### 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
199 lines
6.7 KiB
C#
199 lines
6.7 KiB
C#
using ModernUO.Serialization;
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using System;
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using Server.Collections;
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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 MeerEternal : BaseCreature
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{
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private DateTime m_NextAbilityTime;
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[Constructible]
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public MeerEternal() : base(AIType.AI_Mage, FightMode.Evil)
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{
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Body = 772;
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SetStr(416, 505);
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SetDex(146, 165);
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SetInt(566, 655);
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SetHits(250, 303);
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SetDamage(11, 13);
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SetDamageType(ResistanceType.Physical, 100);
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SetResistance(ResistanceType.Physical, 45, 55);
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SetResistance(ResistanceType.Fire, 15, 25);
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SetResistance(ResistanceType.Cold, 45, 55);
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SetResistance(ResistanceType.Poison, 30, 40);
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SetResistance(ResistanceType.Energy, 30, 40);
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SetSkill(SkillName.EvalInt, 90.1, 100.0);
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SetSkill(SkillName.Magery, 90.1, 100.0);
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SetSkill(SkillName.Meditation, 90.1, 100.0);
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SetSkill(SkillName.MagicResist, 150.5, 200.0);
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SetSkill(SkillName.Tactics, 50.1, 70.0);
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SetSkill(SkillName.Wrestling, 60.1, 80.0);
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Fame = 18000;
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Karma = 18000;
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VirtualArmor = 34;
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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's corpse";
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public override string DefaultName => "a meer eternal";
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public override bool AutoDispel => true;
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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 Poison PoisonImmune => Poison.Lethal;
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public override int TreasureMapLevel => Core.AOS ? 5 : 4;
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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.FilthyRich, 2);
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AddLoot(LootPack.MedScrolls, 2);
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AddLoot(LootPack.HighScrolls, 2);
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}
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public override int GetHurtSound() => 0x167;
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public override int GetDeathSound() => 0xBC;
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public override int GetAttackSound() => 0x28B;
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private void DoAreaLeech()
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{
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m_NextAbilityTime += TimeSpan.FromSeconds(2.5);
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Say(true, "Beware, mortals! You have provoked my wrath!");
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FixedParticles(0x376A, 10, 10, 9537, 33, 0, EffectLayer.Waist);
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Timer.StartTimer(TimeSpan.FromSeconds(5.0), DoAreaLeech_Finish);
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}
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private void DoAreaLeech_Finish()
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{
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using var queue = PooledRefQueue<Mobile>.Create();
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foreach (var m in GetMobilesInRange(6))
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{
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if (CanBeHarmful(m) && IsEnemy(m))
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{
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queue.Enqueue(m);
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}
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}
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if (queue.Count == 0)
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{
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Say(true, "Bah! You have escaped my grasp this time, mortal!");
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return;
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}
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double scalar = queue.Count switch
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{
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1 => 0.75,
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2 => 0.50,
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_ => 0.25
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};
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while (queue.Count > 0)
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{
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var m = queue.Dequeue();
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var damage = (int)(m.Hits * scalar) + Utility.RandomMinMax(-5, 5);
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m.MovingParticles(this, 0x36F4, 1, 0, false, false, 32, 0, 9535, 1, 0, (EffectLayer)255, 0x100);
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m.MovingParticles(this, 0x0001, 1, 0, false, true, 32, 0, 9535, 9536, 0, (EffectLayer)255, 0);
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DoHarmful(m);
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Hits += AOS.Damage(m, this, Math.Max(damage, 1), 100, 0, 0, 0, 0);
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}
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Say(true, "If I cannot cleanse thy soul, I will destroy it!");
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}
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private void DoFocusedLeech(Mobile combatant, string message)
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{
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Say(true, message);
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Timer.StartTimer(TimeSpan.FromSeconds(0.5), () => DoFocusedLeech_Stage1(combatant));
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}
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private void DoFocusedLeech_Stage1(Mobile combatant)
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{
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if (CanBeHarmful(combatant))
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{
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MovingParticles(combatant, 0x36FA, 1, 0, false, false, 1108, 0, 9533, 1, 0, (EffectLayer)255, 0x100);
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MovingParticles(combatant, 0x0001, 1, 0, false, true, 1108, 0, 9533, 9534, 0, (EffectLayer)255, 0);
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PlaySound(0x1FB);
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Timer.StartTimer(TimeSpan.FromSeconds(1.0), () => DoFocusedLeech_Stage2(combatant));
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}
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}
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private void DoFocusedLeech_Stage2(Mobile combatant)
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{
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if (CanBeHarmful(combatant))
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{
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combatant.MovingParticles(this, 0x36F4, 1, 0, false, false, 32, 0, 9535, 1, 0, (EffectLayer)255, 0x100);
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combatant.MovingParticles(this, 0x0001, 1, 0, false, true, 32, 0, 9535, 9536, 0, (EffectLayer)255, 0);
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PlaySound(0x209);
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DoHarmful(combatant);
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Hits += AOS.Damage(combatant, this, Utility.RandomMinMax(30, 40) - (Core.AOS ? 0 : 10), 100, 0, 0, 0, 0);
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}
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}
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public override void OnThink()
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{
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if (Core.Now >= m_NextAbilityTime)
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{
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var combatant = Combatant;
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if (combatant != null && combatant.Map == Map && combatant.InRange(this, 12))
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{
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m_NextAbilityTime = Core.Now + TimeSpan.FromSeconds(Utility.RandomMinMax(10, 15));
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var ability = Utility.Random(4);
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switch (ability)
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{
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case 0:
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{
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DoFocusedLeech(combatant, "Thine essence will fill my withering body with strength!");
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break;
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}
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case 1:
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{
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DoFocusedLeech(
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combatant,
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"I rebuke thee, worm, and cleanse thy vile spirit of its tainted blood!"
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);
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break;
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}
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case 2:
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{
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DoFocusedLeech(combatant, "I devour your life's essence to strengthen my resolve!");
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break;
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}
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case 3:
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{
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DoAreaLeech();
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break;
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}
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// TODO: Resurrect ability
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}
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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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