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