0
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stealther.Skills.Hiding.BaseFixedPoint = 500; // 50.0
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stealther.Hidden = true;
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var result = DetectHidden.TryDetectStealther(detector, stealther);
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Assert.True(result);
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Assert.False(stealther.Hidden);
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}
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finally
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{
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detector.Delete();
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stealther.Delete();
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DetectHidden.ClearDebounceCache();
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}
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}
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/// <summary>
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/// When detect skill exactly equals hiding, detection succeeds (ss >= ts).
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/// </summary>
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[Fact]
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public void TryDetectStealther_Reveals_WhenSkillsAreEqual()
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{
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using var rng = new PredictableRandom(10);
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DetectHidden.ClearDebounceCache();
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var map = Map.Felucca;
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var detector = CreatePlayerMobile(map, new Point3D(1200, 500, 0));
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var stealther = CreatePlayerMobile(map, new Point3D(1201, 500, 0));
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try
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{
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detector.Skills.DetectHidden.BaseFixedPoint = 500; // 50.0
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stealther.Skills.Hiding.BaseFixedPoint = 500; // 50.0
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stealther.Hidden = true;
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var result = DetectHidden.TryDetectStealther(detector, stealther);
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Assert.True(result);
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Assert.False(stealther.Hidden);
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}
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finally
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{
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detector.Delete();
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stealther.Delete();
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DetectHidden.ClearDebounceCache();
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}
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}
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/// <summary>
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/// When hiding skill exceeds detect skill, detection fails.
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/// </summary>
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[Fact]
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public void TryDetectStealther_DoesNotReveal_WhenHidingExceedsDetectSkill()
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{
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using var rng = new PredictableRandom(10);
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DetectHidden.ClearDebounceCache();
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var map = Map.Felucca;
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var detector = CreatePlayerMobile(map, new Point3D(1400, 500, 0));
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var stealther = CreatePlayerMobile(map, new Point3D(1401, 500, 0));
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try
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{
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detector.Skills.DetectHidden.BaseFixedPoint = 500; // 50.0
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stealther.Skills.Hiding.BaseFixedPoint = 600; // 60.0
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stealther.Hidden = true;
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var result = DetectHidden.TryDetectStealther(detector, stealther);
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Assert.False(result);
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Assert.True(stealther.Hidden);
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}
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finally
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{
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detector.Delete();
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stealther.Delete();
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DetectHidden.ClearDebounceCache();
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}
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}
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/// <summary>
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/// A detector with zero Detect Hidden skill should never passively detect anyone.
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/// Uses Elf race since Humans get a 20.0 racial bonus (Jack of All Trades).
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/// </summary>
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[Fact]
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public void TryDetectStealther_DoesNotReveal_WhenDetectorHasNoSkill()
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{
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using var rng = new PredictableRandom(10);
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DetectHidden.ClearDebounceCache();
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var map = Map.Felucca;
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var detector = CreatePlayerMobile(map, new Point3D(1600, 500, 0));
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var stealther = CreatePlayerMobile(map, new Point3D(1601, 500, 0));
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try
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{
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detector.Race = Race.Elf;
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detector.Skills.DetectHidden.BaseFixedPoint = 0; // 0.0
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stealther.Skills.Hiding.BaseFixedPoint = 0; // 0.0
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stealther.Hidden = true;
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var result = DetectHidden.TryDetectStealther(detector, stealther);
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Assert.False(result);
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Assert.True(stealther.Hidden);
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}
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finally
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{
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detector.Delete();
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stealther.Delete();
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DetectHidden.ClearDebounceCache();
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}
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}
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/// <summary>
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/// TryDetectStealther is a no-op when the target is not actually hidden.
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/// </summary>
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[Fact]
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public void TryDetectStealther_DoesNothing_WhenStealtherIsNotHidden()
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{
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using var rng = new PredictableRandom(10);
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DetectHidden.ClearDebounceCache();
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var map = Map.Felucca;
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var detector = CreatePlayerMobile(map, new Point3D(1800, 500, 0));
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var stealther = CreatePlayerMobile(map, new Point3D(1801, 500, 0));
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try
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{
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detector.Skills.DetectHidden.BaseFixedPoint = 1000;
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stealther.Hidden = false;
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var result = DetectHidden.TryDetectStealther(detector, stealther);
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Assert.False(result);
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Assert.False(stealther.Hidden);
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}
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finally
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{
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detector.Delete();
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stealther.Delete();
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DetectHidden.ClearDebounceCache();
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}
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}
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/// <summary>
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/// Passive detection only works on Felucca. A stealther on Trammel
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/// should never be revealed by passive detection.
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/// </summary>
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[Fact]
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public void TryDetectStealther_DoesNotReveal_WhenNotOnFelucca()
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{
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using var rng = new PredictableRandom(10);
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DetectHidden.ClearDebounceCache();
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var map = Map.Trammel;
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var detector = CreatePlayerMobile(map, new Point3D(2000, 500, 0));
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var stealther = CreatePlayerMobile(map, new Point3D(2001, 500, 0));
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try
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{
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detector.Skills.DetectHidden.BaseFixedPoint = 1000; // 100.0
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stealther.Skills.Hiding.BaseFixedPoint = 0; // 0.0
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stealther.Hidden = true;
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var result = DetectHidden.TryDetectStealther(detector, stealther);
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Assert.False(result);
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Assert.True(stealther.Hidden);
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}
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finally
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{
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detector.Delete();
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stealther.Delete();
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DetectHidden.ClearDebounceCache();
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}
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}
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private static PlayerMobile CreatePlayerMobile(Map map, Point3D location)
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{
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var mobile = new PlayerMobile(World.NewMobile);
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mobile.DefaultMobileInit();
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mobile.MoveToWorld(location, map);
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return mobile;
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}
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}
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@ -12,4 +12,5 @@ public static class ContentFeatureFlags
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public static bool HousePlacement { get; set; } = true;
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public static bool BoatPlacement { get; set; } = true;
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public static bool BulkOrders { get; set; } = true;
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public static bool PassiveDetectHidden { get; set; } = true;
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}
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@ -967,12 +967,13 @@ public static class FeatureFlagManager
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"bank_access" => ServerFeatureFlags.BankAccess = enabled,
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// UOContent flags
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"vendor_purchase" => ContentFeatureFlags.VendorPurchase = enabled,
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"vendor_sell" => ContentFeatureFlags.VendorSell = enabled,
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"player_vendors" => ContentFeatureFlags.PlayerVendors = enabled,
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"house_placement" => ContentFeatureFlags.HousePlacement = enabled,
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"boat_placement" => ContentFeatureFlags.BoatPlacement = enabled,
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"bulk_orders" => ContentFeatureFlags.BulkOrders = enabled,
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"vendor_purchase" => ContentFeatureFlags.VendorPurchase = enabled,
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"vendor_sell" => ContentFeatureFlags.VendorSell = enabled,
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"player_vendors" => ContentFeatureFlags.PlayerVendors = enabled,
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"house_placement" => ContentFeatureFlags.HousePlacement = enabled,
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"boat_placement" => ContentFeatureFlags.BoatPlacement = enabled,
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"bulk_orders" => ContentFeatureFlags.BulkOrders = enabled,
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"passive_detect_hidden" => ContentFeatureFlags.PassiveDetectHidden = enabled,
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};
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}
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@ -3534,6 +3534,26 @@ namespace Server.Mobiles
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return true;
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}
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public override void OnMovement(Mobile m, Point3D oldLocation)
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{
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base.OnMovement(m, oldLocation);
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// Passive detect hidden: either party moving within range can trigger detection
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if (m is PlayerMobile && Utility.InRange(Location, m.Location, 4))
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{
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if (m.Hidden && AccessLevel == AccessLevel.Player)
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{
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// A hidden mobile (stealther) moved near us — we try to detect them
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DetectHidden.TryDetectStealther(this, m);
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}
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else if (Hidden && m.AccessLevel == AccessLevel.Player)
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{
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// We're hidden and a potential detector moved near us — they try to detect us
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DetectHidden.TryDetectStealther(m, this);
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}
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}
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}
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public void AddFollower(Mobile m)
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{
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_allFollowers ??= new HashSet<Mobile>();
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@ -1,59 +1,191 @@
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using System;
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using System.Collections.Generic;
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using Server.Collections;
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using Server.Engines.PartySystem;
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using Server.Factions;
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using Server.Guilds;
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using Server.Items;
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using Server.Mobiles;
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using Server.Multis;
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using Server.Network;
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using Server.Systems.FeatureFlags;
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using Server.Targeting;
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namespace Server.SkillHandlers
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namespace Server.SkillHandlers;
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public static class DetectHidden
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{
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public static class DetectHidden
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// Debounce tracking: (stealther, detector) -> last detection time
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private static readonly Dictionary<(Mobile, Mobile), long> PassiveDetectDebounce = [];
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private const int PassiveDetectDebounceMs = 3000; // 3 seconds
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private const int DebounceCleanupIntervalMs = 10000; // Run cleanup every 10 seconds
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private const int DebounceExpiryMs = 10000; // Remove entries older than 10 seconds
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private static long _lastCleanupTime;
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public static void Initialize()
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{
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public static void Initialize()
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SkillInfo.Table[(int)SkillName.DetectHidden].Callback = OnUse;
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}
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public static TimeSpan OnUse(Mobile src)
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{
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src.SendLocalizedMessage(500819); // Where will you search?
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src.Target = new InternalTarget();
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return TimeSpan.FromSeconds(30.0);
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}
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// Clean up old debounce entries to prevent memory bloat
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private static void CleanupDebounceCache(long now)
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{
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using var entriesToRemove = PooledRefQueue<(Mobile, Mobile)>.Create();
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foreach (var entry in PassiveDetectDebounce)
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{
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SkillInfo.Table[(int)SkillName.DetectHidden].Callback = OnUse;
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if (now - entry.Value > DebounceExpiryMs)
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{
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entriesToRemove.Enqueue(entry.Key);
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}
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}
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public static TimeSpan OnUse(Mobile src)
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while (entriesToRemove.Count > 0)
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{
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src.SendLocalizedMessage(500819); // Where will you search?
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src.Target = new InternalTarget();
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PassiveDetectDebounce.Remove(entriesToRemove.Dequeue());
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}
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}
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return TimeSpan.FromSeconds(30.0);
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// For testing: clear the debounce cache to prevent cross-test contamination
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internal static void ClearDebounceCache()
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{
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PassiveDetectDebounce.Clear();
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}
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// Passive detection: check if a detector can passively detect a stealther.
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// Called via OnMovement when either party moves within range.
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// Returns true if detection was successful (and the stealther was revealed).
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// NOTE: OSI uncertain - The exact chance calculation and distance dropoff is unknown.
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// We use a ±10 variance on both skills, matching active detection mechanics.
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public static bool TryDetectStealther(Mobile detector, Mobile stealther)
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{
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if (!ContentFeatureFlags.PassiveDetectHidden || stealther == detector || !stealther.Hidden || !detector.Alive)
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{
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return false;
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}
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private class InternalTarget : Target
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// Felucca PvP only
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if (stealther.Map != Map.Felucca)
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{
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public InternalTarget() : base(12, true, TargetFlags.None)
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return false;
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}
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var detectSkill = detector.Skills.DetectHidden.Value;
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if (detectSkill <= 0)
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{
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return false;
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}
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var now = Core.TickCount;
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// Debounce: skip pairs already checked recently (cheap dictionary lookup before expensive checks)
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var key = (stealther, detector);
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if (PassiveDetectDebounce.TryGetValue(key, out var lastDetect) && now - lastDetect < PassiveDetectDebounceMs)
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{
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return false;
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}
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// Periodic cleanup (amortized, not every call)
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if (now - _lastCleanupTime > DebounceCleanupIntervalMs)
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{
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_lastCleanupTime = now;
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CleanupDebounceCache(now);
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}
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// Excludes blessed, dead, bonded pets, and region-based PvP rules
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if (stealther.AccessLevel > AccessLevel.Player || !detector.CanBeHarmful(stealther, false))
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{
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return false;
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}
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// Exclude party members
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var stealtherParty = Party.Get(stealther);
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var detectorParty = Party.Get(detector);
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if (stealtherParty != null && stealtherParty == detectorParty)
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{
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return false;
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}
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// Exclude guild members and allies
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if (stealther.Guild is Guild sg && detector.Guild is Guild dg && (sg == dg || sg.IsAlly(dg)))
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{
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return false;
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}
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var ss = detectSkill + Utility.Random(21) - 10;
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var ts = stealther.Skills.Hiding.Value + Utility.Random(21) - 10;
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if (ss >= ts)
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{
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stealther.RevealingAction();
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stealther.SendLocalizedMessage(500814); // You have been revealed!
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PassiveDetectDebounce[key] = now;
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return true;
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}
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return false;
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}
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private class InternalTarget : Target
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{
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public InternalTarget() : base(12, true, TargetFlags.None)
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{
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}
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protected override void OnTargetCancel(Mobile from, TargetCancelType cancelType)
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{
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from.NextSkillTime = Core.TickCount;
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}
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|
||||
protected override void OnTarget(Mobile src, object targ)
|
||||
{
|
||||
var foundAnyone = false;
|
||||
var srcSkill = src.Skills.DetectHidden.Value;
|
||||
var range = (int)(srcSkill / 10.0);
|
||||
|
||||
if (targ is TrappableContainer container && container.TrapType != TrapType.None)
|
||||
{
|
||||
// Direct container targeting: show [trapped] if within detection range and skill check passes
|
||||
if (src.InRange(container.GetWorldLocation(), range) &&
|
||||
src.CheckSkill(SkillName.DetectHidden, 0.0, 100.0))
|
||||
{
|
||||
src.NetState.SendMessageLocalized(
|
||||
container.Serial,
|
||||
container.ItemID,
|
||||
MessageType.Regular,
|
||||
0x3B2,
|
||||
3,
|
||||
500813 // [trapped]
|
||||
);
|
||||
|
||||
foundAnyone = true;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnTargetCancel(Mobile from, TargetCancelType cancelType)
|
||||
else if (targ is not Item && (targ is not Mobile m || m == src))
|
||||
{
|
||||
from.NextSkillTime = Core.TickCount;
|
||||
}
|
||||
|
||||
protected override void OnTarget(Mobile src, object targ)
|
||||
{
|
||||
var foundAnyone = false;
|
||||
|
||||
// Area scan only when targeting self or the ground
|
||||
var p = targ switch
|
||||
{
|
||||
Mobile mobile => mobile.Location,
|
||||
Item item => item.Location,
|
||||
IPoint3D d => new Point3D(d),
|
||||
_ => src.Location
|
||||
};
|
||||
|
||||
var srcSkill = src.Skills.DetectHidden.Value;
|
||||
var range = (int)(srcSkill / 10.0);
|
||||
|
||||
if (!src.CheckSkill(SkillName.DetectHidden, 0.0, 100.0))
|
||||
{
|
||||
range /= 2;
|
||||
}
|
||||
|
||||
var house = BaseHouse.FindHouseAt(p, src.Map, 16);
|
||||
|
||||
var inHouse = house?.IsFriend(src) == true;
|
||||
|
||||
if (inHouse)
|
||||
|
|
@ -88,40 +220,57 @@ namespace Server.SkillHandlers
|
|||
foundAnyone = true;
|
||||
}
|
||||
|
||||
if (Faction.Find(src) != null)
|
||||
foreach (var item in src.Map.GetItemsInRange(p, range))
|
||||
{
|
||||
foreach (var trap in src.Map.GetItemsInRange<BaseFactionTrap>(p, range))
|
||||
if (item is BaseFactionTrap factionTrap)
|
||||
{
|
||||
if (src.CheckTargetSkill(SkillName.DetectHidden, trap, 80.0, 100.0))
|
||||
if (Faction.Find(src) != null &&
|
||||
src.CheckTargetSkill(SkillName.DetectHidden, factionTrap, 80.0, 100.0))
|
||||
{
|
||||
src.SendLocalizedMessage(
|
||||
1042712, // You reveal a trap placed by a faction:
|
||||
true,
|
||||
$" {(trap.Faction == null ? "" : trap.Faction.Definition.FriendlyName)}"
|
||||
$" {(factionTrap.Faction == null ? "" : factionTrap.Faction.Definition.FriendlyName)}"
|
||||
);
|
||||
|
||||
trap.Visible = true;
|
||||
trap.BeginConceal();
|
||||
factionTrap.Visible = true;
|
||||
factionTrap.BeginConceal();
|
||||
|
||||
foundAnyone = true;
|
||||
}
|
||||
}
|
||||
else if (item is BaseTrap { Visible: false } trap)
|
||||
{
|
||||
// High Seas (Publish 79): Requires 75 Detect Hidden to detect dungeon traps
|
||||
if (Core.HS && srcSkill < 75.0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
trap.Visible = true;
|
||||
Timer.StartTimer(TimeSpan.FromSeconds(10.0), () =>
|
||||
{
|
||||
if (!trap.Deleted)
|
||||
{
|
||||
trap.Visible = false;
|
||||
}
|
||||
});
|
||||
|
||||
foundAnyone = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!foundAnyone)
|
||||
{
|
||||
src.SendLocalizedMessage(500817); // You can see nothing hidden there.
|
||||
}
|
||||
|
||||
const int TargeterCooldown = 30000; // 30s
|
||||
const int SkillCooldown = 10000; // 10s
|
||||
|
||||
// Calculate how much time has passed since the targeter was opened
|
||||
var ticksSinceTargeter = (int)(Core.TickCount - (src.NextSkillTime - TargeterCooldown));
|
||||
var remainingCooldown = Math.Max(0, SkillCooldown - ticksSinceTargeter);
|
||||
src.NextSkillTime = Core.TickCount + remainingCooldown;
|
||||
}
|
||||
|
||||
if (!foundAnyone)
|
||||
{
|
||||
src.SendLocalizedMessage(500817); // You can see nothing hidden there.
|
||||
}
|
||||
|
||||
// Calculate how much time has passed since the targeter was opened
|
||||
var ticksSinceTargeter = (int)(Core.TickCount - (src.NextSkillTime - 30000));
|
||||
var remainingCooldown = Math.Max(0, 10000 - ticksSinceTargeter);
|
||||
src.NextSkillTime = Core.TickCount + remainingCooldown;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -52,5 +52,8 @@
|
|||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<AdditionalFiles Include="Migrations/*.v*.json" />
|
||||
<AssemblyAttribute Include="System.Runtime.CompilerServices.InternalsVisibleTo">
|
||||
<_Parameter1>UOContent.Tests</_Parameter1>
|
||||
</AssemblyAttribute>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue