### Summary
Eliminates `IPooledEnumerable<T>` and `eable.Free()` from `Map` for mobiles. This drastically simplifies code that iterates in range, for example:
```cs
foreach (var m in m.GetMobilesInRange(5))
{
}
```
The code above no longer requires an eable and calling `Free()`.
- [X] Fixed several locations where an NPC that was damaged would cause a server crash.
- [X] Removed an unnecessary allocation in guard fake calls (NPCs calling guards on you)
- [X] Fixes damage precision loss in Poison Strike Spell
- [X] BogThing no longer attempts to "search" for boglings to eat when it is at full health
145 lines
4.1 KiB
C#
145 lines
4.1 KiB
C#
using ModernUO.Serialization;
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using System;
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using Server.Items;
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using Server.Spells;
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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 MeerCaptain : BaseCreature
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{
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private DateTime m_NextAbilityTime;
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[Constructible]
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public MeerCaptain() : base(AIType.AI_Archer, FightMode.Evil)
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{
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Body = 773;
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SetStr(96, 110);
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SetDex(186, 200);
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SetInt(96, 110);
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SetHits(58, 66);
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SetDamage(5, 15);
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SetDamageType(ResistanceType.Physical, 100);
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SetResistance(ResistanceType.Physical, 45, 55);
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SetResistance(ResistanceType.Fire, 10, 20);
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SetResistance(ResistanceType.Cold, 40, 50);
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SetResistance(ResistanceType.Poison, 35, 45);
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SetResistance(ResistanceType.Energy, 35, 45);
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SetSkill(SkillName.Archery, 90.1, 100.0);
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SetSkill(SkillName.MagicResist, 91.0, 100.0);
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SetSkill(SkillName.Swords, 90.1, 100.0);
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SetSkill(SkillName.Tactics, 91.0, 100.0);
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SetSkill(SkillName.Wrestling, 80.9, 89.9);
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Fame = 2000;
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Karma = 5000;
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VirtualArmor = 28;
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Container pack = new Backpack();
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pack.DropItem(new Bolt(Utility.RandomMinMax(10, 20)));
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pack.DropItem(new Bolt(Utility.RandomMinMax(10, 20)));
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AddItem(
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Utility.Random(6) switch
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{
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0 => new Longsword(),
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1 => new Cutlass(),
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2 => new Broadsword(),
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3 => new Katana(),
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4 => new Scimitar(),
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_ => new VikingSword() // 5
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}
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);
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Container bag = new Bag();
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var count = Utility.RandomMinMax(10, 20);
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for (var i = 0; i < count; ++i)
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{
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var item = Loot.RandomReagent();
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if (item == null)
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{
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continue;
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}
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if (!bag.TryDropItem(this, item, false))
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{
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item.Delete();
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}
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}
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pack.DropItem(bag);
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AddItem(new Crossbow());
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PackItem(pack);
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m_NextAbilityTime = Core.Now + TimeSpan.FromSeconds(Utility.RandomMinMax(2, 5));
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}
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public override string CorpseName => "a meer corpse";
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public override string DefaultName => "a meer captain";
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public override bool BardImmune => !Core.AOS;
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public override bool CanRummageCorpses => true;
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public override bool InitialInnocent => true;
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public override void GenerateLoot()
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{
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AddLoot(LootPack.Meager);
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}
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public override int GetHurtSound() => 0x14D;
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public override int GetDeathSound() => 0x314;
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public override int GetAttackSound() => 0x75;
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public override void OnThink()
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{
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if (Combatant != null && MagicDamageAbsorb < 1)
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{
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MagicDamageAbsorb = Utility.RandomMinMax(5, 7);
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FixedParticles(0x375A, 10, 15, 5037, EffectLayer.Waist);
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PlaySound(0x1E9);
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}
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if (Core.Now >= m_NextAbilityTime)
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{
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m_NextAbilityTime = Core.Now + TimeSpan.FromSeconds(Utility.RandomMinMax(10, 15));
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foreach (var m in GetMobilesInRange(8))
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{
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if (m is not MeerWarrior || !IsFriend(m) || !CanBeBeneficial(m) || m.Hits >= m.HitsMax || m.Poisoned ||
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MortalStrike.IsWounded(m))
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{
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continue;
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}
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DoBeneficial(m);
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var toHeal = Utility.RandomMinMax(20, 30);
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SpellHelper.Turn(this, m);
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m.Heal(toHeal, this);
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m.FixedParticles(0x376A, 9, 32, 5030, EffectLayer.Waist);
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m.PlaySound(0x202);
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}
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}
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base.OnThink();
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}
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}
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}
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