ModernUO/Projects/UOContent/Mobiles/Special/Neira.cs
Kamron Batman 3332fabc39
fix: Reverts to RunUO speeds, fixes direction glitching, adds movement speed interpolation (#1695)
> [!IMPORTANT]  
> Please read through these changes, as they changed certain expectations for how the internal AI thinking/movement work.
> Note that some mobs still don't have smooth movement on ClassicUO due to how the client handles animations/movement.

### Summary
- **Important Change**: Mobs will now move at a more regular pace. If the OnThink results in a move, but the cooldown would otherwise prevent the move, then the movement is scheduled on another timer.
- Added a 400ms delay to mobs turning to face a player to attack in order to avoid glitching between moving and turning.
- Reverted AI thinking speeds back to RunUO specific speeds.
- Reverted the AI thinking to moving conversion delays back to RunUO.
- For thinking speeds that are not exactly the predefined speeds from RunUO, there is a new calculation to determine the correct conversion to movement speed. This stops speeds like `0.35` from being faster than `0.3`

> [!NOTE]  
> **Developer Note**
> BaseAI.CheckMove() no longer contains the check for whether or not a mob is on movement cooldown. This function can now be overwritten without causing issues to figuring out that cooldown.
2024-03-18 14:13:41 -07:00

228 lines
5.8 KiB
C#

using System;
using ModernUO.Serialization;
using Server.Engines.CannedEvil;
using Server.Items;
namespace Server.Mobiles;
[SerializationGenerator(1, false)]
public partial class Neira : BaseChampion
{
private const double SpeedBoostScalar = 1.2;
private bool _speedBoost;
[Constructible]
public Neira() : base(AIType.AI_Mage)
{
Title = "the necromancer";
Body = 401;
Hue = 0x83EC;
SetStr(305, 425);
SetDex(72, 150);
SetInt(505, 750);
SetHits(4800);
SetStam(102, 300);
SetDamage(25, 35);
SetDamageType(ResistanceType.Physical, 100);
SetResistance(ResistanceType.Physical, 25, 30);
SetResistance(ResistanceType.Fire, 35, 45);
SetResistance(ResistanceType.Cold, 50, 60);
SetResistance(ResistanceType.Poison, 30, 40);
SetResistance(ResistanceType.Energy, 20, 30);
SetSkill(SkillName.EvalInt, 120.0);
SetSkill(SkillName.Magery, 120.0);
SetSkill(SkillName.Meditation, 120.0);
SetSkill(SkillName.MagicResist, 150.0);
SetSkill(SkillName.Tactics, 97.6, 100.0);
SetSkill(SkillName.Wrestling, 97.6, 100.0);
Fame = 22500;
Karma = -22500;
VirtualArmor = 30;
Female = true;
Item shroud = new HoodedShroudOfShadows();
shroud.Movable = false;
AddItem(shroud);
var weapon = new Scimitar
{
Skill = SkillName.Wrestling,
Hue = 38,
Movable = false
};
AddItem(weapon);
// new SkeletalMount().Rider = this;
AddItem(new VirtualMountItem(this));
}
public override ChampionSkullType SkullType => ChampionSkullType.Death;
public override Type[] UniqueList => new[] { typeof(ShroudOfDeciet) };
public override Type[] SharedList => new[]
{
typeof(ANecromancerShroud),
typeof(CaptainJohnsHat)
};
public override Type[] DecorativeList => new[] { typeof(WallBlood), typeof(TatteredAncientMummyWrapping) };
public override MonsterStatuetteType[] StatueTypes => Array.Empty<MonsterStatuetteType>();
public override string DefaultName => "Neira";
public override bool AlwaysMurderer => true;
public override bool BardImmune => !Core.SE;
public override bool Unprovokable => Core.SE;
public override bool Uncalmable => Core.SE;
public override Poison PoisonImmune => Poison.Deadly;
public override bool ShowFameTitle => false;
public override bool ClickTitle => false;
public override void GenerateLoot()
{
AddLoot(LootPack.UltraRich, 3);
AddLoot(LootPack.Meager);
}
public override bool OnBeforeDeath()
{
var mount = Mount;
if (mount != null)
{
mount.Rider = null;
}
(mount as Item)?.Delete();
return base.OnBeforeDeath();
}
public override void OnDamage(int amount, Mobile from, bool willKill)
{
CheckSpeedBoost();
base.OnDamage(amount, from, willKill);
}
private void CheckSpeedBoost()
{
if (Hits < HitsMax / 4)
{
if (!_speedBoost)
{
ActiveSpeed /= SpeedBoostScalar;
PassiveSpeed /= SpeedBoostScalar;
_speedBoost = true;
}
}
else if (_speedBoost)
{
ActiveSpeed *= SpeedBoostScalar;
PassiveSpeed *= SpeedBoostScalar;
_speedBoost = false;
}
// Assume active
CurrentSpeed = ActiveSpeed;
}
public override void OnGaveMeleeAttack(Mobile defender, int damage)
{
base.OnGaveMeleeAttack(defender, damage);
if (Utility.RandomDouble() < 0.1) // 10% chance to drop or throw an unholy bone
{
AddUnholyBone(defender, 0.25);
}
CheckSpeedBoost();
}
public override void OnGotMeleeAttack(Mobile attacker, int damage)
{
base.OnGotMeleeAttack(attacker, damage);
if (Utility.RandomDouble() < 0.1) // 10% chance to drop or throw an unholy bone
{
AddUnholyBone(attacker, 0.25);
}
}
public override void AlterDamageScalarFrom(Mobile caster, ref double scalar)
{
base.AlterDamageScalarFrom(caster, ref scalar);
if (Utility.RandomDouble() < 0.1) // 10% chance to throw an unholy bone
{
AddUnholyBone(caster, 1.0);
}
}
public void AddUnholyBone(Mobile target, double chanceToThrow)
{
if (Map == null)
{
return;
}
if (chanceToThrow >= Utility.RandomDouble())
{
Direction = GetDirectionTo(target);
MovingEffect(target, 0xF7E, 10, 1, true, false, 0x496, 0);
new DelayTimer(this, target).Start();
}
else
{
new UnholyBone().MoveToWorld(Location, Map);
}
}
private void Deserialize(IGenericReader reader, int version)
{
// We don't need to serialize this
reader.ReadBool(); // _speedBoost
}
[AfterDeserialization]
private void AfterDeserialization()
{
CheckSpeedBoost();
}
private class DelayTimer : Timer
{
private readonly Mobile m_Mobile;
private readonly Mobile m_Target;
public DelayTimer(Mobile m, Mobile target) : base(TimeSpan.FromSeconds(1.0))
{
m_Mobile = m;
m_Target = target;
}
protected override void OnTick()
{
if (m_Mobile.CanBeHarmful(m_Target))
{
m_Mobile.DoHarmful(m_Target);
AOS.Damage(m_Target, m_Mobile, Utility.RandomMinMax(10, 20), 100, 0, 0, 0, 0);
new UnholyBone().MoveToWorld(m_Target.Location, m_Target.Map);
}
}
}
}