using System; using Server.Items; using Server.Spells; using Server.Spells.Fifth; using Server.Spells.First; using Server.Spells.Fourth; using Server.Spells.Necromancy; using Server.Spells.Second; using Server.Spells.Seventh; using Server.Spells.Sixth; using Server.Spells.Third; using Server.Targeting; namespace Server.Mobiles; public class MageAI : BaseAI { private const double HealChance = 0.10; // 10% chance to heal at gm magery private const double TeleportChance = 0.05; // 5% chance to teleport at gm magery private const double DispelChance = 0.75; // 75% chance to dispel at gm magery private const double InvisChance = 0.50; // 50% chance to invis at gm magery private static readonly int[] m_Offsets = { -1, -1, -1, 0, -1, 1, 0, -1, 0, 1, 1, -1, 1, 0, 1, 1, -2, -2, -2, -1, -2, 0, -2, 1, -2, 2, -1, -2, -1, 2, 0, -2, 0, 2, 1, -2, 1, 2, 2, -2, 2, -1, 2, 0, 2, 1, 2, 2 }; protected int m_Combo = -1; private Mobile m_LastTarget; private Point3D m_LastTargetLoc; private long m_NextCastTime; private long m_NextHealTime; private LandTarget m_RevealTarget; public MageAI(BaseCreature m) : base(m) { } public virtual bool SmartAI => m_Mobile is BaseVendor or BaseEscortable or Changeling; public virtual bool IsNecromancer => Core.AOS && m_Mobile.Skills.Necromancy.Value > 50; public override bool Think() { if (m_Mobile.Deleted) { return false; } return ProcessTarget() || base.Think(); } public virtual double ScaleBySkill(double v, SkillName skill) => v * m_Mobile.Skills[skill].Value / 100; public override bool DoActionWander() { if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { if (m_Mobile.Debug) { m_Mobile.DebugSay($"I am going to attack {m_Mobile.FocusMob.Name}"); } m_Mobile.Combatant = m_Mobile.FocusMob; Action = ActionType.Combat; m_NextCastTime = Core.TickCount; } else if (SmartAI && m_Mobile.Mana < m_Mobile.ManaMax && !m_Mobile.Meditating) { if (m_Mobile.Debug) { m_Mobile.DebugSay("I am going to meditate"); } m_Mobile.UseSkill(SkillName.Meditation); } else { if (m_Mobile.Debug) { m_Mobile.DebugSay("I am wandering"); } m_Mobile.Warmode = false; base.DoActionWander(); if (Utility.RandomDouble() < 0.05) { var spell = CheckCastHealingSpell(); spell?.Cast(); } } return true; } private Spell CheckCastHealingSpell() { // If I'm poisoned, always attempt to cure. if (m_Mobile.Poisoned) { return new CureSpell(m_Mobile); } // Summoned creatures never heal themselves. if (m_Mobile.Summoned || m_Mobile.Controlled && Core.TickCount - m_NextHealTime < 0) { return null; } if (!SmartAI) { if (HealChance > 0 && ScaleBySkill(HealChance, SkillName.Magery) < Utility.RandomDouble()) { return null; } } else if (Utility.Random(0, 4 + (m_Mobile.Hits == 0 ? m_Mobile.HitsMax : m_Mobile.HitsMax / m_Mobile.Hits)) < 3) { return null; } Spell spell = null; if (m_Mobile.Hits < m_Mobile.HitsMax - 50) { if (UseNecromancy()) { m_Mobile.UseSkill(SkillName.SpiritSpeak); } else { spell = new GreaterHealSpell(m_Mobile); } } else if (m_Mobile.Hits < m_Mobile.HitsMax - 10) { spell = new HealSpell(m_Mobile); } var delay = m_Mobile.Int >= 500 ? Utility.RandomMinMax(7, 10) : Math.Sqrt(600 - m_Mobile.Int); m_NextHealTime = Core.TickCount + (int)TimeSpan.FromSeconds(delay).TotalMilliseconds; return spell; } public void RunTo(Mobile m) { if (!SmartAI) { if (!MoveTo(m, true, m_Mobile.RangeFight)) { OnFailedMove(); } return; } if (m.Paralyzed || m.Frozen) { if (m_Mobile.InRange(m, 1)) { RunFrom(m); } else if (!m_Mobile.InRange(m, Math.Max(m_Mobile.RangeFight, 2)) && !MoveTo(m, true, 1)) { OnFailedMove(); } } else if (!m_Mobile.InRange(m, m_Mobile.RangeFight)) { if (!MoveTo(m, true, 1)) { OnFailedMove(); } } else if (m_Mobile.InRange(m, m_Mobile.RangeFight - 1)) { RunFrom(m); } } public void RunFrom(Mobile m) { Run((m_Mobile.GetDirectionTo(m) - 4) & Direction.Mask); } public void OnFailedMove() { if (!m_Mobile.DisallowAllMoves && (SmartAI ? Utility.Random(4) == 0 : TeleportChance > 0 && ScaleBySkill(TeleportChance, SkillName.Magery) > Utility.RandomDouble())) { m_Mobile.Target?.Cancel(m_Mobile, TargetCancelType.Canceled); new TeleportSpell(m_Mobile).Cast(); if (m_Mobile.Debug) { m_Mobile.DebugSay("I am stuck, I'm going to try teleporting away"); } } else if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { if (m_Mobile.Debug) { m_Mobile.DebugSay($"My move is blocked, so I am going to attack {m_Mobile.FocusMob.Name}"); } m_Mobile.Combatant = m_Mobile.FocusMob; Action = ActionType.Combat; } else if (m_Mobile.Debug) { m_Mobile.DebugSay("I am stuck"); } } public void Run(Direction d) { if (m_Mobile.Spell?.IsCasting == true || m_Mobile.Paralyzed || m_Mobile.Frozen || m_Mobile.DisallowAllMoves) { return; } m_Mobile.Direction = d | Direction.Running; if (!DoMove(m_Mobile.Direction, true)) { OnFailedMove(); } } public virtual bool UseNecromancy() { var magery = m_Mobile.Skills.Magery.BaseFixedPoint; var necro = m_Mobile.Skills.Necromancy.BaseFixedPoint; return IsNecromancer && Utility.Random(magery + necro) >= magery; } public virtual Spell GetRandomDamageSpell() => UseNecromancy() ? GetRandomDamageSpellNecro() : GetRandomDamageSpellMage(); public virtual Spell GetRandomDamageSpellNecro() { var bound = m_Mobile.Skills.Necromancy.Value >= 100 ? 5 : 3; return Utility.Random(bound) switch { 0 => new PainSpikeSpell(m_Mobile), 1 => new PoisonStrikeSpell(m_Mobile), 2 => new StrangleSpell(m_Mobile), 3 => new WitherSpell(m_Mobile), _ => new VengefulSpiritSpell(m_Mobile) }; } public virtual Spell GetRandomDamageSpellMage() { var maxCircle = Math.Clamp((int)((m_Mobile.Skills.Magery.Value + 20.0) / (100.0 / 7.0)), 1, 8); return Utility.Random(maxCircle * 2) switch { 0 => new MagicArrowSpell(m_Mobile), 1 => new MagicArrowSpell(m_Mobile), 2 => new HarmSpell(m_Mobile), 3 => new HarmSpell(m_Mobile), 4 => new FireballSpell(m_Mobile), 5 => new FireballSpell(m_Mobile), 6 => new LightningSpell(m_Mobile), 7 => new LightningSpell(m_Mobile), 8 => new MindBlastSpell(m_Mobile), 9 => new MindBlastSpell(m_Mobile), 10 => new EnergyBoltSpell(m_Mobile), 11 => new ExplosionSpell(m_Mobile), _ => new FlameStrikeSpell(m_Mobile) }; } public virtual Spell GetRandomCurseSpell() => UseNecromancy() ? GetRandomCurseSpellNecro() : GetRandomCurseSpellMage(); public virtual Spell GetRandomCurseSpellNecro() { return Utility.Random(4) switch { 0 => new BloodOathSpell(m_Mobile), 1 => new CorpseSkinSpell(m_Mobile), 2 => new EvilOmenSpell(m_Mobile), _ => new MindRotSpell(m_Mobile) }; } public virtual Spell GetRandomCurseSpellMage() { if (m_Mobile.Skills.Magery.Value >= 40.0 && Utility.Random(4) == 0) { return new CurseSpell(m_Mobile); } return Utility.Random(3) switch { 0 => new WeakenSpell(m_Mobile), 1 => new ClumsySpell(m_Mobile), _ => new FeeblemindSpell(m_Mobile) }; } public virtual Spell GetRandomManaDrainSpell() { if (m_Mobile.Skills.Magery.Value >= 80.0 && Utility.RandomBool()) { return new ManaVampireSpell(m_Mobile); } return new ManaDrainSpell(m_Mobile); } public virtual Spell DoDispel(Mobile toDispel) { if (!SmartAI) { if (DispelChance > 0 && ScaleBySkill(DispelChance, SkillName.Magery) > Utility.RandomDouble()) { return new DispelSpell(m_Mobile); } return null; } var spell = CheckCastHealingSpell(); if (spell != null) { return spell; } var distance = (int)m_Mobile.GetDistanceToSqrt(toDispel); if (!m_Mobile.DisallowAllMoves && distance > 0 && Utility.Random(distance) == 0) { return new TeleportSpell(m_Mobile); } if (Utility.Random(3) == 0 && !m_Mobile.InRange(toDispel, 3) && !toDispel.Paralyzed && !toDispel.Frozen) { return new ParalyzeSpell(m_Mobile); } return new DispelSpell(m_Mobile); } public virtual Spell ChooseSpell(Mobile c) { Spell spell; if (!SmartAI) { spell = CheckCastHealingSpell(); if (spell != null) { return spell; } if (IsNecromancer) { var psDamage = (m_Mobile.Skills.SpiritSpeak.Value - c.Skills.MagicResist.Value) / 10 + (c.Player ? 18 : 30); if (psDamage > c.Hits) { return new PainSpikeSpell(m_Mobile); } } switch (Utility.Random(16)) { case 0: case 1: // Poison them { if (c.Poisoned) { goto default; } if (m_Mobile.Debug) { m_Mobile.DebugSay("Attempting to poison"); } spell = new PoisonSpell(m_Mobile); break; } case 2: // Bless ourselves { if (m_Mobile.Debug) { m_Mobile.DebugSay("Blessing myself"); } spell = new BlessSpell(m_Mobile); break; } case 3: case 4: // Curse them { if (m_Mobile.Debug) { m_Mobile.DebugSay("Attempting to curse"); } spell = GetRandomCurseSpell(); break; } case 5: // Paralyze them { if (c.Paralyzed || m_Mobile.Skills.Magery.Value <= 50.0) { goto default; } if (m_Mobile.Debug) { m_Mobile.DebugSay("Attempting to paralyze"); } spell = new ParalyzeSpell(m_Mobile); break; } case 6: // Drain mana { if (m_Mobile.Debug) { m_Mobile.DebugSay("Attempting to drain mana"); } spell = GetRandomManaDrainSpell(); break; } case 7: // Invis ourselves { if (InvisChance <= 0 || ScaleBySkill(InvisChance, SkillName.Magery) <= Utility.RandomDouble()) { goto default; } if (m_Mobile.Debug) { m_Mobile.DebugSay("Attempting to invis myself"); } spell = new InvisibilitySpell(m_Mobile); break; } default: // Damage them { if (m_Mobile.Debug) { m_Mobile.DebugSay("Just doing damage"); } spell = GetRandomDamageSpell(); break; } } } else { spell = CheckCastHealingSpell(); if (spell == null) { switch (Utility.Random(3)) { case 0: // Poison them { if (c.Poisoned) { goto case 1; } spell = new PoisonSpell(m_Mobile); break; } case 1: // Deal some damage { spell = GetRandomDamageSpell(); break; } default: // Set up a combo { if (m_Mobile.Mana is > 15 and < 40) { if (c.Paralyzed && !c.Poisoned && !m_Mobile.Meditating) { if (m_Mobile.Debug) { m_Mobile.DebugSay("I am going to meditate"); } m_Mobile.UseSkill(SkillName.Meditation); } else if (!c.Poisoned) { spell = new ParalyzeSpell(m_Mobile); } } else if (m_Mobile.Mana > 60) { if (Utility.RandomBool() && !c.Paralyzed && !c.Frozen && !c.Poisoned) { m_Combo = 0; spell = new ParalyzeSpell(m_Mobile); } else { m_Combo = 1; spell = new ExplosionSpell(m_Mobile); } } break; } } } } if (m_Mobile.Debug) { if (spell != null) { m_Mobile.DebugSay($"Casting {spell.Name}"); } else { m_Mobile.DebugSay("I don't have a spell to use!"); } } return spell; } public virtual Spell DoCombo(Mobile c) { Spell spell = null; if (m_Combo == 0) { spell = new ExplosionSpell(m_Mobile); ++m_Combo; // Move to next spell } else if (m_Combo == 1) { spell = new WeakenSpell(m_Mobile); ++m_Combo; // Move to next spell } else if (m_Combo == 2) { if (!c.Poisoned) { spell = new PoisonSpell(m_Mobile); } else if (IsNecromancer) { spell = new StrangleSpell(m_Mobile); } ++m_Combo; // Move to next spell } if (m_Combo == 3 && spell == null) { switch (Utility.Random(IsNecromancer ? 4 : 3)) { case 0: { if (c.Int < c.Dex) { spell = new FeeblemindSpell(m_Mobile); } else { spell = new ClumsySpell(m_Mobile); } ++m_Combo; // Move to next spell break; } case 1: { spell = new EnergyBoltSpell(m_Mobile); m_Combo = -1; // Reset combo state break; } case 2: { spell = new FlameStrikeSpell(m_Mobile); m_Combo = -1; // Reset combo state break; } default: { spell = new PainSpikeSpell(m_Mobile); m_Combo = -1; // Reset combo state break; } } } else if (m_Combo == 4 && spell == null) { spell = new MindBlastSpell(m_Mobile); m_Combo = -1; } return spell; } private TimeSpan GetDelay(Spell spell) { if (SmartAI || spell is DispelSpell) { return TimeSpan.FromSeconds(m_Mobile.ActiveSpeed); } var del = ScaleBySkill(3.0, SkillName.Magery); var min = 6.0 - del * 0.75; var max = 6.0 - del * 1.25; return TimeSpan.FromSeconds(min + (max - min) * Utility.RandomDouble()); } public override bool DoActionCombat() { var c = m_Mobile.Combatant; m_Mobile.Warmode = true; if (c?.Deleted != false || !c.Alive || c.IsDeadBondedPet || !m_Mobile.CanSee(c) || !m_Mobile.CanBeHarmful(c, false) || c.Map != m_Mobile.Map) { // Our combatant is deleted, dead, hidden, or we cannot hurt them // Try to find another combatant if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { m_Mobile.Combatant = c = m_Mobile.FocusMob!; if (m_Mobile.Debug) { m_Mobile.DebugSay( $"Something happened to my combatant, so I am going to fight {c.Name}" ); } m_Mobile.FocusMob = null; } else { if (m_Mobile.Debug) { m_Mobile.DebugSay("Something happened to my combatant, and nothing is around. I am on guard."); } Action = ActionType.Guard; return true; } } if (!m_Mobile.InLOS(c)) { if (m_Mobile.Debug) { m_Mobile.DebugSay("I can't see my target"); } if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { m_Mobile.Combatant = c = m_Mobile.FocusMob!; if (m_Mobile.Debug) { m_Mobile.DebugSay($"I will switch to {c.Name}"); } m_Mobile.FocusMob = null; } } if (!Core.AOS && SmartAI && !m_Mobile.StunReady && m_Mobile.Skills.Wrestling.Value >= 80.0 && m_Mobile.Skills.Anatomy.Value >= 80.0) { Fists.StunRequest(m_Mobile); } if (!m_Mobile.InRange(c, m_Mobile.RangePerception)) { // They are somewhat far away, can we find something else? if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { m_Mobile.Combatant = m_Mobile.FocusMob; m_Mobile.FocusMob = null; } else if (!m_Mobile.InRange(c, m_Mobile.RangePerception * 3)) { m_Mobile.Combatant = null; } c = m_Mobile.Combatant; if (c == null) { if (m_Mobile.Debug) { m_Mobile.DebugSay("My combatant has fled, so I am on guard"); } Action = ActionType.Guard; return true; } } if (!m_Mobile.Controlled && !m_Mobile.Summoned && m_Mobile.CanFlee && m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100) { // We are low on health, should we flee? // (10 + diff)% chance to flee var fleeChance = 10 + Math.Max(0, c.Hits - m_Mobile.Hits); if (Utility.Random(0, 100) > fleeChance) { if (m_Mobile.Debug) { m_Mobile.DebugSay($"I am going to flee from {c.Name}"); } Action = ActionType.Flee; return true; } } if (m_Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, c)) { if (m_Mobile.Debug) { m_Mobile.DebugSay("I used my abilities!"); } } else if (m_Mobile.Spell == null && Core.TickCount - m_NextCastTime >= 0) { // We are ready to cast a spell Spell spell; var toDispel = FindDispelTarget(true); if (m_Mobile.Poisoned) // Top cast priority is cure { if (m_Mobile.Debug) { m_Mobile.DebugSay("I am going to cure myself"); } spell = new CureSpell(m_Mobile); } else if (toDispel != null) // Something dispellable is attacking us { if (m_Mobile.Debug) { m_Mobile.DebugSay($"I am going to dispel {toDispel}"); } spell = DoDispel(toDispel); // May return null if dumb AI and doesn't have enough skill } else { spell = null; } spell ??= SmartAI switch { // We are doing a spell combo true when m_Combo != -1 => DoCombo(c), // They have a heal spell out true when !c.Poisoned && c.Spell is HealSpell or GreaterHealSpell => new PoisonSpell(m_Mobile), _ => ChooseSpell(c) }; // Now we have a spell picked var range = (spell as IRangedSpell)?.TargetRange ?? m_Mobile.RangePerception; // Move first before casting if (!SmartAI || toDispel == null) { RunTo(c); } else if (m_Mobile.InRange(toDispel, Math.Min(10, range))) { RunFrom(toDispel); } else if (!m_Mobile.InRange(toDispel, range)) { RunTo(toDispel); } // After running, make sure we are still in range if (spell == null || m_Mobile.InRange(c, range)) { spell?.Cast(); // Even if we don't have a spell, delay the next potential cast m_NextCastTime = Core.TickCount + (int)GetDelay(spell).TotalMilliseconds; } } else if (m_Mobile.Spell?.IsCasting != true) { RunTo(c); } if (m_Mobile.Spell != null || !m_Mobile.InRange(c, 1) || Core.TickCount - m_Mobile.LastMoveTime > 800) { m_Mobile.Direction = m_Mobile.GetDirectionTo(c); } m_LastTarget = c; m_LastTargetLoc = c.Location; return true; } public override bool DoActionGuard() { if (m_LastTarget?.Hidden == true) { var map = m_Mobile.Map; if (map == null || !m_Mobile.InRange(m_LastTargetLoc, m_Mobile.RangePerception)) { m_LastTarget = null; } else if (m_Mobile.Spell == null && Core.TickCount - m_NextCastTime >= 0) { if (m_Mobile.Debug) { m_Mobile.DebugSay("I am going to reveal my last target"); } m_RevealTarget = new LandTarget(m_LastTargetLoc, map); Spell spell = new RevealSpell(m_Mobile); if (spell.Cast()) { m_LastTarget = null; // only do it once } m_NextCastTime = Core.TickCount + (int)GetDelay(spell).TotalMilliseconds; } } if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { if (m_Mobile.Debug) { m_Mobile.DebugSay($"I am going to attack {m_Mobile.FocusMob.Name}"); } m_Mobile.Combatant = m_Mobile.FocusMob; Action = ActionType.Combat; } else { if (!m_Mobile.Controlled) { ProcessTarget(); var spell = CheckCastHealingSpell(); spell?.Cast(); } base.DoActionGuard(); } return true; } public override bool DoActionFlee() { // Mobile c = m_Mobile.Combatant; if ((m_Mobile.Mana > 20 || m_Mobile.Mana == m_Mobile.ManaMax) && m_Mobile.Hits > m_Mobile.HitsMax / 2) { if (m_Mobile.Debug) { m_Mobile.DebugSay("I am stronger now, my guard is up"); } Action = ActionType.Guard; } else if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { if (m_Mobile.Debug) { m_Mobile.DebugSay($"I am scared of {m_Mobile.FocusMob.Name}"); } RunFrom(m_Mobile.FocusMob); m_Mobile.FocusMob = null; if (m_Mobile.Poisoned && Utility.Random(0, 5) == 0) { new CureSpell(m_Mobile).Cast(); } } else { if (m_Mobile.Debug) { m_Mobile.DebugSay("Area seems clear, but my guard is up"); } Action = ActionType.Guard; m_Mobile.Warmode = true; } return true; } public Mobile FindDispelTarget(bool activeOnly) { if (m_Mobile.Deleted || m_Mobile.Int < 95 || CanDispel(m_Mobile) || m_Mobile.AutoDispel) { return null; } if (activeOnly) { var aggressed = m_Mobile.Aggressed; var aggressors = m_Mobile.Aggressors; Mobile active = null; var activePrio = 0.0; var comb = m_Mobile.Combatant; if (comb?.Deleted == false && comb.Alive && !comb.IsDeadBondedPet && m_Mobile.InRange(comb, m_Mobile.RangePerception) && CanDispel(comb)) { active = comb; activePrio = m_Mobile.GetDistanceToSqrt(comb); if (activePrio <= 2) { return active; } } for (var i = 0; i < aggressed.Count; ++i) { var info = aggressed[i]; var m = info.Defender; if (m != comb && m.Combatant == m_Mobile && m_Mobile.InRange(m, m_Mobile.RangePerception) && CanDispel(m)) { var prio = m_Mobile.GetDistanceToSqrt(m); if (active == null || prio < activePrio) { active = m; activePrio = prio; if (activePrio <= 2) { return active; } } } } for (var i = 0; i < aggressors.Count; ++i) { var info = aggressors[i]; var m = info.Attacker; if (m != comb && m.Combatant == m_Mobile && m_Mobile.InRange(m, m_Mobile.RangePerception) && CanDispel(m)) { var prio = m_Mobile.GetDistanceToSqrt(m); if (active == null || prio < activePrio) { active = m; activePrio = prio; if (activePrio <= 2) { return active; } } } } return active; } var map = m_Mobile.Map; if (map != null) { Mobile active = null, inactive = null; double actPrio = 0.0, inactPrio = 0.0; var comb = m_Mobile.Combatant; if (comb?.Deleted == false && comb.Alive && !comb.IsDeadBondedPet && CanDispel(comb)) { active = inactive = comb; actPrio = inactPrio = m_Mobile.GetDistanceToSqrt(comb); } foreach (var m in m_Mobile.GetMobilesInRange(m_Mobile.RangePerception)) { if (m != m_Mobile && CanDispel(m)) { var prio = m_Mobile.GetDistanceToSqrt(m); if (inactive == null || prio < inactPrio) { inactive = m; inactPrio = prio; } if ((m_Mobile.Combatant == m || m.Combatant == m_Mobile) && (active == null || prio < actPrio)) { active = m; actPrio = prio; } } } return active ?? inactive; } return null; } public bool CanDispel(Mobile m) => m is BaseCreature creature && creature.Summoned && creature.SummonMaster != m_Mobile && m_Mobile.CanBeHarmful(creature, false) && !creature.IsAnimatedDead; private bool ProcessTarget() { var targ = m_Mobile.Target; if (targ == null) { return false; } var spellTarg = targ as ISpellTarget; var isReveal = spellTarg?.Spell is RevealSpell; var isDispel = spellTarg?.Spell is DispelSpell; var isParalyze = spellTarg?.Spell is ParalyzeSpell; var isTeleport = spellTarg?.Spell is TeleportSpell; var isInvisible = spellTarg?.Spell is InvisibilitySpell; var teleportAway = false; Mobile toTarget; if (isInvisible) { toTarget = m_Mobile; } else if (isDispel) { toTarget = FindDispelTarget(false); if (!SmartAI && toTarget != null) { RunTo(toTarget); } else if (toTarget != null && m_Mobile.InRange(toTarget, 10)) { RunFrom(toTarget); } } else if (SmartAI && (isParalyze || isTeleport)) { toTarget = FindDispelTarget(true); if (toTarget == null) { toTarget = m_Mobile.Combatant; if (toTarget != null) { RunTo(toTarget); } } else if (m_Mobile.InRange(toTarget, 10)) { RunFrom(toTarget); teleportAway = true; } else { teleportAway = true; } } else { toTarget = m_Mobile.Combatant; if (toTarget != null) { RunTo(toTarget); } } if ((targ.Flags & TargetFlags.Harmful) != 0 && toTarget != null) { if ((targ.Range == -1 || m_Mobile.InRange(toTarget, targ.Range)) && m_Mobile.CanSee(toTarget) && m_Mobile.InLOS(toTarget)) { targ.Invoke(m_Mobile, toTarget); } else if (isDispel) { targ.Cancel(m_Mobile, TargetCancelType.Canceled); } } else if ((targ.Flags & TargetFlags.Beneficial) != 0) { targ.Invoke(m_Mobile, m_Mobile); } else if (isReveal && m_RevealTarget != null) { targ.Invoke(m_Mobile, m_RevealTarget); } else { var map = m_Mobile.Map; if (map != null && isTeleport && toTarget != null) { var teleRange = targ.Range >= 0 ? targ.Range : Core.ML ? 11 : 12; int px, py; if (teleportAway) { var rx = m_Mobile.X - toTarget.X; var ry = m_Mobile.Y - toTarget.Y; var d = m_Mobile.GetDistanceToSqrt(toTarget); px = toTarget.X + (int)(rx * (10 / d)); py = toTarget.Y + (int)(ry * (10 / d)); } else { px = toTarget.X; py = toTarget.Y; } for (var i = 0; i < m_Offsets.Length; i += 2) { int x = m_Offsets[i], y = m_Offsets[i + 1]; var p = new Point3D(px + x, py + y, 0); var lt = new LandTarget(p, map); if ((targ.Range == -1 || m_Mobile.InRange(p, targ.Range)) && m_Mobile.InLOS(lt) && map.CanSpawnMobile(px + x, py + y, lt.Z) && !SpellHelper.CheckMulti(p, map)) { targ.Invoke(m_Mobile, lt); return true; } } for (var i = 0; i < 10; ++i) { var randomPoint = new Point3D( m_Mobile.X - teleRange + Utility.Random(teleRange * 2 + 1), m_Mobile.Y - teleRange + Utility.Random(teleRange * 2 + 1), 0 ); var lt = new LandTarget(randomPoint, map); if (m_Mobile.InLOS(lt) && map.CanSpawnMobile(lt.X, lt.Y, lt.Z) && !SpellHelper.CheckMulti(randomPoint, map)) { targ.Invoke(m_Mobile, new LandTarget(randomPoint, map)); return true; } } } targ.Cancel(m_Mobile, TargetCancelType.Canceled); } return true; } }